Path: blob/master/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
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/**************************************************************************/1/* renderer_scene_render_rd.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "renderer_scene_render_rd.h"3132#include "core/config/project_settings.h"33#include "core/io/image.h"34#include "renderer_compositor_rd.h"35#include "servers/rendering/renderer_rd/environment/fog.h"36#include "servers/rendering/renderer_rd/shaders/decal_data_inc.glsl.gen.h"37#include "servers/rendering/renderer_rd/shaders/light_data_inc.glsl.gen.h"38#include "servers/rendering/renderer_rd/shaders/scene_data_inc.glsl.gen.h"39#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"40#include "servers/rendering/rendering_server_default.h"41#include "servers/rendering/shader_include_db.h"42#include "servers/rendering/storage/camera_attributes_storage.h"4344void get_vogel_disk(float *r_kernel, int p_sample_count) {45const float golden_angle = 2.4;4647for (int i = 0; i < p_sample_count; i++) {48float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));49float theta = float(i) * golden_angle;5051r_kernel[i * 4] = Math::cos(theta) * r;52r_kernel[i * 4 + 1] = Math::sin(theta) * r;53}54}5556RID RendererSceneRenderRD::sky_allocate() {57return sky.allocate_sky_rid();58}59void RendererSceneRenderRD::sky_initialize(RID p_rid) {60sky.initialize_sky_rid(p_rid);61}6263void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {64sky.sky_set_radiance_size(p_sky, p_radiance_size);65}6667void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {68sky.sky_set_mode(p_sky, p_mode);69}7071void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {72sky.sky_set_material(p_sky, p_material);73}7475Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {76return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);77}7879void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {80glow_bicubic_upscale = p_enable;81}8283void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {84volumetric_fog_size = p_size;85volumetric_fog_depth = p_depth;86}8788void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {89volumetric_fog_filter_active = p_enable;90}9192void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {93gi.sdfgi_ray_count = p_ray_count;94}9596void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {97gi.sdfgi_frames_to_converge = p_frames;98}99void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {100gi.sdfgi_frames_to_update_light = p_update;101}102103Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {104ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());105106RS::EnvironmentBG environment_background = environment_get_background(p_env);107108if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {109return Ref<Image>(); //nothing to bake110}111112RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);113114bool use_ambient_light = false;115bool use_cube_map = false;116if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {117use_ambient_light = true;118} else {119use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;120use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;121}122use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());123124Color ambient_color;125float ambient_color_sky_mix = 0.0;126if (use_ambient_light) {127ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);128const float ambient_energy = environment_get_ambient_light_energy(p_env);129ambient_color = environment_get_ambient_light(p_env);130ambient_color = ambient_color.srgb_to_linear();131ambient_color.r *= ambient_energy;132ambient_color.g *= ambient_energy;133ambient_color.b *= ambient_energy;134}135136if (use_cube_map) {137Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);138if (use_ambient_light && panorama.is_valid()) {139for (int x = 0; x < p_size.width; x++) {140for (int y = 0; y < p_size.height; y++) {141panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));142}143}144}145return panorama;146} else {147const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);148Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));149panorama_color = panorama_color.srgb_to_linear();150panorama_color.r *= bg_energy_multiplier;151panorama_color.g *= bg_energy_multiplier;152panorama_color.b *= bg_energy_multiplier;153154if (use_ambient_light) {155panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);156}157158Ref<Image> panorama = Image::create_empty(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);159panorama->fill(panorama_color);160return panorama;161}162}163164/* REFLECTION PROBE */165166RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {167Vector<RID> fb;168fb.push_back(p_color);169fb.push_back(p_depth);170return RD::get_singleton()->framebuffer_create(fb);171}172173/* FOG VOLUME INSTANCE */174175RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {176return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);177}178179void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {180RendererRD::Fog::get_singleton()->fog_volume_instance_set_transform(p_fog_volume_instance, p_transform);181}182183void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {184RendererRD::Fog::get_singleton()->fog_volume_instance_set_active(p_fog_volume_instance, p_active);185}186187RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {188return RendererRD::Fog::get_singleton()->fog_volume_instance_get_volume(p_fog_volume_instance);189}190191Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {192return RendererRD::Fog::get_singleton()->fog_volume_instance_get_position(p_fog_volume_instance);193}194195/* VOXEL GI */196197RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {198return gi.voxel_gi_instance_create(p_base);199}200201void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {202if (!is_dynamic_gi_supported()) {203return;204}205206gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);207}208209bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {210if (!is_dynamic_gi_supported()) {211return false;212}213214return gi.voxel_gi_needs_update(p_probe);215}216217void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {218if (!is_dynamic_gi_supported()) {219return;220}221222gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects);223}224225void RendererSceneRenderRD::_debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms) {226ERR_FAIL_COND(p_render_buffers.is_null());227228if (!p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {229return; //nothing to debug230}231232Ref<RendererRD::GI::SDFGI> sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);233234sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms);235}236237////////////////////////////////238Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {239Ref<RenderSceneBuffersRD> rb;240rb.instantiate();241242rb->set_can_be_storage(_render_buffers_can_be_storage());243rb->set_max_cluster_elements(max_cluster_elements);244rb->set_base_data_format(_render_buffers_get_color_format());245if (vrs) {246rb->set_vrs(vrs);247}248249setup_render_buffer_data(rb);250251return rb;252}253254bool RendererSceneRenderRD::_compositor_effects_has_flag(const RenderDataRD *p_render_data, RS::CompositorEffectFlags p_flag, RS::CompositorEffectCallbackType p_callback_type) {255RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();256257if (p_render_data->compositor.is_null()) {258return false;259}260261if (p_render_data->reflection_probe.is_valid()) {262return false;263}264265ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);266Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);267268for (RID rid : re_rids) {269if (comp_storage->compositor_effect_get_flag(rid, p_flag)) {270return true;271}272}273274return false;275}276277bool RendererSceneRenderRD::_has_compositor_effect(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {278RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();279280if (p_render_data->compositor.is_null()) {281return false;282}283284if (p_render_data->reflection_probe.is_valid()) {285return false;286}287288ERR_FAIL_COND_V(!comp_storage->is_compositor(p_render_data->compositor), false);289290Vector<RID> effects = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);291292return effects.size() > 0;293}294295void RendererSceneRenderRD::_process_compositor_effects(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) {296RendererCompositorStorage *comp_storage = RendererCompositorStorage::get_singleton();297298if (p_render_data->compositor.is_null()) {299return;300}301302if (p_render_data->reflection_probe.is_valid()) {303return;304}305306ERR_FAIL_COND(!comp_storage->is_compositor(p_render_data->compositor));307308Vector<RID> re_rids = comp_storage->compositor_get_compositor_effects(p_render_data->compositor, p_callback_type, true);309310for (RID rid : re_rids) {311Callable callback = comp_storage->compositor_effect_get_callback(rid);312Array arr = { p_callback_type, p_render_data };313callback.callv(arr);314}315}316317void RendererSceneRenderRD::_render_buffers_ensure_screen_texture(const RenderDataRD *p_render_data) {318Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;319ERR_FAIL_COND(rb.is_null());320321if (!rb->has_internal_texture()) {322// We're likely rendering reflection probes where we can't use our backbuffers.323return;324}325326bool can_use_storage = _render_buffers_can_be_storage();327Size2i size = rb->get_internal_size();328329// When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a330// dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.331Size2i target_size = rb->get_target_size();332bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);333bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;334if (reuse_blur_texture) {335rb->allocate_blur_textures();336} else {337uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;338usage_bits |= can_use_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;339rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR, rb->get_base_data_format(), usage_bits);340}341}342343void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {344Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;345ERR_FAIL_COND(rb.is_null());346347if (!rb->has_internal_texture()) {348// We're likely rendering reflection probes where we can't use our backbuffers.349return;350}351352RD::get_singleton()->draw_command_begin_label("Copy screen texture");353354StringName texture_name;355bool can_use_storage = _render_buffers_can_be_storage();356Size2i size = rb->get_internal_size();357358// When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a359// dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.360Size2i target_size = rb->get_target_size();361bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);362bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;363if (reuse_blur_texture) {364texture_name = RB_TEX_BLUR_0;365} else {366texture_name = RB_TEX_BACK_COLOR;367}368369for (uint32_t v = 0; v < rb->get_view_count(); v++) {370RID texture = rb->get_internal_texture(v);371int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, texture_name).mipmaps);372RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, 0);373374if (can_use_storage) {375copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y));376} else {377RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest);378copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y));379}380381for (int i = 1; i < mipmaps; i++) {382RID source = dest;383dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, texture_name, v, i);384Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, texture_name, i);385386if (can_use_storage) {387copy_effects->make_mipmap(source, dest, msize);388} else {389copy_effects->make_mipmap_raster(source, dest, msize);390}391}392}393394RD::get_singleton()->draw_command_end_label();395}396397void RendererSceneRenderRD::_render_buffers_ensure_depth_texture(const RenderDataRD *p_render_data) {398Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;399ERR_FAIL_COND(rb.is_null());400401if (!rb->has_depth_texture()) {402// We're likely rendering reflection probes where we can't use our backbuffers.403return;404}405406// Note, this only creates our back depth texture if we haven't already created it.407uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;408usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;409usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // Set this as color attachment because we're copying data into it, it's not actually used as a depth buffer410411rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);412}413414void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {415Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;416ERR_FAIL_COND(rb.is_null());417418if (!rb->has_depth_texture()) {419// We're likely rendering reflection probes where we can't use our backbuffers.420return;421}422423RD::get_singleton()->draw_command_begin_label("Copy depth texture");424425bool can_use_storage = _render_buffers_can_be_storage();426Size2i size = rb->get_internal_size();427for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {428RID depth_texture = rb->get_depth_texture(v);429RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);430431if (can_use_storage) {432copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y));433} else {434RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture);435copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y));436}437}438439RD::get_singleton()->draw_command_end_label();440}441442void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {443RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();444445ERR_FAIL_NULL(p_render_data);446447Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;448ERR_FAIL_COND(rb.is_null());449450ERR_FAIL_COND_MSG(p_render_data->reflection_probe.is_valid(), "Post processes should not be applied on reflection probes.");451452// Glow, auto exposure and DoF (if enabled).453454Size2i target_size = rb->get_target_size();455bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; // FIXME I think this should check internal size, we do all our post processing at this size...456can_use_effects &= _debug_draw_can_use_effects(debug_draw);457bool can_use_storage = _render_buffers_can_be_storage();458459RS::ViewportScaling3DMode scale_mode = rb->get_scaling_3d_mode();460bool use_upscaled_texture = rb->has_upscaled_texture() && (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2 || scale_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL);461SpatialUpscaler *spatial_upscaler = nullptr;462if (can_use_effects) {463if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) {464spatial_upscaler = fsr;465} else if (scale_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL) {466#if METAL_ENABLED467spatial_upscaler = mfx_spatial;468#endif469}470}471472bool use_smaa = smaa && rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_SMAA;473474RID render_target = rb->get_render_target();475RID color_texture = use_upscaled_texture ? rb->get_upscaled_texture() : rb->get_internal_texture();476Size2i color_size = use_upscaled_texture ? target_size : rb->get_internal_size();477478bool dest_is_msaa_2d = rb->get_view_count() == 1 && texture_storage->render_target_get_msaa(render_target) != RS::VIEWPORT_MSAA_DISABLED;479480if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) {481RENDER_TIMESTAMP("Depth of Field");482RD::get_singleton()->draw_command_begin_label("DOF");483484rb->allocate_blur_textures();485486RendererRD::BokehDOF::BokehBuffers buffers;487488// Textures we use489buffers.base_texture_size = color_size;490buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);491buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);492buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);493494if (can_use_storage) {495for (uint32_t i = 0; i < rb->get_view_count(); i++) {496buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);497buffers.depth_texture = rb->get_depth_texture(i);498499// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.500float z_near = p_render_data->scene_data->view_projection[i].get_z_near();501float z_far = p_render_data->scene_data->view_projection[i].get_z_far();502bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);503};504} else {505// Set framebuffers.506buffers.secondary_fb = rb->weight_buffers[1].fb;507buffers.half_fb[0] = rb->weight_buffers[2].fb;508buffers.half_fb[1] = rb->weight_buffers[3].fb;509buffers.weight_texture[0] = rb->weight_buffers[0].weight;510buffers.weight_texture[1] = rb->weight_buffers[1].weight;511buffers.weight_texture[2] = rb->weight_buffers[2].weight;512buffers.weight_texture[3] = rb->weight_buffers[3].weight;513514// Set weight buffers.515buffers.base_weight_fb = rb->weight_buffers[0].fb;516517for (uint32_t i = 0; i < rb->get_view_count(); i++) {518buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);519buffers.depth_texture = rb->get_depth_texture(i);520buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally521522// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.523float z_near = p_render_data->scene_data->view_projection[i].get_z_near();524float z_far = p_render_data->scene_data->view_projection[i].get_z_far();525bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);526}527}528RD::get_singleton()->draw_command_end_label();529}530531float auto_exposure_scale = 1.0;532533if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {534RENDER_TIMESTAMP("Auto exposure");535536RD::get_singleton()->draw_command_begin_label("Auto exposure");537538Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);539540uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);541bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();542rb->set_auto_exposure_version(auto_exposure_version);543544double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;545float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);546float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);547luminance->luminance_reduction(rb->get_internal_texture(), rb->get_internal_size(), luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);548549// Swap final reduce with prev luminance.550551auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);552553RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.554RD::get_singleton()->draw_command_end_label();555}556557int max_glow_level = -1;558559if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {560RENDER_TIMESTAMP("Glow");561RD::get_singleton()->draw_command_begin_label("Gaussian Glow");562563rb->allocate_blur_textures();564565for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {566if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) {567int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);568if (i >= mipmaps) {569max_glow_level = mipmaps - 1;570} else {571max_glow_level = i;572}573}574}575576float luminance_multiplier = _render_buffers_get_luminance_multiplier();577for (uint32_t l = 0; l < rb->get_view_count(); l++) {578for (int i = 0; i < (max_glow_level + 1); i++) {579Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);580581if (i == 0) {582RID luminance_texture;583if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {584luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer585}586RID source = rb->get_internal_texture(l);587RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);588if (can_use_storage) {589copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);590} else {591RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view592copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);593}594} else {595RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1);596RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);597598if (can_use_storage) {599copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));600} else {601RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view602copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));603}604}605}606}607608RD::get_singleton()->draw_command_end_label();609}610611{612RENDER_TIMESTAMP("Tonemap");613RD::get_singleton()->draw_command_begin_label("Tonemap");614615RendererRD::ToneMapper::TonemapSettings tonemap;616617bool using_hdr = texture_storage->render_target_is_using_hdr(render_target);618619tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);620if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {621tonemap.use_auto_exposure = true;622tonemap.auto_exposure_scale = auto_exposure_scale;623} else {624tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);625}626627if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {628tonemap.use_glow = true;629tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment));630tonemap.glow_intensity = environment_get_glow_blend_mode(p_render_data->environment) == RS::ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix(p_render_data->environment) : environment_get_glow_intensity(p_render_data->environment);631for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {632tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];633}634635Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);636tonemap.glow_texture_size.x = msize.width;637tonemap.glow_texture_size.y = msize.height;638tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;639tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);640if (environment_get_glow_map(p_render_data->environment).is_valid()) {641tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);642tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));643} else {644tonemap.glow_map_strength = 0.0f;645tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);646}647648} else {649tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);650tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);651}652653if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {654tonemap.use_fxaa = true;655}656657tonemap.texture_size = Vector2i(color_size.x, color_size.y);658659if (p_render_data->environment.is_valid()) {660tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);661tonemap.white = environment_get_white(p_render_data->environment);662tonemap.exposure = environment_get_exposure(p_render_data->environment);663}664665tonemap.use_color_correction = false;666tonemap.use_1d_color_correction = false;667tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);668tonemap.convert_to_srgb = !using_hdr;669670if (can_use_effects && p_render_data->environment.is_valid()) {671tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);672tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);673tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);674tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);675if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {676tonemap.use_color_correction = true;677tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);678tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment), !tonemap.convert_to_srgb);679}680}681682tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();683tonemap.view_count = rb->get_view_count();684685RID dest_fb;686RD::DataFormat dest_fb_format;687RD::DataFormat format_for_debanding;688if (spatial_upscaler != nullptr || use_smaa) {689// If we use a spatial upscaler to upscale or SMAA to antialias we need to write our result into an intermediate buffer.690// Note that this is cached so we only create the texture the first time.691dest_fb_format = _render_buffers_get_color_format();692RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), dest_fb_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);693dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);694if (use_smaa) {695format_for_debanding = dest_fb_format;696} else {697// Debanding is currently not supported when using spatial upscaling, so apply it before scaling.698// This produces suboptimal results because the image will be modified by spatial upscaling after699// debanding