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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_viewport.cpp
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/**************************************************************************/
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/* renderer_viewport.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_viewport.h"
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#include "core/config/project_settings.h"
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#include "core/math/transform_interpolator.h"
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#include "core/object/worker_thread_pool.h"
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#include "renderer_canvas_cull.h"
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#include "renderer_scene_cull.h"
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#include "rendering_server_globals.h"
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#include "storage/texture_storage.h"
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#ifndef XR_DISABLED
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#include "servers/xr/xr_interface.h"
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#endif // XR_DISABLED
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static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
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Transform2D xf = p_viewport->global_transform;
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Vector2 pixel_snap_offset;
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if (p_viewport->snap_2d_transforms_to_pixel) {
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// We use `floor(p + 0.5)` to snap canvas items, but `ceil(p - 0.5)`
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// to snap viewport transform because the viewport transform is inverse
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// to the camera transform. Also, if the viewport size is not divisible
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// by 2, the center point is offset by 0.5 px and we need to add 0.5
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// before rounding to cancel it out.
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pixel_snap_offset.x = (p_viewport->size.width % 2) ? 0.0 : -0.5;
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pixel_snap_offset.y = (p_viewport->size.height % 2) ? 0.0 : -0.5;
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}
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float scale = 1.0;
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if (p_viewport->canvas_map.has(p_canvas->parent)) {
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Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
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if (p_viewport->snap_2d_transforms_to_pixel) {
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c_xform.columns[2] = (c_xform.columns[2] * p_canvas->parent_scale + pixel_snap_offset).ceil() / p_canvas->parent_scale;
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}
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xf = xf * c_xform;
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scale = p_canvas->parent_scale;
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}
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Transform2D c_xform = p_canvas_data->transform;
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if (p_viewport->snap_2d_transforms_to_pixel) {
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c_xform.columns[2] = (c_xform.columns[2] + pixel_snap_offset).ceil();
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}
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xf = xf * c_xform;
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if (scale != 1.0 && !RSG::canvas->disable_scale) {
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Vector2 pivot = p_vp_size * 0.5;
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Transform2D xfpivot;
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xfpivot.set_origin(pivot);
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Transform2D xfscale;
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xfscale.scale(Vector2(scale, scale));
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xf = xfpivot.affine_inverse() * xf;
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xf = xfscale * xf;
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xf = xfpivot * xf;
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}
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return xf;
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}
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Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() {
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// We need to sort the viewports in a "topological order", children first and
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// parents last. We also need to keep sibling viewports in the original order
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// from top to bottom.
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Vector<Viewport *> result;
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List<Viewport *> nodes;
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for (int i = active_viewports.size() - 1; i >= 0; --i) {
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Viewport *viewport = active_viewports[i];
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if (viewport->parent.is_valid()) {
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continue;
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}
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nodes.push_back(viewport);
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result.insert(0, viewport);
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}
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while (!nodes.is_empty()) {
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const Viewport *node = nodes.front()->get();
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nodes.pop_front();
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for (int i = active_viewports.size() - 1; i >= 0; --i) {
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Viewport *child = active_viewports[i];
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if (child->parent != node->self) {
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continue;
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}
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if (!nodes.find(child)) {
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nodes.push_back(child);
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result.insert(0, child);
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}
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}
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}
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return result;
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}
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void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
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if (p_viewport->render_buffers.is_valid()) {
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if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
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p_viewport->render_buffers.unref();
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} else {
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const float EPSILON = 0.0001;
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float scaling_3d_scale = p_viewport->scaling_3d_scale;
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RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
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bool upscaler_available = p_viewport->fsr_enabled;
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RS::ViewportScaling3DType scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
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if ((!upscaler_available || (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_SPATIAL)) && scaling_3d_scale >= (1.0 - EPSILON) && scaling_3d_scale <= (1.0 + EPSILON)) {
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// No 3D scaling for spatial modes? Ignore scaling mode, this just introduces overhead.
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// - Mobile can't perform optimal path
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// - FSR does an extra pass (or 2 extra passes if 2D-MSAA is enabled)
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// Scaling = 1.0 on FSR2 and MetalFX temporal has benefits
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scaling_3d_scale = 1.0;
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
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}
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if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
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WARN_PRINT_ONCE("MetalFX and FSR upscaling are not supported in the Compatibility renderer. Falling back to bilinear scaling.");
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}
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if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL && !RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_TEMPORAL)) {
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if (RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_SPATIAL)) {
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// Prefer MetalFX spatial if it is supported, which will be much more efficient than FSR2,
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// as the hardware already will struggle with FSR2.
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL;
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WARN_PRINT_ONCE("MetalFX temporal upscaling is not supported by the current renderer or hardware. Falling back to MetalFX Spatial scaling.");
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} else {
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR2;
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WARN_PRINT_ONCE("MetalFX upscaling is not supported by the current renderer or hardware. Falling back to FSR 2 scaling.");
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}
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scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
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}
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if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL && !RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_SPATIAL)) {
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR;
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WARN_PRINT_ONCE("MetalFX spatial upscaling is not supported by the current renderer or hardware. Falling back to FSR scaling.");
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}
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RS::ViewportMSAA msaa_3d = p_viewport->msaa_3d;
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// If MetalFX Temporal upscaling is supported, verify limits.
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if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL) {
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double min_scale = (double)RD::get_singleton()->limit_get(RD::LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE) / 1000'000.0;
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double max_scale = (double)RD::get_singleton()->limit_get(RD::LIMIT_METALFX_TEMPORAL_SCALER_MAX_SCALE) / 1000'000.0;
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if ((double)scaling_3d_scale < min_scale || (double)scaling_3d_scale > max_scale) {
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR2;
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WARN_PRINT_ONCE(vformat("MetalFX temporal upscaling scale is outside limits; scale must be between %f and %f. Falling back to FSR 2 3D resolution scaling.", min_scale, max_scale));
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} else if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
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WARN_PRINT_ONCE("MetalFX temporal upscaling does not support 3D MSAA. Disabling 3D MSAA internally.");
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msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
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}
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}
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bool scaling_3d_is_not_bilinear = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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bool use_taa = p_viewport->use_taa;
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if (scaling_3d_is_not_bilinear && (scaling_3d_scale >= (1.0 + EPSILON))) {
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// FSR and MetalFX is not designed for downsampling.
