Path: blob/master/servers/rendering/renderer_rd/effects/resolve.cpp
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/**************************************************************************/1/* resolve.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "resolve.h"31#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"32#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"3334using namespace RendererRD;3536Resolve::Resolve() {37Vector<String> resolve_modes;38resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");39resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");40resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");4142resolve.shader.initialize(resolve_modes);4344resolve.shader_version = resolve.shader.version_create();4546for (int i = 0; i < RESOLVE_MODE_MAX; i++) {47resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));48}49}5051Resolve::~Resolve() {52resolve.shader.version_free(resolve.shader_version);53}5455void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples) {56UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();57ERR_FAIL_NULL(uniform_set_cache);58MaterialStorage *material_storage = MaterialStorage::get_singleton();59ERR_FAIL_NULL(material_storage);6061ResolvePushConstant push_constant;62push_constant.screen_size[0] = p_screen_size.x;63push_constant.screen_size[1] = p_screen_size.y;64push_constant.samples = p_samples;6566// setup our uniforms67RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);6869RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));70RD::Uniform u_source_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_source_normal_roughness }));71RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_depth }));72RD::Uniform u_dest_normal_roughness(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_dest_normal_roughness }));7374ResolveMode mode = p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI;75RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);76ERR_FAIL_COND(shader.is_null());7778RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();79RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);80RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth, u_source_normal_roughness), 0);81RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth, u_dest_normal_roughness), 1);82if (p_source_voxel_gi.is_valid()) {83RD::Uniform u_source_voxel_gi(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_voxel_gi }));84RD::Uniform u_dest_voxel_gi(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_voxel_gi);8586RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_source_voxel_gi), 2);87RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_voxel_gi), 3);88}8990RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));9192RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);9394RD::get_singleton()->compute_list_end();95}9697void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples) {98UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();99ERR_FAIL_NULL(uniform_set_cache);100MaterialStorage *material_storage = MaterialStorage::get_singleton();101ERR_FAIL_NULL(material_storage);102103ResolvePushConstant push_constant;104push_constant.screen_size[0] = p_screen_size.x;105push_constant.screen_size[1] = p_screen_size.y;106push_constant.samples = p_samples;107108// setup our uniforms109RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);110111RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));112RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_depth);113114ResolveMode mode = RESOLVE_MODE_DEPTH;115RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);116ERR_FAIL_COND(shader.is_null());117118RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();119RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);120RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth), 0);121RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth), 1);122123RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));124125RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);126127RD::get_singleton()->compute_list_end();128}129130131