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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_rd/effects/ss_effects.cpp
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/**************************************************************************/
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/* ss_effects.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "ss_effects.h"
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#include "core/config/project_settings.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
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#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
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using namespace RendererRD;
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SSEffects *SSEffects::singleton = nullptr;
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static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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p_array[i * 4 + j] = p_mtx.columns[i][j];
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}
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}
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}
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SSEffects::SSEffects() {
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singleton = this;
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// Initialize depth buffer for screen space effects
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{
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Vector<String> downsampler_modes;
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downsampler_modes.push_back("\n");
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downsampler_modes.push_back("\n#define USE_HALF_SIZE\n");
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downsampler_modes.push_back("\n#define GENERATE_MIPS\n");
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downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n");
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downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n");
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downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n");
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downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS");
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ss_effects.downsample_shader.initialize(downsampler_modes);
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ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create();
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for (int i = 0; i < SS_EFFECTS_MAX; i++) {
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ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i));
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}
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ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants));
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SSEffectsGatherConstants gather_constants;
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const int sub_pass_count = 5;
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for (int pass = 0; pass < 4; pass++) {
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for (int subPass = 0; subPass < sub_pass_count; subPass++) {
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int a = pass;
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int spmap[5]{ 0, 1, 4, 3, 2 };
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int b = spmap[subPass];
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float ca, sa;
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float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math::PI * 0.5f;
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ca = Math::cos(angle0);
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sa = Math::sin(angle0);
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float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f;
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gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca;
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gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa;
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gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa;
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gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca;
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}
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}
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RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants);
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}
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// Initialize Screen Space Indirect Lighting (SSIL)
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ssil_set_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
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{
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Vector<String> ssil_modes;
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ssil_modes.push_back("\n");
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ssil_modes.push_back("\n#define SSIL_BASE\n");
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ssil_modes.push_back("\n#define ADAPTIVE\n");
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ssil.gather_shader.initialize(ssil_modes);
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ssil.gather_shader_version = ssil.gather_shader.version_create();
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for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) {
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ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i));
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}
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ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms));
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}
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{
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Vector<String> ssil_modes;
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ssil_modes.push_back("\n#define GENERATE_MAP\n");
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ssil_modes.push_back("\n#define PROCESS_MAPA\n");
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ssil_modes.push_back("\n#define PROCESS_MAPB\n");
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ssil.importance_map_shader.initialize(ssil_modes);
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ssil.importance_map_shader_version = ssil.importance_map_shader.version_create();
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for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) {
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ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP));
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}
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ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
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int zero[1] = { 0 };
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RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
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RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter");
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Vector<RD::Uniform> uniforms;
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.binding = 0;
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u.append_id(ssil.importance_map_load_counter);
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uniforms.push_back(u);
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}
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ssil.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2), 2);
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RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set");
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}
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{
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Vector<String> ssil_modes;
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ssil_modes.push_back("\n#define MODE_NON_SMART\n");
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ssil_modes.push_back("\n#define MODE_SMART\n");
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ssil_modes.push_back("\n#define MODE_WIDE\n");
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ssil.blur_shader.initialize(ssil_modes);
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ssil.blur_shader_version = ssil.blur_shader.version_create();
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for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) {
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ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS));
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}
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}
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{
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Vector<String> ssil_modes;
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ssil_modes.push_back("\n#define MODE_NON_SMART\n");
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ssil_modes.push_back("\n#define MODE_SMART\n");
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ssil_modes.push_back("\n#define MODE_HALF\n");
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ssil.interleave_shader.initialize(ssil_modes);
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ssil.interleave_shader_version = ssil.interleave_shader.version_create();
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for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) {
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ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE));
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}
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}
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// Initialize Screen Space Ambient Occlusion (SSAO)
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ssao_set_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/environment/ssao/quality"))), GLOBAL_GET("rendering/environment/ssao/half_size"), GLOBAL_GET("rendering/environment/ssao/adaptive_target"), GLOBAL_GET("rendering/environment/ssao/blur_passes"), GLOBAL_GET("rendering/environment/ssao/fadeout_from"), GLOBAL_GET("rendering/environment/ssao/fadeout_to"));
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{
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RD::SamplerState sampler;
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sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
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sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
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sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
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sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
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sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
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sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
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sampler.max_lod = 4;
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uint32_t pipeline = 0;
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{
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Vector<String> ssao_modes;
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ssao_modes.push_back("\n");
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ssao_modes.push_back("\n#define SSAO_BASE\n");
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ssao_modes.push_back("\n#define ADAPTIVE\n");
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ssao.gather_shader.initialize(ssao_modes);
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ssao.gather_shader_version = ssao.gather_shader.version_create();
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for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) {
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ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i));
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pipeline++;
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}
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}
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{
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Vector<String> ssao_modes;
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ssao_modes.push_back("\n#define GENERATE_MAP\n");
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ssao_modes.push_back("\n#define PROCESS_MAPA\n");
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ssao_modes.push_back("\n#define PROCESS_MAPB\n");
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ssao.importance_map_shader.initialize(ssao_modes);
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ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
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for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
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ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP));
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pipeline++;
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}
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ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
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int zero[1] = { 0 };
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RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
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RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
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Vector<RD::Uniform> uniforms;
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.binding = 0;
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u.append_id(ssao.importance_map_load_counter);
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uniforms.push_back(u);
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}
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ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2);
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RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
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}
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{
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Vector<String> ssao_modes;
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ssao_modes.push_back("\n#define MODE_NON_SMART\n");
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ssao_modes.push_back("\n#define MODE_SMART\n");
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ssao_modes.push_back("\n#define MODE_WIDE\n");