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// Fall back to bilinear scaling.
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WARN_PRINT_ONCE("FSR 3D resolution scaling is not designed for downsampling. Falling back to bilinear 3D resolution scaling.");
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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}
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if (scaling_3d_is_not_bilinear && !upscaler_available) {
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// FSR is not actually available.
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// Fall back to bilinear scaling.
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WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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}
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if (use_taa && (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL)) {
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// Temporal upscalers can't be used with TAA.
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// Turn it off and prefer using the temporal upscaler.
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WARN_PRINT_ONCE("FSR 2 or MetalFX Temporal is not compatible with TAA. Disabling TAA internally.");
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use_taa = false;
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}
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int target_width;
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int target_height;
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int render_width;
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int render_height;
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switch (scaling_3d_mode) {
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case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
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// Clamp 3D rendering resolution to reasonable values supported on most hardware.
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// This prevents freezing the engine or outright crashing on lower-end GPUs.
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target_width = p_viewport->size.width;
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target_height = p_viewport->size.height;
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render_width = CLAMP(target_width * scaling_3d_scale, 1, 16384);
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render_height = CLAMP(target_height * scaling_3d_scale, 1, 16384);
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break;
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case RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL:
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case RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL:
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case RS::VIEWPORT_SCALING_3D_MODE_FSR:
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case RS::VIEWPORT_SCALING_3D_MODE_FSR2:
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target_width = p_viewport->size.width;
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target_height = p_viewport->size.height;
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render_width = MAX(target_width * scaling_3d_scale, 1.0); // target_width / (target_width * scaling)
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render_height = MAX(target_height * scaling_3d_scale, 1.0);
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break;
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case RS::VIEWPORT_SCALING_3D_MODE_OFF:
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target_width = p_viewport->size.width;
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target_height = p_viewport->size.height;
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render_width = target_width;
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render_height = target_height;
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break;
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default:
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// This is an unknown mode.
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WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
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scaling_3d_scale = 1.0;
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target_width = p_viewport->size.width;
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target_height = p_viewport->size.height;
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render_width = target_width;
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render_height = target_height;
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break;
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}
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uint32_t jitter_phase_count = 0;
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if (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL) {
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// Implementation has been copied from ffxFsr2GetJitterPhaseCount.
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// Also used for MetalFX Temporal scaling.
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jitter_phase_count = uint32_t(8.0f * std::pow(float(target_width) / render_width, 2.0f));
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} else if (use_taa) {
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// Default jitter count for TAA.
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jitter_phase_count = 16;
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}
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p_viewport->internal_size = Size2(render_width, render_height);
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p_viewport->jitter_phase_count = jitter_phase_count;
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// At resolution scales lower than 1.0, use negative texture mipmap bias
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// to compensate for the loss of sharpness.
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const float texture_mipmap_bias = std::log2(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
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RenderSceneBuffersConfiguration rb_config;
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rb_config.set_render_target(p_viewport->render_target);
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rb_config.set_internal_size(Size2i(render_width, render_height));
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rb_config.set_target_size(Size2(target_width, target_height));
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rb_config.set_view_count(p_viewport->view_count);
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rb_config.set_scaling_3d_mode(scaling_3d_mode);
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rb_config.set_msaa_3d(msaa_3d);
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rb_config.set_screen_space_aa(p_viewport->screen_space_aa);
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rb_config.set_fsr_sharpness(p_viewport->fsr_sharpness);
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rb_config.set_texture_mipmap_bias(texture_mipmap_bias);
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rb_config.set_anisotropic_filtering_level(p_viewport->anisotropic_filtering_level);
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rb_config.set_use_taa(use_taa);
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rb_config.set_use_debanding(p_viewport->use_debanding);
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p_viewport->render_buffers->configure(&rb_config);
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}
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}
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}
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void RendererViewport::_draw_3d(Viewport *p_viewport) {
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#ifndef _3D_DISABLED
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RENDER_TIMESTAMP("> Render 3D Scene");
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Ref<XRInterface> xr_interface;
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#ifndef XR_DISABLED
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if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
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xr_interface = XRServer::get_singleton()->get_primary_interface();
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}
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#endif // XR_DISABLED
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if (p_viewport->use_occlusion_culling) {
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if (p_viewport->occlusion_buffer_dirty) {
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float aspect = p_viewport->size.aspect();
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int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();
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int viewport_size = p_viewport->size.width * p_viewport->size.height;
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max_size = CLAMP(max_size, viewport_size / (32 * 32), viewport_size / (2 * 2)); // At least one depth pixel for every 16x16 region. At most one depth pixel for every 2x2 region.
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float height = Math::sqrt(max_size / aspect);
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Size2i new_size = Size2i(height * aspect, height);
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RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
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p_viewport->occlusion_buffer_dirty = false;
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}
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}
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float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
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RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, p_viewport->jitter_phase_count, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
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RENDER_TIMESTAMP("< Render 3D Scene");
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#endif // _3D_DISABLED
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}
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void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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if (p_viewport->measure_render_time) {
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String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
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RSG::utilities->capture_timestamp(rt_id);
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timestamp_vp_map[rt_id] = p_viewport->self;
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}
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if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
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// This is currently needed for GLES to keep the current window being rendered to up to date
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DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
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}
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/* Camera should always be BEFORE any other 3D */
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bool can_draw_2d = !p_viewport->disable_2d && p_viewport->view_count == 1; // Stereo rendering does not support 2D, no depth data
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bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
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int scenario_canvas_max_layer = 0;
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bool force_clear_render_target = false;
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for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
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for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
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p_viewport->render_info.info[i][j] = 0;
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}
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}
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if (RSG::scene->is_scenario(p_viewport->scenario)) {
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RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
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if (RSG::scene->is_environment(environment)) {
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if (can_draw_2d && !viewport_is_environment_disabled(p_viewport)) {
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scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
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scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
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} else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {
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// The scene renderer will still copy over the last frame, so we need to clear the render target.
