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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
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/**************************************************************************/
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/* renderer_compositor_rd.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 "renderer_compositor_rd.h"
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#include "core/config/project_settings.h"
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#include "core/io/dir_access.h"
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#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
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#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
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void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
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Error err = RD::get_singleton()->screen_prepare_for_drawing(p_screen);
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if (err != OK) {
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// Window is minimized and does not have valid swapchain, skip drawing without printing errors.
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return;
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}
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
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ERR_FAIL_COND(draw_list == RD::INVALID_ID);
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for (int i = 0; i < p_amount; i++) {
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RID rd_texture = texture_storage->render_target_get_rd_texture(p_render_targets[i].render_target);
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ERR_CONTINUE(rd_texture.is_null());
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HashMap<RID, RID>::Iterator it = render_target_descriptors.find(rd_texture);
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if (it == render_target_descriptors.end() || !RD::get_singleton()->uniform_set_is_valid(it->value)) {
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Vector<RD::Uniform> uniforms;
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u.binding = 0;
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u.append_id(blit.sampler);
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u.append_id(rd_texture);
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uniforms.push_back(u);
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RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
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it = render_target_descriptors.insert(rd_texture, uniform_set);
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}
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Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
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BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : (p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER : BLIT_MODE_NORMAL);
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
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RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, it->value, 0);
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// We need to invert the phone rotation.
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const int screen_rotation_degrees = -RD::get_singleton()->screen_get_pre_rotation_degrees(p_screen);
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float screen_rotation = Math::deg_to_rad((float)screen_rotation_degrees);
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blit.push_constant.rotation_cos = Math::cos(screen_rotation);
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blit.push_constant.rotation_sin = Math::sin(screen_rotation);
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// Swap width and height when the orientation is not the native one.
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if (screen_rotation_degrees % 180 != 0) {
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SWAP(screen_size.width, screen_size.height);
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}
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blit.push_constant.src_rect[0] = p_render_targets[i].src_rect.position.x;
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blit.push_constant.src_rect[1] = p_render_targets[i].src_rect.position.y;
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blit.push_constant.src_rect[2] = p_render_targets[i].src_rect.size.width;
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blit.push_constant.src_rect[3] = p_render_targets[i].src_rect.size.height;
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blit.push_constant.dst_rect[0] = p_render_targets[i].dst_rect.position.x / screen_size.width;
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blit.push_constant.dst_rect[1] = p_render_targets[i].dst_rect.position.y / screen_size.height;
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blit.push_constant.dst_rect[2] = p_render_targets[i].dst_rect.size.width / screen_size.width;
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blit.push_constant.dst_rect[3] = p_render_targets[i].dst_rect.size.height / screen_size.height;
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blit.push_constant.layer = p_render_targets[i].multi_view.layer;
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blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
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blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
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blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;
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blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;
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blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;
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blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;
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blit.push_constant.convert_to_srgb = texture_storage->render_target_is_using_hdr(p_render_targets[i].render_target);
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blit.push_constant.use_debanding = texture_storage->render_target_is_using_debanding(p_render_targets[i].render_target);
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RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
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RD::get_singleton()->draw_list_draw(draw_list, true);
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}
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RD::get_singleton()->draw_list_end();
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}
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void RendererCompositorRD::begin_frame(double frame_step) {
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frame++;
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delta = frame_step;
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time += frame_step;
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double time_roll_over = GLOBAL_GET_CACHED(double, "rendering/limits/time/time_rollover_secs");
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time = Math::fmod(time, time_roll_over);
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canvas->set_time(time);
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scene->set_time(time, frame_step);
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}
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void RendererCompositorRD::end_frame(bool p_present) {
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RD::get_singleton()->swap_buffers(p_present);
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}
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void RendererCompositorRD::initialize() {
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{
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// Initialize blit
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Vector<String> blit_modes;
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blit_modes.push_back("\n");
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blit_modes.push_back("\n#define USE_LAYER\n");
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blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
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blit_modes.push_back("\n");
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blit.shader.initialize(blit_modes);
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blit.shader_version = blit.shader.version_create();
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for (int i = 0; i < BLIT_MODE_MAX; i++) {
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blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(DisplayServer::MAIN_WINDOW_ID), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), i == BLIT_MODE_NORMAL_ALPHA ? RenderingDevice::PipelineColorBlendState::create_blend() : RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
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// Unload shader modules to save memory.