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ssao.blur_shader.initialize(ssao_modes);
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ssao.blur_shader_version = ssao.blur_shader.version_create();
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for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
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ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
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pipeline++;
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}
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}
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{
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Vector<String> ssao_modes;
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ssao_modes.push_back("\n#define MODE_NON_SMART\n");
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ssao_modes.push_back("\n#define MODE_SMART\n");
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ssao_modes.push_back("\n#define MODE_HALF\n");
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ssao.interleave_shader.initialize(ssao_modes);
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ssao.interleave_shader_version = ssao.interleave_shader.version_create();
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for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
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ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
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RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
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pipeline++;
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}
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}
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ERR_FAIL_COND(pipeline != SSAO_MAX);
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ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
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}
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// Screen Space Reflections
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ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
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{
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Vector<RD::PipelineSpecializationConstant> specialization_constants;
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{
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RD::PipelineSpecializationConstant sc;
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sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
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sc.constant_id = 0; // SSR_USE_FULL_PROJECTION_MATRIX
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sc.bool_value = false;
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specialization_constants.push_back(sc);
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}
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{
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Vector<String> ssr_scale_modes;
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ssr_scale_modes.push_back("\n");
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ssr_scale.shader.initialize(ssr_scale_modes);
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ssr_scale.shader_version = ssr_scale.shader.version_create();
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for (int v = 0; v < SSR_VARIATIONS; v++) {
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specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
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ssr_scale.pipelines[v] = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), specialization_constants);
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}
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}
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{
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Vector<String> ssr_modes;
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ssr_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_NORMAL
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ssr_modes.push_back("\n#define MODE_ROUGH\n"); // SCREEN_SPACE_REFLECTION_ROUGH
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ssr.shader.initialize(ssr_modes);
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ssr.shader_version = ssr.shader.version_create();
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for (int v = 0; v < SSR_VARIATIONS; v++) {
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specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
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for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
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ssr.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i), specialization_constants);
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}
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}
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}
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{
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Vector<String> ssr_filter_modes;
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ssr_filter_modes.push_back("\n"); // SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL
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ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n"); // SCREEN_SPACE_REFLECTION_FILTER_VERTICAL
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ssr_filter.shader.initialize(ssr_filter_modes);
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ssr_filter.shader_version = ssr_filter.shader.version_create();
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for (int v = 0; v < SSR_VARIATIONS; v++) {
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specialization_constants.ptrw()[0].bool_value = (v & SSR_MULTIVIEW) ? true : false;
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for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
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ssr_filter.pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i), specialization_constants);
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}
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}
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}
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}
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// Subsurface scattering
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sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
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sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
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sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
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{
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Vector<String> sss_modes;
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sss_modes.push_back("\n#define USE_11_SAMPLES\n");
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sss_modes.push_back("\n#define USE_17_SAMPLES\n");
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sss_modes.push_back("\n#define USE_25_SAMPLES\n");
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sss.shader.initialize(sss_modes);
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sss.shader_version = sss.shader.version_create();
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for (int i = 0; i < sss_modes.size(); i++) {
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sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
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}
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}
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}
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SSEffects::~SSEffects() {
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{
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// Cleanup SS Reflections
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ssr.shader.version_free(ssr.shader_version);
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ssr_filter.shader.version_free(ssr_filter.shader_version);
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ssr_scale.shader.version_free(ssr_scale.shader_version);
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if (ssr.ubo.is_valid()) {
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RD::get_singleton()->free(ssr.ubo);
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}
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}
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{
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// Cleanup SS downsampler
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ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
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RD::get_singleton()->free(ss_effects.mirror_sampler);
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RD::get_singleton()->free(ss_effects.gather_constants_buffer);
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}
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{
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// Cleanup SSIL
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ssil.blur_shader.version_free(ssil.blur_shader_version);
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ssil.gather_shader.version_free(ssil.gather_shader_version);
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ssil.interleave_shader.version_free(ssil.interleave_shader_version);
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ssil.importance_map_shader.version_free(ssil.importance_map_shader_version);
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RD::get_singleton()->free(ssil.importance_map_load_counter);
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RD::get_singleton()->free(ssil.projection_uniform_buffer);
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}
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{
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// Cleanup SSAO
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ssao.blur_shader.version_free(ssao.blur_shader_version);
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ssao.gather_shader.version_free(ssao.gather_shader_version);
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ssao.interleave_shader.version_free(ssao.interleave_shader_version);
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ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
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RD::get_singleton()->free(ssao.importance_map_load_counter);
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}
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{
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// Cleanup Subsurface scattering
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sss.shader.version_free(sss.shader_version);
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}
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singleton = nullptr;
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}
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/* SS Downsampler */
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void SSEffects::downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_view, const Projection &p_projection) {
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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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ERR_FAIL_NULL(material_storage);
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uint32_t view_count = p_render_buffers->get_view_count();
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Size2i full_screen_size = p_render_buffers->get_internal_size();
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Size2i size((full_screen_size.x + 1) / 2, (full_screen_size.y + 1) / 2);
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// Make sure our buffers exist, buffers are automatically cleared if view count or size changes.
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if (!p_render_buffers->has_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH)) {
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p_render_buffers->create_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, RD::DATA_FORMAT_R16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, size, view_count * 4, 5);
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}
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// Downsample and deinterleave the depth buffer for SSAO and SSIL
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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int downsample_mode = SS_EFFECTS_DOWNSAMPLE;
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bool use_mips = ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM;
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if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
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downsample_mode = SS_EFFECTS_DOWNSAMPLE_HALF;
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} else if (use_mips) {
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downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
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}
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bool use_half_size = false;
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bool use_full_mips = false;
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if (ssao_half_size && ssil_half_size) {
443
downsample_mode++;
444
use_half_size = true;
445
} else if (ssao_half_size != ssil_half_size) {
446
if (use_mips) {
447
downsample_mode = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS;
448
use_full_mips = true;
449
} else {
450
// Only need the first two mipmaps, but the cost to generate the next two is trivial
451
// TODO investigate the benefit of a shader version to generate only 2 mips
452
downsample_mode = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
453
use_mips = true;
454
}
455
}
456
457
RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode);
458
int depth_index = use_half_size ? 1 : 0;
459
460
RD::get_singleton()->draw_command_begin_label("Downsample Depth");
461
462
RID downsample_uniform_set;
463
if (use_mips) {
464
// Grab our downsample uniform set from cache, these are automatically cleaned up if the depth textures are cleared.
465
// This also ensures we can switch between left eye and right eye uniform sets without recreating the uniform twice a frame.
466
thread_local LocalVector<RD::Uniform> u_depths;
467
u_depths.clear();
468
469
// Note, use_full_mips is true if either SSAO or SSIL uses half size, but the other full size and we're using mips.
470
// That means we're filling all 5 levels.
471
// In this scenario `depth_index` will be 0.