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force_clear_render_target = true;
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}
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}
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}
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bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
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if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
362
//wants to draw 3D but there is no render buffer, create
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p_viewport->render_buffers = RSG::scene->render_buffers_create();
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_configure_3d_render_buffers(p_viewport);
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}
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Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();
369
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if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
371
RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
372
if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
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p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
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}
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}
376
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if (!scenario_draw_canvas_bg && can_draw_3d) {
378
if (force_clear_render_target) {
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RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
380
}
381
_draw_3d(p_viewport);
382
}
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if (can_draw_2d) {
385
RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
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Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
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RendererCanvasRender::Light *lights = nullptr;
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RendererCanvasRender::Light *lights_with_shadow = nullptr;
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RendererCanvasRender::Light *directional_lights = nullptr;
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RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
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if (p_viewport->sdf_active) {
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// Process SDF.
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Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
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RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
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// Make list of occluders.
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for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
403
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
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for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
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if (!F->enabled) {
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continue;
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}
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if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
412
F->xform_cache = xf * F->xform_curr;
413
} else {
414
real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
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TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
416
F->xform_cache = xf * F->xform_cache;
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}
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if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
420
F->next = occluders;
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occluders = F;
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}
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}
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}
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RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
427
RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
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p_viewport->sdf_active = false; // If used, gets set active again.
430
} else {
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RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
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}
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Rect2 shadow_rect;
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int shadow_count = 0;
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int directional_light_count = 0;
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RENDER_TIMESTAMP("Cull 2D Lights");
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for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
441
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
444
445
// Find lights in canvas.
446
447
for (RendererCanvasRender::Light *F : canvas->lights) {
448
RendererCanvasRender::Light *cl = F;
449
if (cl->enabled && cl->texture.is_valid()) {
450
//not super efficient..
451
Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);
452
tsize *= cl->scale;
453
454
Vector2 offset = tsize / 2.0;
455
Rect2 local_rect = Rect2(-offset + cl->texture_offset, tsize);
456
457
if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
458
cl->xform_cache = xf * cl->xform_curr;
459
} else {
460
real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
461
TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
462
cl->xform_cache = xf * cl->xform_cache;
463
}
464
465
cl->rect_cache = cl->xform_cache.xform(local_rect);
466
467
if (clip_rect.intersects(cl->rect_cache)) {
468
cl->filter_next_ptr = lights;
469
lights = cl;
470
Transform2D scale;
471
scale.scale(local_rect.size);
472
scale.columns[2] = local_rect.position;
473
cl->light_shader_xform = cl->xform_cache * scale;
474
if (cl->use_shadow) {
475
cl->shadows_next_ptr = lights_with_shadow;
476
if (lights_with_shadow == nullptr) {
477
shadow_rect = cl->rect_cache;
478
} else {
479
shadow_rect = shadow_rect.merge(cl->rect_cache);
480
}
481
lights_with_shadow = cl;
482
cl->radius_cache = local_rect.size.length();
483
}
484
}
485
}
486
}
487
488
for (RendererCanvasRender::Light *F : canvas->directional_lights) {
489
RendererCanvasRender::Light *cl = F;
490
if (cl->enabled) {
491
cl->filter_next_ptr = directional_lights;
492
directional_lights = cl;
493
if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
494
cl->xform_cache = xf * cl->xform_curr;
495
} else {
496
real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
497
TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
498
cl->xform_cache = xf * cl->xform_cache;
499
}
500
cl->xform_cache.columns[2] = Vector2(); //translation is pointless
501
if (cl->use_shadow) {
502
cl->shadows_next_ptr = directional_lights_with_shadow;
503
directional_lights_with_shadow = cl;
504
}
505
506
directional_light_count++;
507
508
if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
509
break;
510
}
511
}
512
}
513
514
canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
515
}
516
517
if (lights_with_shadow) {
518
//update shadows if any
519
520
RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
521
522
RENDER_TIMESTAMP("> Render PointLight2D Shadows");
523
RENDER_TIMESTAMP("Cull LightOccluder2Ds");
524
525
//make list of occluders
526
for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
527
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
528
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
529
530
for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
531
if (!F->enabled) {
532
continue;
533
}
534
if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
535
F->xform_cache = xf * F->xform_curr;
536
} else {
537
real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
538
TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
539
F->xform_cache = xf * F->xform_cache;
540
}
541
if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
542
F->next = occluders;
543
occluders = F;
544
}
545
}
546
}
547
//update the light shadowmaps with them
548
549
RendererCanvasRender::Light *light = lights_with_shadow;
550
while (light) {
551
RENDER_TIMESTAMP("Render PointLight2D Shadow");
552
553
RSG::canvas_render->light_update_shadow(light->light_internal, shadow_count++, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders, light->rect_cache);
554
light = light->shadows_next_ptr;
555
}
556
557
RENDER_TIMESTAMP("< Render PointLight2D Shadows");
558
}
559
560
if (directional_lights_with_shadow) {
561
//update shadows if any
562
RendererCanvasRender::Light *light = directional_lights_with_shadow;
563
while (light) {
564
Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction
565
float cull_distance = light->directional_distance;
566
567
Vector2 light_dir_sign;
568
light_dir_sign.x = (Math::abs(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
569
light_dir_sign.y = (Math::abs(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
570
571
Vector2 points[6];
572
int point_count = 0;
573
574
for (int j = 0; j < 4; j++) {
575
static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
576
Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
577
Vector2 point = clip_rect.position + clip_rect.size * signs[j];
578
579
if (sign_cmp == light_dir_sign) {
580
//both point in same direction, plot offsetted
581
points[point_count++] = point + light_dir * cull_distance;
582
} else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
583
int next_j = (j + 1) % 4;
584
Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
585
586
//one point in the same direction, plot segment
587
588
if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
589
if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
590
points[point_count++] = point;
591
}
592
points[point_count++] = point + light_dir * cull_distance;
593
} else {
594
points[point_count++] = point + light_dir * cull_distance;
595
if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
596
points[point_count++] = point;
597
}
598
}
599
} else {
600
//plot normally
601
points[point_count++] = point;
602
}
603
}
604
605
Vector2 xf_points[6];
606
607
RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
608
609
RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
610
611
// Make list of occluders.