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RD::get_singleton()->shader_destroy_modules(blit.shader.version_get_shader(blit.shader_version, i));
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}
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//create index array for copy shader
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Vector<uint8_t> pv;
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pv.resize(6 * 2);
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{
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uint8_t *w = pv.ptrw();
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uint16_t *p16 = (uint16_t *)w;
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p16[0] = 0;
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p16[1] = 1;
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p16[2] = 2;
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p16[3] = 0;
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p16[4] = 2;
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p16[5] = 3;
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}
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blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
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blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6);
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blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
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}
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#if defined(MACOS_ENABLED) && defined(__x86_64__)
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if (scene) {
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scene->get_sky()->check_cubemap_array();
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}
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#endif
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}
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uint64_t RendererCompositorRD::frame = 1;
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void RendererCompositorRD::finalize() {
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memdelete(scene);
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memdelete(canvas);
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memdelete(fog);
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memdelete(particles_storage);
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memdelete(light_storage);
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memdelete(mesh_storage);
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memdelete(material_storage);
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memdelete(texture_storage);
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memdelete(utilities);
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//only need to erase these, the rest are erased by cascade
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blit.shader.version_free(blit.shader_version);
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RD::get_singleton()->free(blit.index_buffer);
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RD::get_singleton()->free(blit.sampler);
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}
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void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
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if (p_image.is_null() || p_image->is_empty()) {
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return;
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}
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Error err = RD::get_singleton()->screen_prepare_for_drawing(DisplayServer::MAIN_WINDOW_ID);
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if (err != OK) {
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// Window is minimized and does not have valid swapchain, skip drawing without printing errors.
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return;
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}
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RID texture = texture_storage->texture_allocate();
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texture_storage->texture_2d_initialize(texture, p_image);
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RID rd_texture = texture_storage->texture_get_rd_texture(texture, false);
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RD::SamplerState sampler_state;
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sampler_state.min_filter = p_use_filter ? RD::SAMPLER_FILTER_LINEAR : RD::SAMPLER_FILTER_NEAREST;
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sampler_state.mag_filter = p_use_filter ? RD::SAMPLER_FILTER_LINEAR : RD::SAMPLER_FILTER_NEAREST;
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sampler_state.max_lod = 0;
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RID sampler = RD::get_singleton()->sampler_create(sampler_state);
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RID uset;
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{
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Vector<RD::Uniform> uniforms;
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u.binding = 0;
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u.append_id(sampler);
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u.append_id(rd_texture);
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uniforms.push_back(u);
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uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
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}
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Size2 window_size = DisplayServer::get_singleton()->window_get_size();
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Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
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Rect2 screenrect;
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if (p_scale) {
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screenrect = OS::get_singleton()->calculate_boot_screen_rect(window_size, imgrect.size);
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} else {
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screenrect = imgrect;
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screenrect.position += ((window_size - screenrect.size) / 2.0).floor();
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}
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screenrect.position /= window_size;
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screenrect.size /= window_size;
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(DisplayServer::MAIN_WINDOW_ID, p_color);
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[BLIT_MODE_NORMAL_ALPHA]);
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RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0);
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const int screen_rotation_degrees = -RD::get_singleton()->screen_get_pre_rotation_degrees(DisplayServer::MAIN_WINDOW_ID);
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float screen_rotation = Math::deg_to_rad((float)screen_rotation_degrees);
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blit.push_constant.rotation_cos = Math::cos(screen_rotation);
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blit.push_constant.rotation_sin = Math::sin(screen_rotation);
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blit.push_constant.src_rect[0] = 0.0;
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blit.push_constant.src_rect[1] = 0.0;
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blit.push_constant.src_rect[2] = 1.0;
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blit.push_constant.src_rect[3] = 1.0;
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blit.push_constant.dst_rect[0] = screenrect.position.x;
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blit.push_constant.dst_rect[1] = screenrect.position.y;
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blit.push_constant.dst_rect[2] = screenrect.size.width;
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blit.push_constant.dst_rect[3] = screenrect.size.height;
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blit.push_constant.layer = 0;
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blit.push_constant.eye_center[0] = 0;
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blit.push_constant.eye_center[1] = 0;
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blit.push_constant.k1 = 0;
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blit.push_constant.k2 = 0;
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blit.push_constant.upscale = 1.0;
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blit.push_constant.aspect_ratio = 1.0;
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blit.push_constant.convert_to_srgb = false;
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blit.push_constant.use_debanding = false;
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RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
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RD::get_singleton()->draw_list_draw(draw_list, true);
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RD::get_singleton()->draw_list_end();
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RD::get_singleton()->swap_buffers(true);
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texture_storage->texture_free(texture);
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RD::get_singleton()->free(sampler);
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}
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RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
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RendererCompositorRD::RendererCompositorRD() {
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uniform_set_cache = memnew(UniformSetCacheRD);
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framebuffer_cache = memnew(FramebufferCacheRD);
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bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
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bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress");
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bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression");
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bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug");
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ShaderRD::set_shader_cache_save_compressed(compress);
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ShaderRD::set_shader_cache_save_compressed_zstd(use_zstd);
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ShaderRD::set_shader_cache_save_debug(!strip_debug);
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// Shader cache is forcefully enabled when running the editor.