472
for (int i = 0; i < (use_full_mips ? 4 : 3); i++) {
473
RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index + i + 1, 4, 1);
474
475
RD::Uniform u_depth;
476
u_depth.uniform_type = RD::UNIFORM_TYPE_IMAGE;
477
u_depth.binding = i;
478
u_depth.append_id(depth_mipmap);
479
u_depths.push_back(u_depth);
480
}
481
482
// This before only used SS_EFFECTS_DOWNSAMPLE_MIPMAP or SS_EFFECTS_DOWNSAMPLE_FULL_MIPS
483
downsample_uniform_set = uniform_set_cache->get_cache_vec(shader, 2, u_depths);
484
}
485
486
Projection correction;
487
correction.set_depth_correction(false);
488
Projection temp = correction * p_projection;
489
490
float depth_linearize_mul = -temp.columns[3][2];
491
float depth_linearize_add = temp.columns[2][2];
492
if (depth_linearize_mul * depth_linearize_add < 0) {
493
depth_linearize_add = -depth_linearize_add;
494
}
495
496
ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
497
ss_effects.downsample_push_constant.z_near = depth_linearize_mul;
498
ss_effects.downsample_push_constant.z_far = depth_linearize_add;
499
if (ss_effects.downsample_push_constant.orthogonal) {
500
ss_effects.downsample_push_constant.z_near = p_projection.get_z_near();
501
ss_effects.downsample_push_constant.z_far = p_projection.get_z_far();
502
}
503
ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / full_screen_size.x;
504
ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / full_screen_size.y;
505
ss_effects.downsample_push_constant.radius_sq = 1.0;
506
507
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
508
509
RID depth_texture = p_render_buffers->get_depth_texture(p_view);
510
RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index, 4, 1);
511
512
RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_texture }));
513
RD::Uniform u_depth_mipmap(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_mipmap }));
514
515
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]);
516
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0);
517
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmap), 1);
518
if (use_mips) {
519
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, downsample_uniform_set, 2);
520
}
521
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
522
523
if (use_half_size) {
524
size = Size2i(size.x >> 1, size.y >> 1).maxi(1);
525
}
526
527
RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
528
RD::get_singleton()->compute_list_add_barrier(compute_list);
529
RD::get_singleton()->draw_command_end_label();
530
531
RD::get_singleton()->compute_list_end();
532
533
ss_effects.used_full_mips_last_frame = use_full_mips;
534
ss_effects.used_half_size_last_frame = use_half_size;
535
ss_effects.used_mips_last_frame = use_mips;
536
}
537
538
/* SSIL */
539
540
void SSEffects::ssil_set_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
541
ssil_quality = p_quality;
542
ssil_half_size = p_half_size;
543
ssil_adaptive_target = p_adaptive_target;
544
ssil_blur_passes = p_blur_passes;
545
ssil_fadeout_from = p_fadeout_from;
546
ssil_fadeout_to = p_fadeout_to;
547
}
548
549
void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const RID *p_ssil_slices, const RID *p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) {
550
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
551
ERR_FAIL_NULL(uniform_set_cache);
552
553
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
554
if ((ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) {
555
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
556
}
557
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3);
558
559
RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
560
561
for (int i = 0; i < 4; i++) {
562
if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
563
continue;
564
}
565
566
RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_slices[i] }));
567
RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_edges_slices[i] }));
568
569
ssil.gather_push_constant.pass_coord_offset[0] = i % 2;
570
ssil.gather_push_constant.pass_coord_offset[1] = i / 2;
571
ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
572
ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
573
ssil.gather_push_constant.pass = i;
574
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ssil_slice, u_edges_slice), 2);
575
RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant));
576
577
Size2i size;
578
// Calculate size same way as we created the buffer
579
if (ssil_half_size) {
580
size.x = (p_settings.full_screen_size.x + 3) / 4;
581
size.y = (p_settings.full_screen_size.y + 3) / 4;
582
} else {
583
size.x = (p_settings.full_screen_size.x + 1) / 2;
584
size.y = (p_settings.full_screen_size.y + 1) / 2;
585
}
586
587
RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
588
}
589
RD::get_singleton()->compute_list_add_barrier(p_compute_list);
590
}
591
592
void SSEffects::ssil_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings) {
593
if (p_ssil_buffers.half_size != ssil_half_size) {
594
p_render_buffers->clear_context(RB_SCOPE_SSIL);
595
}
596
597
p_ssil_buffers.half_size = ssil_half_size;
598
if (p_ssil_buffers.half_size) {
599
p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
600
p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
601
p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
602
p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
603
} else {
604
p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
605
p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
606
p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
607
p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
608
}
609
610
uint32_t view_count = p_render_buffers->get_view_count();
611
Size2i full_size = Size2i(p_ssil_buffers.buffer_width, p_ssil_buffers.buffer_height);
612
Size2i half_size = Size2i(p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height);
613
614
// We create our intermediate and final results as render buffers.
615
// These are automatically cached and cleaned up when our viewport resizes
616
// or when our viewport gets destroyed.
617
618
if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_FINAL)) { // We don't strictly have to check if it exists but we only want to clear it when we create it...
619
RID final = p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_FINAL, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT);
620
RD::get_singleton()->texture_clear(final, Color(0, 0, 0, 0), 0, 1, 0, view_count);
621
}
622
623
if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_LAST_FRAME)) {
624
RID last_frame = p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_LAST_FRAME, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT, RD::TEXTURE_SAMPLES_1, p_settings.full_screen_size, 0, 6);
625
RD::get_singleton()->texture_clear(last_frame, Color(0, 0, 0, 0), 0, 6, 0, view_count);
626
}
627
628
// As we're not clearing these, and render buffers will return the cached texture if it already exists,
629
// we don't first check has_texture here
630
631
p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_DEINTERLEAVED, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
632
p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
633
p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_EDGES, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
634
p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
635
p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
636
}
637
638
void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) {
639
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
640
ERR_FAIL_NULL(uniform_set_cache);
641
MaterialStorage *material_storage = MaterialStorage::get_singleton();
642
ERR_FAIL_NULL(material_storage);
643
644
RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting");
645
646
// Obtain our (cached) buffer slices for the view we are rendering.