612
for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
613
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
614
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
615
616
for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
617
if (!F->enabled) {
618
continue;
619
}
620
if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
621
F->xform_cache = xf * F->xform_curr;
622
} else {
623
real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
624
TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
625
F->xform_cache = xf * F->xform_cache;
626
}
627
Transform2D localizer = F->xform_cache.affine_inverse();
628
629
for (int j = 0; j < point_count; j++) {
630
xf_points[j] = localizer.xform(points[j]);
631
}
632
if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
633
F->next = occluders;
634
occluders = F;
635
}
636
}
637
}
638
639
RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
640
641
light = light->shadows_next_ptr;
642
}
643
644
RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
645
}
646
647
if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
648
// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
649
// Clear now otherwise we copy over garbage from the render target.
650
RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
651
if (!can_draw_3d) {
652
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
653
} else {
654
_draw_3d(p_viewport);
655
}
656
scenario_draw_canvas_bg = false;
657
}
658
659
for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
660
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
661
662
Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
663
664
RendererCanvasRender::Light *canvas_lights = nullptr;
665
RendererCanvasRender::Light *canvas_directional_lights = nullptr;
666
667
RendererCanvasRender::Light *ptr = lights;
668
while (ptr) {
669
if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
670
ptr->next_ptr = canvas_lights;
671
canvas_lights = ptr;
672
}
673
ptr = ptr->filter_next_ptr;
674
}
675
676
ptr = directional_lights;
677
while (ptr) {
678
if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
679
ptr->next_ptr = canvas_directional_lights;
680
canvas_directional_lights = ptr;
681
}
682
ptr = ptr->filter_next_ptr;
683
}
684
685
RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel, p_viewport->canvas_cull_mask, &p_viewport->render_info);
686
if (RSG::canvas->was_sdf_used()) {
687
p_viewport->sdf_active = true;
688
}
689
690
if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
691
// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
692
// Clear now otherwise we copy over garbage from the render target.
693
RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
694
if (!can_draw_3d) {
695
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
696
} else {
697
_draw_3d(p_viewport);
698
}
699
700
scenario_draw_canvas_bg = false;
701
}
702
}
703
704
if (scenario_draw_canvas_bg) {
705
// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
706
// Clear now otherwise we copy over garbage from the render target.
707
RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
708
if (!can_draw_3d) {
709
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
710
} else {
711
_draw_3d(p_viewport);
712
}
713
}
714
}
715
716
if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {
717
//was never cleared in the end, force clear it
718
RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
719
}
720
721
if (RSG::texture_storage->render_target_get_msaa_needs_resolve(p_viewport->render_target)) {
722
WARN_PRINT_ONCE("2D MSAA is enabled while there is no 2D content. Disable 2D MSAA for better performance.");
723
RSG::texture_storage->render_target_do_msaa_resolve(p_viewport->render_target);
724
}
725
726
if (p_viewport->measure_render_time) {
727
String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
728
RSG::utilities->capture_timestamp(rt_id);
729
timestamp_vp_map[rt_id] = p_viewport->self;
730
}
731
}
732
733
void RendererViewport::draw_viewports(bool p_swap_buffers) {
734
timestamp_vp_map.clear();
735
736
#ifndef XR_DISABLED
737
// get our xr interface in case we need it
738
Ref<XRInterface> xr_interface;
739
XRServer *xr_server = XRServer::get_singleton();
740
if (xr_server != nullptr) {
741
// retrieve the interface responsible for rendering
742
xr_interface = xr_server->get_primary_interface();
743
}
744
#endif // XR_DISABLED
745
746
if (Engine::get_singleton()->is_editor_hint()) {
747
RSG::texture_storage->set_default_clear_color(GLOBAL_GET_CACHED(Color, "rendering/environment/defaults/default_clear_color"));
748
}
749
750
if (sorted_active_viewports_dirty) {
751
sorted_active_viewports = _sort_active_viewports();
752
sorted_active_viewports_dirty = false;
753
}
754
755
HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
756
//draw viewports
757
RENDER_TIMESTAMP("> Render Viewports");
758
759
//determine what is visible
760
draw_viewports_pass++;
761
762
for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
763
764
Viewport *vp = sorted_active_viewports[i];
765
766
if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
767
continue;
768
}
769
770
if (!vp->render_target.is_valid()) {
771
continue;
772
}
773
//ERR_CONTINUE(!vp->render_target.is_valid());
774
775
bool visible = vp->viewport_to_screen_rect != Rect2();
776
777
#ifndef XR_DISABLED
778
if (vp->use_xr) {
779
if (xr_interface.is_valid()) {
780
// Ignore update mode we have to commit frames to our XR interface
781
visible = true;
782
783
// Override our size, make sure it matches our required size and is created as a stereo target
784
Size2 xr_size = xr_interface->get_render_target_size();
785
_viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count());
786
} else {
787
// don't render anything
788
visible = false;
789
vp->size = Size2();
790
}
791
} else
792
#endif // XR_DISABLED
793
{
794
if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
795
visible = true;
796
}
797
798
if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {
799
visible = true;
800
}
801
802
if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
803
Viewport *parent = viewport_owner.get_or_null(vp->parent);
804
if (parent && parent->last_pass == draw_viewports_pass) {
805
visible = true;
806
}
807
}
808
}
809
810
visible = visible && vp->size.x > 1 && vp->size.y > 1;
811
812
if (visible) {
813
vp->last_pass = draw_viewports_pass;
814
}
815
}
816
817
int vertices_drawn = 0;
818
int objects_drawn = 0;
819
int draw_calls_used = 0;
820
821
for (int i = 0; i < sorted_active_viewports.size(); i++) {
822
Viewport *vp = sorted_active_viewports[i];
823
824
if (vp->last_pass != draw_viewports_pass) {
825
continue; //should not draw
826
}
827
828
RENDER_TIMESTAMP("> Render Viewport " + itos(i));
829
830
RSG::texture_storage->render_target_set_as_unused(vp->render_target);
831
#ifndef XR_DISABLED
832
if (vp->use_xr && xr_interface.is_valid()) {
833
// Inform XR interface we're about to render its viewport,
834
// if this returns false we don't render.