has been applied. Ideally, debanding should be applied as the final step before quantization700// to integer values, but in the case of MetalFX, it may not be worth the performance cost of creating a new701// intermediate buffer. In the case of FSR 1.0, the work of adding debanding support hasn't been done yet.702// Assume that the DataFormat that will be used by spatial_upscaler is the same as render_target_get_color_format.703format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);704}705} else {706// If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.707// Target size in this case is lying as we never get our real target size communicated.708// Bit nasty but...709710if (dest_is_msaa_2d) {711dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));712// Assume that the DataFormat of render_target_get_rd_texture_msaa is the same as render_target_get_color_format.713format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);714texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.715} else {716dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);717// Assume that the DataFormat of render_target_get_rd_framebuffer is the same as render_target_get_color_format.718format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);719}720}721722if (rb->get_use_debanding()) {723if (_is_8bit_data_format(format_for_debanding)) {724tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_8_BIT;725} else if (_is_10bit_data_format(format_for_debanding)) {726tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_10_BIT;727} else {728// In this case, debanding will be handled later when quantizing to an integer data format. (During blit or SMAA, for example.)729tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;730}731} else {732tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;733}734735tone_mapper->tonemapper(color_texture, dest_fb, tonemap);736737RD::get_singleton()->draw_command_end_label();738}739740if (use_smaa) {741RENDER_TIMESTAMP("SMAA");742RD::get_singleton()->draw_command_begin_label("SMAA");743744bool using_hdr = texture_storage->render_target_is_using_hdr(render_target);745RID dest_fb;746if (spatial_upscaler) {747rb->create_texture(SNAME("SMAA"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);748}749if (rb->get_view_count() > 1) {750for (uint32_t v = 0; v < rb->get_view_count(); v++) {751RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);752753RID dest_texture;754RD::DataFormat format_for_debanding;755if (spatial_upscaler) {756dest_texture = rb->get_texture_slice(SNAME("SMAA"), SNAME("destination"), v, 0);757// Debanding is currently not supported when using spatial upscaling, so apply it before scaling.758// This produces suboptimal results because the image will be modified by spatial upscaling after759// debanding has been applied. Ideally, debanding should be applied as the final step before quantization760// to integer values, but in the case of MetalFX, it may not be worth the performance cost of creating a new761// intermediate buffer. In the case of FSR 1.0, the work of adding debanding support hasn't been done yet.762// Assume that the DataFormat that will be used by spatial_upscaler is the same as render_target_get_color_format.763format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);764} else {765dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);766// Assume that the DataFormat is the same as render_target_get_color_format.767format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);768}769dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);770771if (rb->get_use_debanding()) {772if (_is_8bit_data_format(format_for_debanding)) {773smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_8_BIT;774} else if (_is_10bit_data_format(format_for_debanding)) {775smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_10_BIT;776} else {777// In this case, debanding will be handled later when quantizing to an integer data format. (During blit, for example.)778smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;779}780} else {781smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;782}783784smaa->process(rb, source_texture, dest_fb);785}786} else {787RID source_texture = rb->get_texture(SNAME("Tonemapper"), SNAME("destination"));788RD::DataFormat format_for_debanding;789790if (spatial_upscaler) {791RID dest_texture = rb->create_texture(SNAME("SMAA"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);792dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);793// Debanding is currently not supported when using spatial upscaling, so apply it before scaling.794// This produces suboptimal results because the image will be modified by spatial upscaling after795// debanding has been applied. Ideally, debanding should be applied as the final step before quantization796// to integer values, but in the case of MetalFX, it may not be worth the performance cost of creating a new797// intermediate buffer. In the case of FSR 1.0, the work of adding debanding support hasn't been done yet.798// Assume that the DataFormat that will be used by spatial_upscaler is the same as render_target_get_color_format.799format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);800} else {801if (dest_is_msaa_2d) {802dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));803// Assume that the DataFormat of render_target_get_rd_texture_msaa is the same as render_target_get_color_format.804format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);805texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.806} else {807dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);808// Assume that the DataFormat of render_target_get_rd_framebuffer is the same as render_target_get_color_format.809format_for_debanding = texture_storage->render_target_get_color_format(using_hdr, !using_hdr);810}811}812813if (rb->get_use_debanding()) {814if (_is_8bit_data_format(format_for_debanding)) {815smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_8_BIT;816} else if (_is_10bit_data_format(format_for_debanding)) {817smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_10_BIT;818} else {819// In this case, debanding will be handled later when quantizing to an integer data format. (During blit, for example.)820smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;821}822} else {823smaa->debanding_mode = RendererRD::SMAA::DebandingMode::DEBANDING_MODE_DISABLED;824}825826smaa->process(rb, source_texture, dest_fb);827}828829RD::get_singleton()->draw_command_end_label();830}831832if (rb.is_valid() && spatial_upscaler) {833spatial_upscaler->ensure_context(rb);834835RD::get_singleton()->draw_command_begin_label(spatial_upscaler->get_label());836837for (uint32_t v = 0; v < rb->get_view_count(); v++) {838RID source_texture;839if (use_smaa) {840source_texture = rb->get_texture_slice(SNAME("SMAA"), SNAME("destination"), v, 0);841} else {842source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);843}844RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);845846spatial_upscaler->process(rb, source_texture, dest_texture);847}848849if (dest_is_msaa_2d) {850// We can't upscale directly into our MSAA buffer so we need to do a copy851RID source_texture = texture_storage->render_target_get_rd_texture(render_target);852RID dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target));853copy_effects->copy_to_fb_rect(source_texture, dest_fb, Rect2i(Point2i(), rb->get_target_size()));854855texture_storage->render_target_set_msaa_needs_resolve(render_target, true); // Make sure this gets resolved.856}857858RD::get_singleton()->draw_command_end_label();859}860861texture_storage->render_target_disable_clear_request(render_target);862}863864void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {865RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();866RD::get_singleton()->draw_command_begin_label("Post Process