647
RID last_frame = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_LAST_FRAME, p_view, 0, 1, 6);
648
RID deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
649
RID deinterleaved_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, 4 * p_view, 0, 4, 1);
650
RID edges = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, 4 * p_view, 0, 4, 1);
651
RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, p_view, 0);
652
RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, p_view, 0);
653
654
RID deinterleaved_slices[4];
655
RID deinterleaved_pong_slices[4];
656
RID edges_slices[4];
657
for (uint32_t i = 0; i < 4; i++) {
658
deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4 + i, 0);
659
deinterleaved_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
660
edges_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, p_view * 4 + i, 0);
661
}
662
663
//Store projection info before starting the compute list
664
SSILProjectionUniforms projection_uniforms;
665
store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix);
666
667
RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms);
668
669
memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant));
670
671
RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER);
672
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
673
RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
674
675
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
676
{
677
RD::get_singleton()->draw_command_begin_label("Gather Samples");
678
ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
679
ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
680
681
ssil.gather_push_constant.half_screen_pixel_size[0] = 2.0 / p_settings.full_screen_size.x;
682
ssil.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y;
683
if (ssil_half_size) {
684
ssil.gather_push_constant.half_screen_pixel_size[0] *= 2.0;
685
ssil.gather_push_constant.half_screen_pixel_size[1] *= 2.0;
686
}
687
ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.75;
688
ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.75;
689
float tan_half_fov_x = 1.0 / p_projection.columns[0][0];
690
float tan_half_fov_y = 1.0 / p_projection.columns[1][1];
691
ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
692
ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
693
ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
694
ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
695
ssil.gather_push_constant.z_near = p_projection.get_z_near();
696
ssil.gather_push_constant.z_far = p_projection.get_z_far();
697
ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
698
699
ssil.gather_push_constant.radius = p_settings.radius;
700
float radius_near_limit = (p_settings.radius * 1.2f);
701
if (ssil_quality <= RS::ENV_SSIL_QUALITY_LOW) {
702
radius_near_limit *= 1.50f;
703
704
if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
705
ssil.gather_push_constant.radius *= 0.8f;
706
}
707
}
708
radius_near_limit /= tan_half_fov_y;
709
ssil.gather_push_constant.intensity = p_settings.intensity * Math::PI;
710
ssil.gather_push_constant.fade_out_mul = -1.0 / (ssil_fadeout_to - ssil_fadeout_from);
711
ssil.gather_push_constant.fade_out_add = ssil_fadeout_from / (ssil_fadeout_to - ssil_fadeout_from) + 1.0;
712
ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
713
ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius;
714
ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection;
715
716
ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssil_buffers.half_buffer_width) * (p_ssil_buffers.half_buffer_height) * 255);
717
ssil.gather_push_constant.adaptive_sample_limit = ssil_adaptive_target;
718
719
ssil.gather_push_constant.quality = MAX(0, ssil_quality - 1);
720
ssil.gather_push_constant.size_multiplier = ssil_half_size ? 2 : 1;
721
722
// We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
723
// It also ensures that we're reusing the right cached entry in a multiview situation without us having to
724
// remember each instance of the uniform set.
725
726
RID projection_uniform_set;
727
{
728
RD::Uniform u_last_frame;
729
u_last_frame.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
730
u_last_frame.binding = 0;
731
u_last_frame.append_id(default_mipmap_sampler);
732
u_last_frame.append_id(last_frame);
733
734
RD::Uniform u_projection;
735
u_projection.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
736
u_projection.binding = 1;
737
u_projection.append_id(ssil.projection_uniform_buffer);
738
739
projection_uniform_set = uniform_set_cache->get_cache(shader, 3, u_last_frame, u_projection);
740
}
741
742
RID gather_uniform_set;
743
{
744
RID depth_texture_view = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, ssil_half_size ? 1 : 0, 4, 4);
745
746
RD::Uniform u_depth_texture_view;
747
u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
748
u_depth_texture_view.binding = 0;
749
u_depth_texture_view.append_id(ss_effects.mirror_sampler);
750
u_depth_texture_view.append_id(depth_texture_view);
751
752
RD::Uniform u_normal_buffer;
753
u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
754
u_normal_buffer.binding = 1;
755
u_normal_buffer.append_id(p_normal_buffer);
756
757
RD::Uniform u_gather_constants_buffer;
758
u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
759
u_gather_constants_buffer.binding = 2;
760
u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
761
762
gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
763
}
764
765
RID importance_map_uniform_set;
766
{
767
RD::Uniform u_pong;
768
u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
769
u_pong.binding = 0;
770
u_pong.append_id(deinterleaved_pong);
771
772
RD::Uniform u_importance_map;
773
u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
774
u_importance_map.binding = 1;
775
u_importance_map.append_id(default_sampler);
776
u_importance_map.append_id(importance_map);
777
778
RD::Uniform u_load_counter;
779
u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
780
u_load_counter.binding = 2;
781
u_load_counter.append_id(ssil.importance_map_load_counter);
782
783
RID shader_adaptive = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER_ADAPTIVE);
784
importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
785
}
786
787
if (ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) {
788
RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
789
ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
790
ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
791
ssil.importance_map_push_constant.intensity = p_settings.intensity * Math::PI;
792
793
//base pass
794
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
795
gather_ssil(compute_list, deinterleaved_pong_slices, edges_slices, p_settings, true, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
796
797
//generate importance map
798
RID gen_imp_shader = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 0);
799
RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
800
RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
801
802
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
803
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 0, u_ssil_pong_with_sampler), 0);
804
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
805
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
806
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
807
RD::get_singleton()->compute_list_add_barrier(compute_list);
808
809
// process Importance Map A
810
RID proc_imp_shader_a = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 1);
811
RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
812
RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
813
814
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
815
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 0, u_importance_map_with_sampler), 0);
816
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 1, u_importance_map_pong), 1);
817
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
818
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
819
RD::get_singleton()->compute_list_add_barrier(compute_list);
820
821
// process Importance Map B
822
RID proc_imp_shader_b = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2);
823
RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
824
825
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
826
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 0, u_importance_map_pong_with_sampler), 0);
827
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
828
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
829
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
830
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
831
RD::get_singleton()->compute_list_add_barrier(compute_list);
832
833
RD::get_singleton()->draw_command_end_label(); // Importance Map
834
835
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]);
836
} else {
837
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
838
}
839
840
gather_ssil(compute_list, deinterleaved_slices, edges_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
841
RD::get_singleton()->draw_command_end_label(); //Gather
842
}
843
844
{
845
RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
846
ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
847
ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
848
ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
849
850
int blur_passes = ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? ssil_blur_passes : 1;
851
852
shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, 0);
853
854
for (int pass = 0; pass < blur_passes; pass++) {
855
int blur_pipeline = SSIL_BLUR_PASS;
856
if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
857
blur_pipeline = SSIL_BLUR_PASS_SMART;
858
if (pass < blur_passes - 2) {
859
blur_pipeline = SSIL_BLUR_PASS_WIDE;
860
}
861
}
862
863
RID blur_shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, blur_pipeline - SSIL_BLUR_PASS);
864
865
for (int i = 0; i < 4; i++) {
866
if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
867
continue;
868
}
869
870
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
871
if (pass % 2 == 0) {
872
if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
873
RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_slices[i] }));
874
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
875
} else {
876
RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_slices[i] }));
877
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
878
}
879
880
RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_pong_slices[i] }));
881
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_pong_slice), 1);
882
} else {
883
if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
884
RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong_slices[i] }));
885
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
886
} else {
887
RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_pong_slices[i] }));
888
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
889
}
890
891
RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_slices[i] }));
892
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_slice), 1);
893
}
894
895
RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges_slices[i] }));
896
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 2, u_edges_slice), 2);
897
898
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
899
900
// Use the size of the actual buffer we're processing here or we won't cover the entire image.