835
// This usually is a result of the player taking off their headset and OpenXR telling us to skip
836
// rendering frames.
837
if (xr_interface->pre_draw_viewport(vp->render_target)) {
838
RSG::texture_storage->render_target_set_override(vp->render_target,
839
xr_interface->get_color_texture(),
840
xr_interface->get_depth_texture(),
841
xr_interface->get_velocity_texture(),
842
xr_interface->get_velocity_depth_texture());
843
844
RSG::texture_storage->render_target_set_velocity_target_size(vp->render_target, xr_interface->get_velocity_target_size());
845
846
if (xr_interface->get_velocity_texture().is_valid()) {
847
_viewport_set_force_motion_vectors(vp, true);
848
} else {
849
_viewport_set_force_motion_vectors(vp, false);
850
}
851
852
RSG::texture_storage->render_target_set_render_region(vp->render_target, xr_interface->get_render_region());
853
854
// render...
855
RSG::scene->set_debug_draw_mode(vp->debug_draw);
856
857
// and draw viewport
858
_draw_viewport(vp);
859
860
// commit our eyes
861
Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);
862
if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) {
863
if (RSG::rasterizer->is_opengl()) {
864
if (blits.size() > 0) {
865
RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size());
866
RSG::rasterizer->gl_end_frame(p_swap_buffers);
867
}
868
} else if (blits.size() > 0) {
869
if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
870
blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
871
}
872
873
for (int b = 0; b < blits.size(); b++) {
874
blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
875
}
876
}
877
}
878
}
879
} else
880
#endif // XR_DISABLED
881
{
882
RSG::scene->set_debug_draw_mode(vp->debug_draw);
883
884
// render standard mono camera
885
_draw_viewport(vp);
886
887
if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
888
//copy to screen if set as such
889
BlitToScreen blit;
890
blit.render_target = vp->render_target;
891
if (vp->viewport_to_screen_rect != Rect2()) {
892
blit.dst_rect = vp->viewport_to_screen_rect;
893
} else {
894
blit.dst_rect.position = Vector2();
895
blit.dst_rect.size = vp->size;
896
}
897
898
if (RSG::rasterizer->is_opengl()) {
899
RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, &blit, 1);
900
RSG::rasterizer->gl_end_frame(p_swap_buffers);
901
} else {
902
Vector<BlitToScreen> *blits = blit_to_screen_list.getptr(vp->viewport_to_screen);
903
if (blits == nullptr) {
904
blits = &blit_to_screen_list.insert(vp->viewport_to_screen, Vector<BlitToScreen>())->value;
905
}
906
blits->push_back(blit);
907
}
908
}
909
}
910
911
if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
912
vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
913
}
914
915
RENDER_TIMESTAMP("< Render Viewport " + itos(i));
916
917
// 3D render info.
918
objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
919
vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
920
draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
921
// 2D render info.
922
objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
923
vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
924
draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
925
}
926
RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
927
928
total_objects_drawn = objects_drawn;
929
total_vertices_drawn = vertices_drawn;
930
total_draw_calls_used = draw_calls_used;
931
932
RENDER_TIMESTAMP("< Render Viewports");
933
934
if (p_swap_buffers && !blit_to_screen_list.is_empty()) {
935
for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
936
RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
937
}
938
}
939
}
940
941
RID RendererViewport::viewport_allocate() {
942
return viewport_owner.allocate_rid();
943
}
944
945
void RendererViewport::viewport_initialize(RID p_rid) {
946
viewport_owner.initialize_rid(p_rid);
947
Viewport *viewport = viewport_owner.get_or_null(p_rid);
948
viewport->self = p_rid;
949
viewport->render_target = RSG::texture_storage->render_target_create();
950
viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();
951
viewport->viewport_render_direct_to_screen = false;
952
953
viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
954
}
955
956
void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
957
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
958
ERR_FAIL_NULL(viewport);
959
960
if (viewport->use_xr == p_use_xr) {
961
return;
962
}
963
964
viewport->use_xr = p_use_xr;
965
966
// Re-configure the 3D render buffers when disabling XR. They'll get
967
// re-configured when enabling XR in draw_viewports().
968
if (!p_use_xr) {
969
viewport->view_count = 1;
970
_configure_3d_render_buffers(viewport);
971
}
972
}
973
974
void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {
975
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
976
ERR_FAIL_NULL(viewport);
977
const String rendering_method = OS::get_singleton()->get_current_rendering_method();
978
if (rendering_method != "forward_plus") {
979
ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR, "FSR1 is only available when using the Forward+ renderer.");
980
ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2, "FSR2 is only available when using the Forward+ renderer.");
981
ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL, "MetalFX Temporal is only available when using the Forward+ renderer.");
982
}
983
if (rendering_method == "gl_compatibility") {
984
ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL, "MetalFX Spatial is only available when using the Forward+ and Mobile renderers.");
985
}
986
987
if (viewport->scaling_3d_mode == p_mode) {
988
return;
989
}
990
991
bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
992
viewport->scaling_3d_mode = p_mode;
993
994
bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
995
if (motion_vectors_before != motion_vectors_after) {
996
num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
997
}
998
999
_configure_3d_render_buffers(viewport);
1000
}
1001
1002
void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {
1003
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1004
ERR_FAIL_NULL(viewport);
1005
1006
viewport->fsr_sharpness = p_sharpness;
1007
_configure_3d_render_buffers(viewport);
1008
}
1009
1010
void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
1011
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1012
ERR_FAIL_NULL(viewport);
1013
1014
viewport->texture_mipmap_bias = p_mipmap_bias;
1015
_configure_3d_render_buffers(viewport);
1016
}
1017
1018
void RendererViewport::viewport_set_anisotropic_filtering_level(RID p_viewport, RS::ViewportAnisotropicFiltering p_anisotropic_filtering_level) {
1019
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1020
ERR_FAIL_NULL(viewport);
1021
1022
viewport->anisotropic_filtering_level = p_anisotropic_filtering_level;
1023
_configure_3d_render_buffers(viewport);
1024
}
1025
1026
void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
1027
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1028
ERR_FAIL_NULL(viewport);
1029
1030
// Clamp to reasonable values that are actually useful.