Subpass");867868Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;869ERR_FAIL_COND(rb.is_null());870871// FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??872// Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...873Size2i target_size = rb->get_target_size();874bool can_use_effects = target_size.x >= 8 && target_size.y >= 8 && debug_draw == RS::VIEWPORT_DEBUG_DRAW_DISABLED;875876RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();877878RendererRD::ToneMapper::TonemapSettings tonemap;879880if (p_render_data->environment.is_valid()) {881tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);882tonemap.exposure = environment_get_exposure(p_render_data->environment);883tonemap.white = environment_get_white(p_render_data->environment);884}885886// We don't support glow or auto exposure here, if they are needed, don't use subpasses!887// The problem is that we need to use the result so far and process them before we can888// apply this to our results.889if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {890ERR_FAIL_MSG("Glow is not supported when using subpasses.");891}892893if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {894ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");895}896897bool using_hdr = texture_storage->render_target_is_using_hdr(rb->get_render_target());898899tonemap.use_glow = false;900tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);901tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);902tonemap.use_auto_exposure = false;903tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);904905tonemap.use_color_correction = false;906tonemap.use_1d_color_correction = false;907tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);908tonemap.convert_to_srgb = !using_hdr;909910if (can_use_effects && p_render_data->environment.is_valid()) {911tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);912tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);913tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);914tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);915if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {916tonemap.use_color_correction = true;917tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);918tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment), !tonemap.convert_to_srgb);919}920}921922tonemap.texture_size = Vector2i(target_size.x, target_size.y);923924tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();925tonemap.view_count = rb->get_view_count();926927if (rb->get_use_debanding()) {928// Assume that the DataFormat of p_framebuffer is the same as render_target_get_color_format.929RD::DataFormat dest_fb_format = texture_storage->render_target_get_color_format(using_hdr, tonemap.convert_to_srgb);930if (dest_fb_format >= RD::DATA_FORMAT_R8_UNORM && dest_fb_format <= RD::DATA_FORMAT_A8B8G8R8_SRGB_PACK32) {931tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_8_BIT;932} else if (dest_fb_format >= RD::DATA_FORMAT_A2R10G10B10_UNORM_PACK32 && dest_fb_format <= RD::DATA_FORMAT_A2B10G10R10_SINT_PACK32) {933tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_10_BIT;934} else {935// In this case, debanding will be handled later when quantizing to an integer data format. (During blit, for example.)936tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;937}938} else {939tonemap.debanding_mode = RendererRD::ToneMapper::TonemapSettings::DebandingMode::DEBANDING_MODE_DISABLED;940}941942tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);943944RD::get_singleton()->draw_command_end_label();945}946947void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {948ERR_FAIL_COND(p_render_data->render_buffers.is_null());949950RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();951texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());952}953954bool RendererSceneRenderRD::_debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw) {955bool can_use_effects = true;956switch (p_debug_draw) {957// No debug draw, use camera effects958case RS::VIEWPORT_DEBUG_DRAW_DISABLED:959can_use_effects = true;960break;961// Modes that completely override rendering to draw debug information should disable camera effects.962case RS::VIEWPORT_DEBUG_DRAW_UNSHADED:963case RS::VIEWPORT_DEBUG_DRAW_OVERDRAW:964case RS::VIEWPORT_DEBUG_DRAW_WIREFRAME:965case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO:966case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:967case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:968case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:969case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:970case RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER:971can_use_effects = false;972break;973// Modes that draws information over part of the viewport needs camera effects because we see partially the normal draw mode.974case RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS:975case RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS:976case RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS:977case RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS:978// Modes that draws a buffer over viewport needs camera effects because if the buffer is not available it will be equivalent to normal draw mode.979case RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER:980case RS::VIEWPORT_DEBUG_DRAW_SSAO:981case RS::VIEWPORT_DEBUG_DRAW_SSIL:982case RS::VIEWPORT_DEBUG_DRAW_SDFGI:983case RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER:984case RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS:985can_use_effects = true;986break;987// Other debug draw modes keep camera effects.988case RS::VIEWPORT_DEBUG_DRAW_LIGHTING:989case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING:990case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION:991case RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE:992case RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS:993case RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES:994case RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD:995can_use_effects = true;996break;997default:998break;999}10001001return can_use_effects;1002}10031004void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {1005RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();1006RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();10071008Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;1009ERR_FAIL_COND(rb.is_null());10101011RID render_target = rb->get_render_target();10121013if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {1014if (p_render_data->shadow_atlas.is_valid()) {1015RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_render_data->shadow_atlas);10161017if (shadow_atlas_texture.is_null()) {1018shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);1019}10201021Size2 rtsize = texture_storage->render_target_get_size(render_target);1022copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);1023}1024}10251026if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {1027if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) {1028RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();1029Size2i rtsize = texture_storage->render_target_get_size(render_target);1030RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);10311032// Determine our display size, try and keep square by using the smallest edge.1033Size2i size = 2 * rtsize / 3;1034if (size.x < size.y) {1035size.y = size.x;1036} else if (size.y < size.x) {1037size.x = size.y;1038}10391040copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true);10411042// Visualize our view frustum to show coverage.1043for (int i = 0; i < p_render_data->render_shadow_count; i++) {1044RID light = p_render_data->render_shadows[i].light;1045RID base = light_storage->light_instance_get_base_light(light);10461047if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {1048debug_effects->draw_shadow_frustum(light, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, dest_fb, Rect2(Size2(), size));1049}1050}1051}1052}10531054if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {1055RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();10561057if (decal_atlas.is_valid()) {1058Size2i rtsize = texture_storage->render_target_get_size(render_target);10591060copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);1061}1062}10631064if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {1065RID luminance_texture = luminance->get_current_luminance_buffer(rb);1066if (luminance_texture.is_valid()) {1067Size2i rtsize = texture_storage->render_target_get_size(render_target);10681069copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);1070}1071}10721073if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER) {1074Size2 rtsize = texture_storage->render_target_get_size(render_target);1075copy_effects->copy_to_fb_rect(rb->get_internal_texture(), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);1076}10771078if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(rb).is_valid()) {1079Size2 rtsize = texture_storage->render_target_get_size(render_target);1080copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false, false, false, RID(), false, false, false, true);1081}10821083if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {1084if (p_render_data->occluder_debug_tex.is_valid()) {1085Size2i rtsize = texture_storage->render_target_get_size(render_target);1086copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_render_data->occluder_debug_tex), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false);1087}1088}10891090if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(rb).is_valid()) {1091RID velocity = _render_buffers_get_velocity_texture(rb);1092RID depth = rb->get_depth_texture();1093RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);1094Size2i resolution = rb->get_internal_size();10951096debug_effects->draw_motion_vectors(velocity, depth, dest_fb, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, p_render_data->scene_data->prev_cam_projection, p_render_data->scene_data->prev_cam_transform, resolution);1097}1098}10991100RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {1101return gi.default_voxel_gi_buffer;1102}11031104float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {1105return 1.0;1106}11071108RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {1109return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;1110}11111112bool RendererSceneRenderRD::_render_buffers_can_be_storage() {1113return true;1114}11151116void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {1117gi.half_resolution = p_enable;1118}11191120void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {1121ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");11221123if (shadows_quality != p_quality) {1124shadows_quality = p_quality;11251126switch (shadows_quality) {1127case RS::SHADOW_QUALITY_HARD: {1128penumbra_shadow_samples = 4;1129soft_shadow_samples = 0;1130shadows_quality_radius = 1.0;1131} break;1132case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {1133penumbra_shadow_samples = 4;1134soft_shadow_samples = 1;1135shadows_quality_radius = 1.5;1136} break;1137case RS::SHADOW_QUALITY_SOFT_LOW: {1138penumbra_shadow_samples = 8;1139soft_shadow_samples = 4;1140shadows_quality_radius = 2.0;1141} break;1142case RS::SHADOW_QUALITY_SOFT_MEDIUM: {1143penumbra_shadow_samples = 12;1144soft_shadow_samples = 8;1145shadows_quality_radius = 2.0;1146} break;1147case RS::SHADOW_QUALITY_SOFT_HIGH: {1148penumbra_shadow_samples = 24;1149soft_shadow_samples = 16;1150shadows_quality_radius = 3.0;1151} break;1152case RS::SHADOW_QUALITY_SOFT_ULTRA: {1153penumbra_shadow_samples = 32;1154soft_shadow_samples = 32;1155shadows_quality_radius = 4.0;1156} break;1157case RS::SHADOW_QUALITY_MAX:1158break;1159}1160get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);1161get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);1162}11631164_update_shader_quality_settings();1165}11661167void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {1168ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");11691170if (directional_shadow_quality != p_quality) {1171directional_shadow_quality = p_quality;11721173switch (directional_shadow_quality) {1174case RS::SHADOW_QUALITY_HARD: {1175directional_penumbra_shadow_samples = 4;1176directional_soft_shadow_samples = 0;1177directional_shadow_quality_radius = 1.0;1178} break;1179case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {1180directional_penumbra_shadow_samples = 4;1181directional_soft_shadow_samples = 1;1182directional_shadow_quality_radius = 1.5;1183} break;1184case RS::SHADOW_QUALITY_SOFT_LOW: {1185directional_penumbra_shadow_samples = 8;1186directional_soft_shadow_samples = 4;1187directional_shadow_quality_radius = 2.0;1188} break;1189case RS::SHADOW_QUALITY_SOFT_MEDIUM: {1190directional_penumbra_shadow_samples = 12;1191directional_soft_shadow_samples = 8;1192directional_shadow_quality_radius = 2.0;1193} break;1194case RS::SHADOW_QUALITY_SOFT_HIGH: {1195directional_penumbra_shadow_samples = 24;1196directional_soft_shadow_samples = 16;1197directional_shadow_quality_radius = 3.0;1198} break;1199case RS::SHADOW_QUALITY_SOFT_ULTRA: {1200directional_penumbra_shadow_samples = 32;1201directional_soft_shadow_samples = 32;1202directional_shadow_quality_radius = 4.0;1203} break;1204case RS::SHADOW_QUALITY_MAX:1205break;1206}1207get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);1208get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);1209}12101211_update_shader_quality_settings();1212}12131214void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {1215if (decals_filter == p_filter) {1216return;1217}1218decals_filter = p_filter;1219_update_shader_quality_settings();1220}1221void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {1222if (light_projectors_filter == p_filter) {1223return;1224}1225light_projectors_filter = p_filter;1226_update_shader_quality_settings();1227}12281229void RendererSceneRenderRD::lightmaps_set_bicubic_filter(bool p_enable) {1230if (lightmap_filter_bicubic == p_enable) {1231return;1232}1233lightmap_filter_bicubic = p_enable;1234_update_shader_quality_settings();1235}12361237int RendererSceneRenderRD::get_roughness_layers() const {1238return sky.roughness_layers;1239}12401241bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {1242return sky.sky_use_cubemap_array;1243}12441245void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) {1246if (p_render_buffers.is_null()) {1247return;1248}12491250RID render_target = p_render_buffers->get_render_target();1251if (render_target.is_null()) {1252// must be rendering reflection probes1253return;1254}12551256if (vrs) {1257RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();12581259RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(render_target);1260if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {1261RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);12621263// We use get_cache_multipass instead of get_cache_multiview because the default behavior is for1264// our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it1265// so it needs to be set as our color attachment12661267Vector<RID> textures;1268textures.push_back(vrs_texture);12691270Vector<RD::FramebufferPass> passes;1271RD::FramebufferPass pass;1272pass.color_attachments.push_back(0);1273passes.push_back(pass);12741275RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count());12761277vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target());1278}1279}1280}12811282bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {1283if (p_render_data->render_buffers.is_valid()) {1284if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {1285return true;1286}1287}1288return false;1289}12901291void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {1292if (p_render_data->render_buffers.is_valid() && p_use_gi) {1293if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {1294return;1295}12961297Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);1298sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));1299}1300}13011302void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_compositor, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RenderingMethod::RenderInfo *r_render_info) {1303RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();1304RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();13051306// getting this here now so we can direct call a bunch of things more easily1307ERR_FAIL_COND(p_render_buffers.is_null());1308Ref<RenderSceneBuffersRD> rb = p_render_buffers;1309ERR_FAIL_COND(rb.is_null());13101311// setup scene data1312RenderSceneDataRD scene_data;1313{1314// Our first camera is used by default1315scene_data.cam_transform = p_camera_data->main_transform;1316scene_data.cam_projection = p_camera_data->main_projection;1317scene_data.cam_orthogonal = p_camera_data->is_orthogonal;1318scene_data.cam_frustum = p_camera_data->is_frustum;1319scene_data.camera_visible_layers = p_camera_data->visible_layers;1320scene_data.taa_jitter = p_camera_data->taa_jitter;1321scene_data.taa_frame_count = p_camera_data->taa_frame_count;1322scene_data.main_cam_transform = p_camera_data->main_transform;1323scene_data.flip_y = !p_reflection_probe.is_valid();13241325scene_data.view_count = p_camera_data->view_count;1326for (uint32_t v = 0; v < p_camera_data->view_count; v++) {1327scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;1328scene_data.view_projection[v] = p_camera_data->view_projection[v];1329}13301331scene_data.prev_cam_transform = p_prev_camera_data->main_transform;1332scene_data.prev_cam_projection = p_prev_camera_data->main_projection;1333scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;13341335for (uint32_t v = 0; v < p_camera_data->view_count; v++) {1336scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];1337}13381339scene_data.z_near = p_camera_data->main_projection.get_z_near();1340scene_data.z_far = p_camera_data->main_projection.get_z_far();13411342// this should be the same for all cameras..1343const float lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();13441345// Also, take into account resolution scaling for the multiplier, since we have more leeway with quality1346// degradation visibility. Conversely, allow upwards scaling, too, for increased mesh detail at high res.1347const float scaling_3d_scale = GLOBAL_GET_CACHED(float, "rendering/scaling_3d/scale");1348scene_data.lod_distance_multiplier = lod_distance_multiplier * (1.0 / scaling_3d_scale);13491350if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {1351scene_data.screen_mesh_lod_threshold = 0.0;1352} else {1353scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;1354}13551356if (p_shadow_atlas.is_valid()) {1357int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);1358scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size;1359scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size;1360}1361{1362int directional_shadow_size = light_storage->directional_shadow_get_size();1363scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size;1364scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size;1365}13661367scene_data.time = time;1368scene_data.time_step = time_step;1369}13701371//assign render data1372RenderDataRD render_data;1373{1374render_data.render_buffers = rb;1375render_data.scene_data = &scene_data;13761377render_data.instances = &p_instances;1378render_data.lights = &p_lights;1379render_data.reflection_probes = &p_reflection_probes;1380render_data.voxel_gi_instances = &p_voxel_gi_instances;1381render_data.decals = &p_decals;1382render_data.lightmaps = &p_lightmaps;1383render_data.fog_volumes = &p_fog_volumes;1384render_data.environment = p_environment;1385render_data.compositor = p_compositor;1386render_data.camera_attributes = p_camera_attributes;1387render_data.shadow_atlas = p_shadow_atlas;1388render_data.occluder_debug_tex = p_occluder_debug_tex;1389render_data.reflection_atlas = p_reflection_atlas;1390render_data.reflection_probe = p_reflection_probe;1391render_data.reflection_probe_pass = p_reflection_probe_pass;13921393render_data.render_shadows = p_render_shadows;1394render_data.render_shadow_count = p_render_shadow_count;1395render_data.render_sdfgi_regions = p_render_sdfgi_regions;1396render_data.render_sdfgi_region_count = p_render_sdfgi_region_count;1397render_data.sdfgi_update_data = p_sdfgi_update_data;13981399render_data.render_info = r_render_info;14001401if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {1402render_data.transparent_bg = texture_storage->render_target_get_transparent(rb->get_render_target());1403render_data.render_region = texture_storage->render_target_get_render_region(rb->get_render_target());1404}1405}14061407PagedArray<RID> empty;14081409if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {1410render_data.lights = ∅1411render_data.reflection_probes = ∅1412render_data.voxel_gi_instances = ∅1413render_data.lightmaps = ∅1414}14151416if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED ||1417get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW ||1418get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING ||1419get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {1420render_data.decals = ∅1421}14221423Color clear_color;1424if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {1425clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());1426} else {1427clear_color = RSG::texture_storage->get_default_clear_color();1428}14291430//calls _pre_opaque_render between depth pre-pass and opaque pass1431_render_scene(&render_data, clear_color);1432}14331434void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {1435_render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);1436}14371438void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {1439RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();14401441ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));1442Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();1443Projection cm;1444cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);14451446Vector3 cam_pos = p_transform.origin;1447cam_pos.y += extents.y;14481449Transform3D cam_xform;1450cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());14511452RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);14531454_render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);1455}14561457bool RendererSceneRenderRD::free(RID p_rid) {1458if (is_environment(p_rid)) {1459environment_free(p_rid);1460} else if (is_compositor(p_rid)) {1461compositor_free(p_rid);1462} else if (is_compositor_effect(p_rid)) {1463compositor_effect_free(p_rid);1464} else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {1465RSG::camera_attributes->camera_attributes_free(p_rid);1466} else if (gi.voxel_gi_instance_owns(p_rid)) {1467gi.voxel_gi_instance_free(p_rid);1468} else if (sky.sky_owner.owns(p_rid)) {1469sky.update_dirty_skys();1470sky.free_sky(p_rid);1471} else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {1472RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);1473} else {1474return false;1475}14761477return true;1478}14791480void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {1481debug_draw = p_debug_draw;1482}14831484void RendererSceneRenderRD::update() {1485sky.update_dirty_skys();1486}14871488void RendererSceneRenderRD::set_time(double p_time, double p_step) {1489time = p_time;1490time_step = p_step;1491}14921493void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {1494screen_space_roughness_limiter = p_enable;1495screen_space_roughness_limiter_amount = p_amount;1496screen_space_roughness_limiter_limit = p_limit;1497}14981499bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {1500return screen_space_roughness_limiter;1501}15021503float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {1504return screen_space_roughness_limiter_amount;1505}15061507float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {1508return