901
int x_groups = p_ssil_buffers.buffer_width;
902
int y_groups = p_ssil_buffers.buffer_height;
903
904
RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1);
905
}
906
907
RD::get_singleton()->compute_list_add_barrier(compute_list);
908
}
909
910
RD::get_singleton()->draw_command_end_label(); // Blur
911
}
912
913
{
914
RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
915
ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
916
ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
917
ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
918
ssil.interleave_push_constant.size_modifier = uint32_t(ssil_half_size ? 4 : 2);
919
920
int interleave_pipeline = SSIL_INTERLEAVE_HALF;
921
if (ssil_quality == RS::ENV_SSIL_QUALITY_LOW) {
922
interleave_pipeline = SSIL_INTERLEAVE;
923
} else if (ssil_quality >= RS::ENV_SSIL_QUALITY_MEDIUM) {
924
interleave_pipeline = SSIL_INTERLEAVE_SMART;
925
}
926
927
shader = ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, 0);
928
929
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
930
931
RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_FINAL, p_view, 0);
932
RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ final }));
933
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0);
934
935
if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW && ssil_blur_passes % 2 == 0) {
936
RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved }));
937
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1);
938
} else {
939
RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
940
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1);
941
}
942
943
RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges }));
944
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2);
945
946
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant));
947
948
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
949
RD::get_singleton()->compute_list_add_barrier(compute_list);
950
RD::get_singleton()->draw_command_end_label(); // Interleave
951
}
952
953
RD::get_singleton()->draw_command_end_label(); // SSIL
954
955
RD::get_singleton()->compute_list_end();
956
957
int zero[1] = { 0 };
958
RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
959
}
960
961
/* SSAO */
962
963
void SSEffects::ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
964
ssao_quality = p_quality;
965
ssao_half_size = p_half_size;
966
ssao_adaptive_target = p_adaptive_target;
967
ssao_blur_passes = p_blur_passes;
968
ssao_fadeout_from = p_fadeout_from;
969
ssao_fadeout_to = p_fadeout_to;
970
}
971
972
void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const RID *p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
973
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
974
ERR_FAIL_NULL(uniform_set_cache);
975
976
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
977
if ((ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
978
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
979
}
980
981
RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); //
982
983
for (int i = 0; i < 4; i++) {
984
if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
985
continue;
986
}
987
988
RD::Uniform u_ao_slice(RD::UNIFORM_TYPE_IMAGE, 0, p_ao_slices[i]);
989
990
ssao.gather_push_constant.pass_coord_offset[0] = i % 2;
991
ssao.gather_push_constant.pass_coord_offset[1] = i / 2;
992
ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
993
ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
994
ssao.gather_push_constant.pass = i;
995
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, uniform_set_cache->get_cache(shader, 2, u_ao_slice), 2);
996
RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
997
998
Size2i size;
999
// Make sure we use the same size as with which our buffer was created
1000
if (ssao_half_size) {
1001
size.x = (p_settings.full_screen_size.x + 3) / 4;
1002
size.y = (p_settings.full_screen_size.y + 3) / 4;
1003
} else {
1004
size.x = (p_settings.full_screen_size.x + 1) / 2;
1005
size.y = (p_settings.full_screen_size.y + 1) / 2;
1006
}
1007
1008
RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
1009
}
1010
RD::get_singleton()->compute_list_add_barrier(p_compute_list);
1011
}
1012
1013
void SSEffects::ssao_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings) {
1014
if (p_ssao_buffers.half_size != ssao_half_size) {
1015
p_render_buffers->clear_context(RB_SCOPE_SSAO);
1016
}
1017
1018
p_ssao_buffers.half_size = ssao_half_size;
1019
if (ssao_half_size) {
1020
p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
1021
p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
1022
p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
1023
p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 7) / 8;
1024
} else {
1025
p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 1) / 2;
1026
p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 1) / 2;
1027
p_ssao_buffers.half_buffer_width = (p_settings.full_screen_size.x + 3) / 4;
1028
p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
1029
}
1030
1031
uint32_t view_count = p_render_buffers->get_view_count();
1032
Size2i full_size = Size2i(p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height);
1033
Size2i half_size = Size2i(p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height);
1034
1035
// As we're not clearing these, and render buffers will return the cached texture if it already exists,
1036
// we don't first check has_texture here
1037
1038
p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_DEINTERLEAVED, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
1039
p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
1040
p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
1041
p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
1042
p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_FINAL, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1);
1043
}
1044
1045
void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) {
1046
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
1047
ERR_FAIL_NULL(uniform_set_cache);
1048
MaterialStorage *material_storage = MaterialStorage::get_singleton();
1049
ERR_FAIL_NULL(material_storage);
1050
1051
// Obtain our (cached) buffer slices for the view we are rendering.
1052
RID ao_deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
1053
RID ao_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4, 0, 4, 1);
1054
RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, p_view, 0);
1055
RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, p_view, 0);
1056
RID ao_final = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_FINAL, p_view, 0);
1057
1058
RID ao_deinterleaved_slices[4];
1059
RID ao_pong_slices[4];
1060
for (uint32_t i = 0; i < 4; i++) {
1061
ao_deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4 + i, 0);
1062
ao_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
1063
}
1064
1065
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
1066
memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant));
1067
/* FIRST PASS */
1068
1069
RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER);
1070
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
1071
1072
RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion");
1073
/* SECOND PASS */
1074
// Sample SSAO
1075
{
1076
RD::get_singleton()->draw_command_begin_label("Gather Samples");
1077
ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
1078
ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
1079
1080
ssao.gather_push_constant.half_screen_pixel_size[0] = 2.0 / p_settings.full_screen_size.x;
1081
ssao.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y;
1082
if (ssao_half_size) {
1083
ssao.gather_push_constant.half_screen_pixel_size[0] *= 2.0;
1084
ssao.gather_push_constant.half_screen_pixel_size[1] *= 2.0;
1085
}
1086
ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.75;
1087
ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.75;
1088
float tan_half_fov_x = 1.0 / p_projection.columns[0][0];
1089
float tan_half_fov_y = 1.0 / p_projection.columns[1][1];
1090
ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
1091
ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
1092
ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
1093
ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
1094
ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
1095
1096
ssao.gather_push_constant.radius = p_settings.radius;
1097
float radius_near_limit = (p_settings.radius * 1.2f);
1098
if (ssao_quality <= RS::ENV_SSAO_QUALITY_LOW) {
1099
radius_near_limit *= 1.50f;
1100
1101
if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
1102
ssao.gather_push_constant.radius *= 0.8f;
1103
}
1104
}
1105
radius_near_limit /= tan_half_fov_y;
1106
ssao.gather_push_constant.intensity = p_settings.intensity;
1107
ssao.gather_push_constant.shadow_power = p_settings.power;
1108
ssao.gather_push_constant.shadow_clamp = 0.98;
1109
ssao.gather_push_constant.fade_out_mul = -1.0 / (ssao_fadeout_to - ssao_fadeout_from);
1110
ssao.gather_push_constant.fade_out_add = ssao_fadeout_from / (ssao_fadeout_to - ssao_fadeout_from) + 1.0;
1111
ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon;
1112
ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
1113
ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius;
1114
1115
ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_ssao_buffers.half_buffer_width) * (p_ssao_buffers.half_buffer_height) * 255);
1116
ssao.gather_push_constant.adaptive_sample_limit = ssao_adaptive_target;
1117
1118
ssao.gather_push_constant.detail_intensity = p_settings.detail;
1119
ssao.gather_push_constant.quality = MAX(0, ssao_quality - 1);
1120
ssao.gather_push_constant.size_multiplier = ssao_half_size ? 2 : 1;
1121
1122
// We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
1123
// It also ensures that we're reusing the right cached entry in a multiview situation without us having to
1124
// remember each instance of the uniform set.