1031
// Values above 2.0 don't serve a practical purpose since the viewport
1032
// isn't displayed with mipmaps.
1033
if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {
1034
return;
1035
}
1036
1037
viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);
1038
_configure_3d_render_buffers(viewport);
1039
}
1040
1041
void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
1042
ERR_FAIL_COND(p_width < 0 || p_height < 0);
1043
1044
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1045
ERR_FAIL_NULL(viewport);
1046
ERR_FAIL_COND_MSG(viewport->use_xr, "Cannot set viewport size when using XR");
1047
1048
_viewport_set_size(viewport, p_width, p_height, 1);
1049
}
1050
1051
void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) {
1052
Size2i new_size(p_width, p_height);
1053
if (p_viewport->size != new_size || p_viewport->view_count != p_view_count) {
1054
p_viewport->size = new_size;
1055
p_viewport->view_count = p_view_count;
1056
1057
RSG::texture_storage->render_target_set_size(p_viewport->render_target, p_width, p_height, p_view_count);
1058
_configure_3d_render_buffers(p_viewport);
1059
1060
p_viewport->occlusion_buffer_dirty = true;
1061
}
1062
}
1063
1064
bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) {
1065
return p_viewport->use_taa ||
1066
RS::scaling_3d_mode_type(p_viewport->scaling_3d_mode) == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL ||
1067
p_viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS || p_viewport->force_motion_vectors;
1068
}
1069
1070
void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
1071
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1072
ERR_FAIL_NULL(viewport);
1073
1074
if (p_active) {
1075
ERR_FAIL_COND_MSG(active_viewports.has(viewport), "Can't make active a Viewport that is already active.");
1076
viewport->occlusion_buffer_dirty = true;
1077
active_viewports.push_back(viewport);
1078
} else {
1079
active_viewports.erase(viewport);
1080
}
1081
1082
sorted_active_viewports_dirty = true;
1083
}
1084
1085
void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
1086
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1087
ERR_FAIL_NULL(viewport);
1088
1089
viewport->parent = p_parent_viewport;
1090
}
1091
1092
void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
1093
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1094
ERR_FAIL_NULL(viewport);
1095
1096
viewport->clear_mode = p_clear_mode;
1097
}
1098
1099
void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
1100
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1101
ERR_FAIL_NULL(viewport);
1102
1103
if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
1104
// If using OpenGL we can optimize this operation by rendering directly to system_fbo
1105
// instead of rendering to fbo and copying to system_fbo after
1106
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
1107
RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->view_count);
1108
RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
1109
}
1110
1111
viewport->viewport_to_screen_rect = p_rect;
1112
viewport->viewport_to_screen = p_screen;
1113
} else {
1114
// if render_direct_to_screen was used, reset size and position
1115
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
1116
RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
1117
RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
1118
}
1119
1120
viewport->viewport_to_screen_rect = Rect2();
1121
viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
1122
}
1123
}
1124
1125
void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
1126
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1127
ERR_FAIL_NULL(viewport);
1128
1129
if (p_enable == viewport->viewport_render_direct_to_screen) {
1130
return;
1131
}
1132
1133
// if disabled, reset render_target size and position
1134
if (!p_enable) {
1135
RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
1136
RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
1137
}
1138
1139
RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, p_enable);
1140
viewport->viewport_render_direct_to_screen = p_enable;
1141
1142
// if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
1143
if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
1144
RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->view_count);
1145
RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
1146
}
1147
}
1148
1149
void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
1150
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1151
ERR_FAIL_NULL(viewport);
1152
1153
viewport->update_mode = p_mode;
1154
}
1155
1156
RS::ViewportUpdateMode RendererViewport::viewport_get_update_mode(RID p_viewport) const {
1157
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1158
ERR_FAIL_NULL_V(viewport, RS::VIEWPORT_UPDATE_DISABLED);
1159
1160
return viewport->update_mode;
1161
}
1162
1163
RID RendererViewport::viewport_get_render_target(RID p_viewport) const {
1164
const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1165
ERR_FAIL_NULL_V(viewport, RID());
1166
1167
return viewport->render_target;
1168
}
1169
1170
RID RendererViewport::viewport_get_texture(RID p_viewport) const {
1171
const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1172
ERR_FAIL_NULL_V(viewport, RID());
1173
1174
return RSG::texture_storage->render_target_get_texture(viewport->render_target);
1175
}
1176
1177
RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
1178
const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1179
ERR_FAIL_NULL_V(viewport, RID());
1180
1181
if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
1182
return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
1183
}
1184
return RID();
1185
}
1186
1187
void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {
1188
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1189
ERR_FAIL_NULL(viewport);
1190
uint64_t frame = RSG::rasterizer->get_frame_number();
1191
if (viewport->prev_camera_data_frame != frame) {
1192
viewport->prev_camera_data = *p_camera_data;
1193
viewport->prev_camera_data_frame = frame;
1194
}
1195
}
1196
1197
const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {
1198
const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1199
ERR_FAIL_NULL_V(viewport, nullptr);
1200
return &viewport->prev_camera_data;
1201
}
1202
1203
void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
1204
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1205
ERR_FAIL_NULL(viewport);
1206
1207
viewport->disable_2d = p_disable;
1208
}
1209
1210
void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) {
1211
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1212
ERR_FAIL_NULL(viewport);
1213
1214
viewport->disable_environment = p_mode;
1215
}
1216
1217
bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) {
1218
ERR_FAIL_NULL_V(viewport, false);
1219
1220
if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) {
1221
Viewport *parent = viewport_owner.get_or_null(viewport->parent);
1222
return viewport_is_environment_disabled(parent);
1223
}
1224
return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED;
1225
}
1226
1227
void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
1228
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1229
ERR_FAIL_NULL(viewport);
1230
1231
viewport->disable_3d = p_disable;
1232
}
1233
1234
void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
1235
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1236
ERR_FAIL_NULL(viewport);
1237
1238
viewport->camera = p_camera;
1239
}
1240
1241
void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
1242
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1243
ERR_FAIL_NULL(viewport);
1244
1245
if (viewport->scenario.is_valid()) {
1246
RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
1247
}
1248
1249
viewport->scenario = p_scenario;
1250
if (viewport->use_occlusion_culling) {
1251
RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
1252
}
1253
}
1254
1255
void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
1256
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1257