screen_space_roughness_limiter_limit;1509}15101511TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {1512ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");1513ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");1514RD::TextureFormat tf;1515tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;1516tf.width = p_image_size.width; // Always 64x641517tf.height = p_image_size.height;1518tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;15191520RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());1521RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());1522RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());15231524tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;1525RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());15261527tf.format = RD::DATA_FORMAT_R32_SFLOAT;1528RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());15291530tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;1531tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;1532RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());15331534Vector<RID> fb_tex;1535fb_tex.push_back(albedo_alpha_tex);1536fb_tex.push_back(normal_tex);1537fb_tex.push_back(orm_tex);1538fb_tex.push_back(emission_tex);1539fb_tex.push_back(depth_write_tex);1540fb_tex.push_back(depth_tex);15411542RID fb = RD::get_singleton()->framebuffer_create(fb_tex);15431544//RID sampled_light;15451546RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);1547ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());15481549uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);1550Vector<RID> materials;1551materials.resize(sc);15521553for (uint32_t i = 0; i < sc; i++) {1554if (i < (uint32_t)p_material_overrides.size()) {1555materials.write[i] = p_material_overrides[i];1556}1557}15581559gi_inst->set_surface_materials(materials);15601561if (cull_argument.size() == 0) {1562cull_argument.push_back(nullptr);1563}1564cull_argument[0] = gi_inst;1565_render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));15661567geometry_instance_free(gi_inst);15681569TypedArray<Image> ret;15701571{1572PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);1573Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);1574RD::get_singleton()->free(albedo_alpha_tex);1575ret.push_back(img);1576}15771578{1579PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);1580Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);1581RD::get_singleton()->free(normal_tex);1582ret.push_back(img);1583}15841585{1586PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);1587Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);1588RD::get_singleton()->free(orm_tex);1589ret.push_back(img);1590}15911592{1593PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);1594Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);1595RD::get_singleton()->free(emission_tex);1596ret.push_back(img);1597}15981599RD::get_singleton()->free(depth_write_tex);1600RD::get_singleton()->free(depth_tex);16011602return ret;1603}16041605void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {1606gi.sdfgi_debug_probe_pos = p_position;1607gi.sdfgi_debug_probe_dir = p_dir;1608}16091610RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;16111612bool RendererSceneRenderRD::is_vrs_supported() const {1613return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);1614}16151616bool RendererSceneRenderRD::is_dynamic_gi_supported() const {1617// usable by default (unless low end = true)1618return true;1619}16201621bool RendererSceneRenderRD::is_volumetric_supported() const {1622// usable by default (unless low end = true)1623return true;1624}16251626uint32_t RendererSceneRenderRD::get_max_elements() const {1627return GLOBAL_GET_CACHED(uint32_t, "rendering/limits/cluster_builder/max_clustered_elements");1628}16291630RendererSceneRenderRD::RendererSceneRenderRD() {1631singleton = this;1632}16331634void RendererSceneRenderRD::init() {1635max_cluster_elements = get_max_elements();1636RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements);16371638/* Forward ID */1639forward_id_storage = create_forward_id_storage();16401641/* Register the include files we make available by default to our users */1642{1643ShaderIncludeDB::register_built_in_include_file("godot/decal_data_inc.glsl", decal_data_inc_shader_glsl);1644ShaderIncludeDB::register_built_in_include_file("godot/light_data_inc.glsl", light_data_inc_shader_glsl);1645ShaderIncludeDB::register_built_in_include_file("godot/scene_data_inc.glsl", scene_data_inc_shader_glsl);1646}16471648/* SKY SHADER */16491650sky.init();16511652/* GI */16531654if (is_dynamic_gi_supported()) {1655gi.init(&sky);1656}16571658{ //decals1659RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements);1660}16611662{ //lights1663}16641665if (is_volumetric_supported()) {1666RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_cubemap_array());1667}16681669RSG::camera_attributes->camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));1670RSG::camera_attributes->camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter"));1671use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");16721673screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");1674screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");1675screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");1676glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;16771678directional_penumbra_shadow_kernel = memnew_arr(float, 128);1679directional_soft_shadow_kernel = memnew_arr(float, 128);1680penumbra_shadow_kernel = memnew_arr(float, 128);1681soft_shadow_kernel = memnew_arr(float, 128);1682positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));1683directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));16841685environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));1686environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));16871688decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));1689light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));1690lightmaps_set_bicubic_filter(GLOBAL_GET("rendering/lightmapping/lightmap_gi/use_bicubic_filter"));16911692cull_argument.set_page_pool(&cull_argument_pool);16931694bool can_use_storage = _render_buffers_can_be_storage();1695bool can_use_vrs = is_vrs_supported();1696bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));1697copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));1698debug_effects = memnew(RendererRD::DebugEffects);1699luminance = memnew(RendererRD::Luminance(!can_use_storage));1700smaa = memnew(RendererRD::SMAA);1701tone_mapper = memnew(RendererRD::ToneMapper);1702if (can_use_vrs) {1703vrs = memnew(RendererRD::VRS);1704}1705if (can_use_storage) {1706fsr = memnew(RendererRD::FSR);1707}1708#ifdef METAL_ENABLED1709mfx_spatial = memnew(RendererRD::MFXSpatialEffect);1710#endif1711}17121713RendererSceneRenderRD::~RendererSceneRenderRD() {1714if (forward_id_storage) {1715memdelete(forward_id_storage);1716}17171718if (bokeh_dof) {1719memdelete(bokeh_dof);1720}1721if (copy_effects) {1722memdelete(copy_effects);1723}1724if (debug_effects) {1725memdelete(debug_effects);1726}1727if (luminance) {1728memdelete(luminance);1729}1730if (smaa) {1731memdelete(smaa);1732}1733if (tone_mapper) {1734memdelete(tone_mapper);1735}1736if (vrs) {1737memdelete(vrs);1738}1739if (fsr) {1740memdelete(fsr);1741}1742#ifdef METAL_ENABLED1743if (mfx_spatial) {1744memdelete(mfx_spatial);1745}1746#endif17471748if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {1749RD::get_singleton()->free(sky.sky_scene_state.uniform_set);1750}17511752if (is_dynamic_gi_supported()) {1753gi.free();1754}17551756if (is_volumetric_supported()) {1757RendererRD::Fog::get_singleton()->free_fog_shader();1758}17591760memdelete_arr(directional_penumbra_shadow_kernel);1761memdelete_arr(directional_soft_shadow_kernel);1762memdelete_arr(penumbra_shadow_kernel);1763memdelete_arr(soft_shadow_kernel);17641765RSG::light_storage->directional_shadow_atlas_set_size(0);1766cull_argument.reset(); //avoid exit error1767}176817691770