1125
RID gather_uniform_set;
1126
{
1127
RID depth_texture_view = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, ssao_half_size ? 1 : 0, 4, 4);
1128
1129
RD::Uniform u_depth_texture_view;
1130
u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
1131
u_depth_texture_view.binding = 0;
1132
u_depth_texture_view.append_id(ss_effects.mirror_sampler);
1133
u_depth_texture_view.append_id(depth_texture_view);
1134
1135
RD::Uniform u_normal_buffer;
1136
u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
1137
u_normal_buffer.binding = 1;
1138
u_normal_buffer.append_id(p_normal_buffer);
1139
1140
RD::Uniform u_gather_constants_buffer;
1141
u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
1142
u_gather_constants_buffer.binding = 2;
1143
u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
1144
1145
gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
1146
}
1147
1148
RID importance_map_uniform_set;
1149
{
1150
RD::Uniform u_pong;
1151
u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
1152
u_pong.binding = 0;
1153
u_pong.append_id(ao_pong);
1154
1155
RD::Uniform u_importance_map;
1156
u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
1157
u_importance_map.binding = 1;
1158
u_importance_map.append_id(default_sampler);
1159
u_importance_map.append_id(importance_map);
1160
1161
RD::Uniform u_load_counter;
1162
u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
1163
u_load_counter.binding = 2;
1164
u_load_counter.append_id(ssao.importance_map_load_counter);
1165
1166
RID shader_adaptive = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER_ADAPTIVE);
1167
importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
1168
}
1169
1170
if (ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) {
1171
RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
1172
ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
1173
ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
1174
ssao.importance_map_push_constant.intensity = p_settings.intensity;
1175
ssao.importance_map_push_constant.power = p_settings.power;
1176
1177
//base pass
1178
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
1179
gather_ssao(compute_list, ao_pong_slices, p_settings, true, gather_uniform_set, RID());
1180
1181
//generate importance map
1182
RID gen_imp_shader = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 0);
1183
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
1184
1185
RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
1186
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 0, u_ao_pong_with_sampler), 0);
1187
1188
RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
1189
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
1190
1191
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
1192
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
1193
RD::get_singleton()->compute_list_add_barrier(compute_list);
1194
1195
//process importance map A
1196
RID proc_imp_shader_a = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 1);
1197
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
1198
1199
RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
1200
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 0, u_importance_map_with_sampler), 0);
1201
1202
RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
1203
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 1, u_importance_map_pong), 1);
1204
1205
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
1206
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
1207
RD::get_singleton()->compute_list_add_barrier(compute_list);
1208
1209
//process Importance Map B
1210
RID proc_imp_shader_b = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2);
1211
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
1212
1213
RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
1214
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 0, u_importance_map_pong_with_sampler), 0);
1215
1216
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
1217
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
1218
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
1219
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
1220
RD::get_singleton()->compute_list_add_barrier(compute_list);
1221
1222
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
1223
RD::get_singleton()->draw_command_end_label(); // Importance Map
1224
} else {
1225
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
1226
}
1227
1228
gather_ssao(compute_list, ao_deinterleaved_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set);
1229
RD::get_singleton()->draw_command_end_label(); // Gather SSAO
1230
}
1231
1232
// /* THIRD PASS */
1233
// // Blur
1234
//
1235
{
1236
RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
1237
ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
1238
ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
1239
ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
1240
1241
int blur_passes = ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? ssao_blur_passes : 1;
1242
1243
shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0);
1244
1245
for (int pass = 0; pass < blur_passes; pass++) {
1246
int blur_pipeline = SSAO_BLUR_PASS;
1247
if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
1248
if (pass < blur_passes - 2) {
1249
blur_pipeline = SSAO_BLUR_PASS_WIDE;
1250
} else {
1251
blur_pipeline = SSAO_BLUR_PASS_SMART;
1252
}
1253
}
1254
1255
for (int i = 0; i < 4; i++) {
1256
if ((ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
1257
continue;
1258
}
1259
1260
RID blur_shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, blur_pipeline - SSAO_BLUR_PASS);
1261
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
1262
if (pass % 2 == 0) {
1263
if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
1264
RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved_slices[i] }));
1265
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
1266
} else {
1267
RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_deinterleaved_slices[i] }));
1268
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
1269
}
1270
1271
RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_pong_slices[i] }));
1272
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_pong_slices), 1);
1273
} else {
1274
if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
1275
RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong_slices[i] }));
1276
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_pong_slices_with_sampler), 0);
1277
} else {
1278
RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_pong_slices[i] }));
1279
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_pong_slices_with_sampler), 0);
1280
}
1281
1282
RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_deinterleaved_slices[i] }));
1283
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_slices), 1);
1284
}
1285
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
1286
1287
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height, 1);
1288
}
1289
1290
RD::get_singleton()->compute_list_add_barrier(compute_list);
1291
}
1292
RD::get_singleton()->draw_command_end_label(); // Blur
1293
}
1294
1295
/* FOURTH PASS */
1296
// Interleave buffers
1297
// back to full size
1298
{
1299
RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
1300
ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
1301
ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
1302
ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
1303
ssao.interleave_push_constant.size_modifier = uint32_t(ssao_half_size ? 4 : 2);
1304
1305
shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, 0);
1306
1307
int interleave_pipeline = SSAO_INTERLEAVE_HALF;
1308
if (ssao_quality == RS::ENV_SSAO_QUALITY_LOW) {
1309
interleave_pipeline = SSAO_INTERLEAVE;
1310
} else if (ssao_quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
1311
interleave_pipeline = SSAO_INTERLEAVE_SMART;
1312
}
1313
1314
RID interleave_shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, interleave_pipeline - SSAO_INTERLEAVE);
1315
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
1316
1317
RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_final }));
1318
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 0, u_upscale_buffer), 0);
1319
1320
if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW && ssao_blur_passes % 2 == 0) {
1321
RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved }));
1322
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
1323
} else {
1324
RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
1325
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
1326
}
1327
1328
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
1329
1330
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
1331
RD::get_singleton()->compute_list_add_barrier(compute_list);
1332
RD::get_singleton()->draw_command_end_label(); // Interleave
1333
}
1334
RD::get_singleton()->draw_command_end_label(); //SSAO
1335
RD::get_singleton()->compute_list_end();
1336
1337
int zero[1] = { 0 };
1338
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
1339
}
1340
1341
/* Screen Space Reflection */
1342
1343
void SSEffects::ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
1344
ssr_roughness_quality = p_quality;
1345
}
1346
1347
void SSEffects::ssr_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format) {
1348
if (p_ssr_buffers.roughness_quality != ssr_roughness_quality) {
1349
// Buffers will already be cleared if view count or viewport size has changed, also cleared them if we change roughness.