ERR_FAIL_NULL(viewport);
1258
1259
ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
1260
RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
1261
ERR_FAIL_NULL(canvas);
1262
1263
canvas->viewports.insert(p_viewport);
1264
viewport->canvas_map[p_canvas] = Viewport::CanvasData();
1265
viewport->canvas_map[p_canvas].layer = 0;
1266
viewport->canvas_map[p_canvas].sublayer = 0;
1267
viewport->canvas_map[p_canvas].canvas = canvas;
1268
}
1269
1270
void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
1271
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1272
ERR_FAIL_NULL(viewport);
1273
1274
RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
1275
ERR_FAIL_NULL(canvas);
1276
1277
viewport->canvas_map.erase(p_canvas);
1278
canvas->viewports.erase(p_viewport);
1279
}
1280
1281
void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
1282
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1283
ERR_FAIL_NULL(viewport);
1284
1285
ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
1286
viewport->canvas_map[p_canvas].transform = p_offset;
1287
}
1288
1289
void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
1290
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1291
ERR_FAIL_NULL(viewport);
1292
if (viewport->transparent_bg == p_enabled) {
1293
return;
1294
}
1295
1296
RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled);
1297
viewport->transparent_bg = p_enabled;
1298
}
1299
1300
void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
1301
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1302
ERR_FAIL_NULL(viewport);
1303
1304
viewport->global_transform = p_transform;
1305
}
1306
1307
void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
1308
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1309
ERR_FAIL_NULL(viewport);
1310
1311
ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
1312
viewport->canvas_map[p_canvas].layer = p_layer;
1313
viewport->canvas_map[p_canvas].sublayer = p_sublayer;
1314
}
1315
1316
void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
1317
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1318
ERR_FAIL_NULL(viewport);
1319
1320
viewport->shadow_atlas_size = p_size;
1321
viewport->shadow_atlas_16_bits = p_16_bits;
1322
1323
RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
1324
}
1325
1326
void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
1327
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1328
ERR_FAIL_NULL(viewport);
1329
1330
RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
1331
}
1332
1333
void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {
1334
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1335
ERR_FAIL_NULL(viewport);
1336
1337
if (viewport->msaa_2d == p_msaa) {
1338
return;
1339
}
1340
viewport->msaa_2d = p_msaa;
1341
RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa);
1342
}
1343
1344
void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {
1345
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1346
ERR_FAIL_NULL(viewport);
1347
1348
if (viewport->msaa_3d == p_msaa) {
1349
return;
1350
}
1351
viewport->msaa_3d = p_msaa;
1352
_configure_3d_render_buffers(viewport);
1353
}
1354
1355
void RendererViewport::viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d) {
1356
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1357
ERR_FAIL_NULL(viewport);
1358
1359
if (viewport->use_hdr_2d == p_use_hdr_2d) {
1360
return;
1361
}
1362
viewport->use_hdr_2d = p_use_hdr_2d;
1363
RSG::texture_storage->render_target_set_use_hdr(viewport->render_target, p_use_hdr_2d);
1364
_configure_3d_render_buffers(viewport);
1365
}
1366
1367
bool RendererViewport::viewport_is_using_hdr_2d(RID p_viewport) const {
1368
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1369
ERR_FAIL_NULL_V(viewport, false);
1370
1371
return viewport->use_hdr_2d;
1372
}
1373
1374
void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
1375
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1376
ERR_FAIL_NULL(viewport);
1377
ERR_FAIL_COND_EDMSG(p_mode != RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility", "Screen space AA is currently unavailable on the Compatibility renderer.");
1378
1379
if (viewport->screen_space_aa == p_mode) {
1380
return;
1381
}
1382
viewport->screen_space_aa = p_mode;
1383
_configure_3d_render_buffers(viewport);
1384
}
1385
1386
void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {
1387
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1388
ERR_FAIL_NULL(viewport);
1389
ERR_FAIL_COND_EDMSG(OS::get_singleton()->get_current_rendering_method() != "forward_plus", "TAA is only available when using the Forward+ renderer.");
1390
1391
if (viewport->use_taa == p_use_taa) {
1392
return;
1393
}
1394
1395
bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
1396
viewport->use_taa = p_use_taa;
1397
1398
bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
1399
if (motion_vectors_before != motion_vectors_after) {
1400
num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
1401
}
1402
1403
_configure_3d_render_buffers(viewport);
1404
}
1405
1406
void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
1407
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1408
ERR_FAIL_NULL(viewport);
1409
1410
if (viewport->use_debanding == p_use_debanding) {
1411
return;
1412
}
1413
viewport->use_debanding = p_use_debanding;
1414
RSG::texture_storage->render_target_set_use_debanding(viewport->render_target, p_use_debanding);
1415
_configure_3d_render_buffers(viewport);
1416
}
1417
1418
void RendererViewport::viewport_set_force_motion_vectors(RID p_viewport, bool p_force_motion_vectors) {
1419
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1420
ERR_FAIL_NULL(viewport);
1421
1422
_viewport_set_force_motion_vectors(viewport, p_force_motion_vectors);
1423
}
1424
1425
void RendererViewport::_viewport_set_force_motion_vectors(RendererViewport::Viewport *p_viewport, bool p_force_motion_vectors) {
1426
if (p_viewport->force_motion_vectors == p_force_motion_vectors) {
1427
return;
1428
}
1429
1430
bool motion_vectors_before = _viewport_requires_motion_vectors(p_viewport);
1431
p_viewport->force_motion_vectors = p_force_motion_vectors;
1432
1433
bool motion_vectors_after = _viewport_requires_motion_vectors(p_viewport);
1434
if (motion_vectors_before != motion_vectors_after) {
1435
num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
1436
}
1437
1438
_configure_3d_render_buffers(p_viewport);
1439
}
1440
1441
void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
1442
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1443
ERR_FAIL_NULL(viewport);
1444
1445
if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
1446
return;
1447
}
1448
viewport->use_occlusion_culling = p_use_occlusion_culling;
1449
1450
if (viewport->use_occlusion_culling) {
1451
RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
1452
RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
1453
} else {
1454
RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
1455
}
1456
1457
viewport->occlusion_buffer_dirty = true;
1458
}
1459
1460
void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
1461
if (occlusion_rays_per_thread == p_rays_per_thread) {
1462
return;
1463
}
1464
1465
occlusion_rays_per_thread = p_rays_per_thread;
1466
1467
for (int i = 0; i < active_viewports.size(); i++) {
1468
active_viewports[i]->occlusion_buffer_dirty = true;
1469
}
1470
}
1471
1472
void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
1473
RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
1474
}
1475
1476
void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
1477
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1478
ERR_FAIL_NULL(viewport);
1479
1480
viewport->mesh_lod_threshold = p_pixels;
1481
}
1482
1483
int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
1484
ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
1485
ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
1486
1487
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1488
if (!viewport) {
1489
return 0; //there should be a lock here..