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if (shader_cache_enabled || Engine::get_singleton()->is_editor_hint()) {
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// Attempt to create a folder for the shader cache that the user can write to. Shaders will only be attempted to be saved if this path exists.
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String shader_cache_user_dir = Engine::get_singleton()->get_shader_cache_path();
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if (shader_cache_user_dir.is_empty()) {
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shader_cache_user_dir = "user://";
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}
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Ref<DirAccess> user_da = DirAccess::open(shader_cache_user_dir);
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if (user_da.is_null()) {
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ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_user_dir);
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} else {
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Error err = user_da->change_dir("shader_cache");
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if (err != OK) {
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err = user_da->make_dir("shader_cache");
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}
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if (err != OK) {
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ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_user_dir);
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} else {
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shader_cache_user_dir = shader_cache_user_dir.path_join("shader_cache");
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ShaderRD::set_shader_cache_user_dir(shader_cache_user_dir);
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}
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}
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// Check if a directory exists for the shader cache to pull shaders from as read-only. This is used on exported projects with baked shaders.
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String shader_cache_res_dir = "res://.godot/shader_cache";
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Ref<DirAccess> res_da = DirAccess::open(shader_cache_res_dir);
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if (res_da.is_valid()) {
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ShaderRD::set_shader_cache_res_dir(shader_cache_res_dir);
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}
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}
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ERR_FAIL_COND_MSG(singleton != nullptr, "A RendererCompositorRD singleton already exists.");
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singleton = this;
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utilities = memnew(RendererRD::Utilities);
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texture_storage = memnew(RendererRD::TextureStorage);
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material_storage = memnew(RendererRD::MaterialStorage);
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mesh_storage = memnew(RendererRD::MeshStorage);
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light_storage = memnew(RendererRD::LightStorage);
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particles_storage = memnew(RendererRD::ParticlesStorage);
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fog = memnew(RendererRD::Fog);
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canvas = memnew(RendererCanvasRenderRD());
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String rendering_method = OS::get_singleton()->get_current_rendering_method();
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uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
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if (rendering_method == "mobile" || textures_per_stage < 48) {
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if (rendering_method == "forward_plus") {
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WARN_PRINT_ONCE("Platform supports less than 48 textures per stage which is less than required by the Clustered renderer. Defaulting to Mobile renderer.");
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}
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scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile());
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} else if (rendering_method == "forward_plus") {
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scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
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} else {
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// Fall back to our high end renderer.
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ERR_PRINT(vformat("Cannot instantiate RenderingDevice-based renderer with renderer type '%s'. Defaulting to Forward+ renderer.", rendering_method));
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scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
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}
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scene->init();
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}
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RendererCompositorRD::~RendererCompositorRD() {
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singleton = nullptr;
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memdelete(uniform_set_cache);
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memdelete(framebuffer_cache);
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ShaderRD::set_shader_cache_user_dir(String());
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ShaderRD::set_shader_cache_res_dir(String());
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}
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