1350
p_render_buffers->clear_context(RB_SCOPE_SSR);
1351
}
1352
1353
Size2i internal_size = p_render_buffers->get_internal_size();
1354
p_ssr_buffers.size = Size2i(internal_size.x / 2, internal_size.y / 2);
1355
p_ssr_buffers.roughness_quality = ssr_roughness_quality;
1356
1357
// We are using barriers so we do not need to allocate textures for both views on anything but output...
1358
1359
p_render_buffers->create_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED, RD::DATA_FORMAT_R32_SFLOAT, RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
1360
p_render_buffers->create_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED, RD::DATA_FORMAT_R8G8B8A8_UNORM, RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
1361
1362
if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_render_buffers->has_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS)) {
1363
p_render_buffers->create_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 2); // 2 layers, for our two blur stages
1364
}
1365
1366
p_render_buffers->create_texture(RB_SCOPE_SSR, RB_INTERMEDIATE, p_color_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
1367
p_render_buffers->create_texture(RB_SCOPE_SSR, RB_OUTPUT, p_color_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size);
1368
}
1369
1370
void SSEffects::screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const Projection *p_projections, const Vector3 *p_eye_offsets) {
1371
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
1372
ERR_FAIL_NULL(uniform_set_cache);
1373
MaterialStorage *material_storage = MaterialStorage::get_singleton();
1374
ERR_FAIL_NULL(material_storage);
1375
1376
uint32_t view_count = p_render_buffers->get_view_count();
1377
1378
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
1379
1380
{
1381
// Store some scene data in a UBO, in the near future we will use a UBO shared with other shaders
1382
ScreenSpaceReflectionSceneData scene_data;
1383
1384
if (ssr.ubo.is_null()) {
1385
ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData));
1386
}
1387
1388
for (uint32_t v = 0; v < view_count; v++) {
1389
store_camera(p_projections[v], scene_data.projection[v]);
1390
store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
1391
scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
1392
scene_data.eye_offset[v][1] = p_eye_offsets[v].y;
1393
scene_data.eye_offset[v][2] = p_eye_offsets[v].z;
1394
scene_data.eye_offset[v][3] = 0.0;
1395
}
1396
1397
RD::get_singleton()->buffer_update(ssr.ubo, 0, sizeof(ScreenSpaceReflectionSceneData), &scene_data);
1398
}
1399
1400
uint32_t pipeline_specialization = 0;
1401
if (view_count > 1) {
1402
pipeline_specialization |= SSR_MULTIVIEW;
1403
}
1404
1405
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
1406
1407
for (uint32_t v = 0; v < view_count; v++) {
1408
// get buffers we need to use for this view
1409
RID diffuse_slice = p_render_buffers->get_internal_texture(v);
1410
RID depth_slice = p_render_buffers->get_depth_texture(v);
1411
RID depth_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED);
1412
RID normal_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED);
1413
RID intermediate = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_INTERMEDIATE);
1414
RID output = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_OUTPUT, v, 0);
1415
1416
RID blur_radius[2];
1417
if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
1418
blur_radius[0] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 0, 0);
1419
blur_radius[1] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 1, 0);
1420
}
1421
1422
{
1423
char label[16];
1424
int len = snprintf(label, sizeof(label), "SSR View %d", v);
1425
RD::get_singleton()->draw_command_begin_label(Span<char>(label, len));
1426
}
1427
1428
{ //scale color and depth to half
1429
RD::get_singleton()->draw_command_begin_label("SSR Scale");
1430
1431
ScreenSpaceReflectionScalePushConstant push_constant;
1432
push_constant.view_index = v;
1433
push_constant.camera_z_far = p_projections[v].get_z_far();
1434
push_constant.camera_z_near = p_projections[v].get_z_near();
1435
push_constant.orthogonal = p_projections[v].is_orthogonal();
1436
push_constant.filter = false; // Enabling causes artifacts.
1437
push_constant.screen_size[0] = p_ssr_buffers.size.x;
1438
push_constant.screen_size[1] = p_ssr_buffers.size.y;
1439
1440
RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0);
1441
1442
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]);
1443
1444
RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, diffuse_slice }));
1445
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0);
1446
1447
RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_slice }));
1448
RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_normal_roughness_slices[v] }));
1449
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1);
1450
1451
RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
1452
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
1453
1454
RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
1455
RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ normal_scaled }));
1456
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3);
1457
1458
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
1459
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
1460
1461
RD::get_singleton()->compute_list_add_barrier(compute_list);
1462
1463
RD::get_singleton()->draw_command_end_label();
1464
}
1465
1466
{
1467
RD::get_singleton()->draw_command_begin_label("SSR main");
1468
1469
ScreenSpaceReflectionPushConstant push_constant;
1470
push_constant.view_index = v;
1471
push_constant.camera_z_far = p_projections[v].get_z_far();
1472
push_constant.camera_z_near = p_projections[v].get_z_near();
1473
push_constant.orthogonal = p_projections[v].is_orthogonal();
1474
push_constant.screen_size[0] = p_ssr_buffers.size.x;
1475
push_constant.screen_size[1] = p_ssr_buffers.size.y;
1476
push_constant.curve_fade_in = p_fade_in;
1477
push_constant.distance_fade = p_fade_out;
1478
push_constant.num_steps = p_max_steps;
1479
push_constant.depth_tolerance = p_tolerance;
1480
push_constant.use_half_res = true;
1481
push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]);
1482
push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
1483
push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
1484
push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
1485
1486
ScreenSpaceReflectionMode mode = (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL;
1487
RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode);
1488
1489
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[pipeline_specialization][mode]);
1490
1491
RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
1492
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
1493
1494
// read from intermediate
1495
RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
1496
RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ depth_scaled }));
1497
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_scale_depth), 0);
1498
1499
if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
1500
// write to output and blur radius
1501
RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
1502
RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
1503
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output, u_blur_radius), 1);
1504
} else {
1505
// We are only writing output
1506
RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
1507
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output), 1);
1508
}
1509
1510
RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled }));
1511
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2);
1512
1513
RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_metallic_slices[v] }));
1514
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3);
1515
1516
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant));
1517
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
1518
1519
RD::get_singleton()->draw_command_end_label();
1520
}
1521
1522
if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
1523
RD::get_singleton()->draw_command_begin_label("SSR filter");
1524
//blur
1525
1526
RD::get_singleton()->compute_list_add_barrier(compute_list);
1527
1528
ScreenSpaceReflectionFilterPushConstant push_constant;
1529
push_constant.view_index = v;
1530
push_constant.orthogonal = p_projections[v].is_orthogonal();
1531
push_constant.edge_tolerance = Math::sin(Math::deg_to_rad(15.0));
1532
push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]);
1533
push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
1534
push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
1535
push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
1536
push_constant.vertical = 0;
1537
if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_LOW) {
1538
push_constant.steps = p_max_steps / 3;
1539
push_constant.increment = 3;
1540
} else if (ssr_roughness_quality == RS::ENV_SSR_ROUGHNESS_QUALITY_MEDIUM) {
1541
push_constant.steps = p_max_steps / 2;
1542
push_constant.increment = 2;
1543
} else {
1544
push_constant.steps = p_max_steps;
1545
push_constant.increment = 1;
1546
}
1547
1548
push_constant.screen_size[0] = p_ssr_buffers.size.width;
1549
push_constant.screen_size[1] = p_ssr_buffers.size.height;
1550
1551
// Horizontal pass
1552
1553
SSRReflectionMode mode = SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL;
1554
1555
RID shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
1556
1557
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
1558
1559
RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
1560
RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
1561
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output, u_blur_radius), 0);
1562
1563
RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled }));
1564
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
1565
1566
RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
1567
RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[1] }));
1568
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate, u_blur_radius2), 2);
1569
1570
RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
1571
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
1572
1573
RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
1574
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
1575
1576
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
1577
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
1578
RD::get_singleton()->compute_list_add_barrier(compute_list);
1579
1580
// Vertical pass
1581
1582
mode = SCREEN_SPACE_REFLECTION_FILTER_VERTICAL;
1583
shader = ssr_filter.shader.version_get_shader(ssr_filter.shader_version, mode);
1584
1585
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
1586
1587
push_constant.vertical = 1;
1588
1589
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius2), 0);
1590
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
1591
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output), 2);
1592
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
1593
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
1594
1595
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
1596
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
1597
1598
if (v != view_count - 1) {
1599
RD::get_singleton()->compute_list_add_barrier(compute_list);
1600
}
1601
1602
RD::get_singleton()->draw_command_end_label();
1603
}
1604
1605
RD::get_singleton()->draw_command_end_label();
1606
}
1607
1608
RD::get_singleton()->compute_list_end();
1609
}
1610
1611
/* Subsurface scattering */
1612
1613
void SSEffects::sss_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
1614
sss_quality = p_quality;
1615
}
1616
1617
RS::SubSurfaceScatteringQuality SSEffects::sss_get_quality() const {
1618
return sss_quality;
1619
}
1620
1621
void SSEffects::sss_set_scale(float p_scale, float p_depth_scale) {
1622
sss_scale = p_scale;
1623
sss_depth_scale = p_depth_scale;
1624
}
1625
1626
void SSEffects::sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size) {
1627
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
1628
ERR_FAIL_NULL(uniform_set_cache);
1629
MaterialStorage *material_storage = MaterialStorage::get_singleton();
1630
ERR_FAIL_NULL(material_storage);
1631
1632
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
1633
1634
// Our intermediate buffer is only created if we haven't created it already.
1635
RD::DataFormat format = p_render_buffers->get_base_data_format();
1636
uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
1637
uint32_t layers = 1; // We only need one layer, we're handling one view at a time
1638
uint32_t mipmaps = 1; // Image::get_image_required_mipmaps(p_screen_size.x, p_screen_size.y, Image::FORMAT_RGBAH);
1639
RID intermediate = p_render_buffers->create_texture(SNAME("SSR"), SNAME("intermediate"), format, usage_bits, RD::TEXTURE_SAMPLES_1, p_screen_size, layers, mipmaps);
1640
1641
Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
1642
p.normal /= p.d;
1643
float unit_size = p.normal.x;
1644
1645
{ //scale color and depth to half
1646
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
1647
1648
sss.push_constant.camera_z_far = p_camera.get_z_far();
1649
sss.push_constant.camera_z_near = p_camera.get_z_near();
1650
sss.push_constant.orthogonal = p_camera.is_orthogonal();
1651
sss.push_constant.unit_size = unit_size;
1652
sss.push_constant.screen_size[0] = p_screen_size.x;
1653
sss.push_constant.screen_size[1] = p_screen_size.y;
1654
sss.push_constant.vertical = false;
1655
sss.push_constant.scale = sss_scale;
1656
sss.push_constant.depth_scale = sss_depth_scale;
1657
1658
RID shader = sss.shader.version_get_shader(sss.shader_version, sss_quality - 1);
1659
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[sss_quality - 1]);
1660
1661
RD::Uniform u_diffuse_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse }));
1662
RD::Uniform u_diffuse(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_diffuse }));
1663
RD::Uniform u_intermediate_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, intermediate }));
1664
RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
1665
RD::Uniform u_depth_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth }));
1666
1667
// horizontal
1668
1669
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse_with_sampler), 0);
1670
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1);
1671
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
1672
1673
RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
1674
1675
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
1676
1677
RD::get_singleton()->compute_list_add_barrier(compute_list);
1678
1679
// vertical
1680
1681
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate_with_sampler), 0);
1682
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_diffuse), 1);
1683
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
1684
1685
sss.push_constant.vertical = true;
1686
RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
1687
1688
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
1689
1690
RD::get_singleton()->compute_list_end();
1691
}
1692
}
1693
1694