1490
}
1491
1492
return viewport->render_info.info[p_type][p_info];
1493
}
1494
1495
void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
1496
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1497
ERR_FAIL_NULL(viewport);
1498
1499
bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
1500
viewport->debug_draw = p_draw;
1501
1502
bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
1503
if (motion_vectors_before != motion_vectors_after) {
1504
num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
1505
}
1506
}
1507
1508
void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
1509
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1510
ERR_FAIL_NULL(viewport);
1511
1512
viewport->measure_render_time = p_enable;
1513
}
1514
1515
float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
1516
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1517
ERR_FAIL_NULL_V(viewport, 0);
1518
1519
return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
1520
}
1521
1522
float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
1523
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1524
ERR_FAIL_NULL_V(viewport, 0);
1525
1526
return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
1527
}
1528
1529
void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
1530
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1531
ERR_FAIL_NULL(viewport);
1532
viewport->snap_2d_transforms_to_pixel = p_enabled;
1533
}
1534
1535
void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
1536
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1537
ERR_FAIL_NULL(viewport);
1538
viewport->snap_2d_vertices_to_pixel = p_enabled;
1539
}
1540
1541
void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
1542
ERR_FAIL_COND_MSG(p_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, "Viewport does not accept DEFAULT as texture filter (it's the topmost choice already).)");
1543
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1544
ERR_FAIL_NULL(viewport);
1545
1546
viewport->texture_filter = p_filter;
1547
}
1548
void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
1549
ERR_FAIL_COND_MSG(p_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, "Viewport does not accept DEFAULT as texture repeat (it's the topmost choice already).)");
1550
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1551
ERR_FAIL_NULL(viewport);
1552
1553
viewport->texture_repeat = p_repeat;
1554
}
1555
1556
void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
1557
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1558
ERR_FAIL_NULL(viewport);
1559
1560
RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
1561
}
1562
1563
RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {
1564
RID *rids = nullptr;
1565
uint32_t rid_count = viewport_owner.get_rid_count();
1566
rids = (RID *)alloca(sizeof(RID) * rid_count);
1567
viewport_owner.fill_owned_buffer(rids);
1568
for (uint32_t i = 0; i < rid_count; i++) {
1569
Viewport *viewport = viewport_owner.get_or_null(rids[i]);
1570
if (viewport->viewport_to_screen == p_id) {
1571
return rids[i];
1572
}
1573
}
1574
return RID();
1575
}
1576
1577
void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {
1578
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1579
ERR_FAIL_NULL(viewport);
1580
1581
RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);
1582
_configure_3d_render_buffers(viewport);
1583
}
1584
1585
void RendererViewport::viewport_set_vrs_update_mode(RID p_viewport, RS::ViewportVRSUpdateMode p_mode) {
1586
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1587
ERR_FAIL_NULL(viewport);
1588
1589
RSG::texture_storage->render_target_set_vrs_update_mode(viewport->render_target, p_mode);
1590
}
1591
1592
void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {
1593
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1594
ERR_FAIL_NULL(viewport);
1595
1596
RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture);
1597
_configure_3d_render_buffers(viewport);
1598
}
1599
1600
bool RendererViewport::free(RID p_rid) {
1601
if (viewport_owner.owns(p_rid)) {
1602
Viewport *viewport = viewport_owner.get_or_null(p_rid);
1603
1604
RSG::texture_storage->render_target_free(viewport->render_target);
1605
RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas);
1606
if (viewport->render_buffers.is_valid()) {
1607
viewport->render_buffers.unref();
1608
}
1609
1610
while (viewport->canvas_map.begin()) {
1611
viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key);
1612
}
1613
1614
viewport_set_scenario(p_rid, RID());
1615
active_viewports.erase(viewport);
1616
sorted_active_viewports_dirty = true;
1617
1618
if (viewport->use_occlusion_culling) {
1619
RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
1620
}
1621
1622
if (_viewport_requires_motion_vectors(viewport)) {
1623
num_viewports_with_motion_vectors--;
1624
}
1625
1626
viewport_owner.free(p_rid);
1627
1628
return true;
1629
}
1630
1631
return false;
1632
}
1633
1634
void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
1635
RID *vp = timestamp_vp_map.getptr(p_timestamp);
1636
if (!vp) {
1637
return;
1638
}
1639
1640
Viewport *viewport = viewport_owner.get_or_null(*vp);
1641
if (!viewport) {
1642
return;
1643
}
1644
1645
if (p_timestamp.begins_with("vp_begin")) {
1646
viewport->time_cpu_begin = p_cpu_time;
1647
viewport->time_gpu_begin = p_gpu_time;
1648
}
1649
1650
if (p_timestamp.begins_with("vp_end")) {
1651
viewport->time_cpu_end = p_cpu_time;
1652
viewport->time_gpu_end = p_gpu_time;
1653
}
1654
}
1655
1656
void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {
1657
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
1658
ERR_FAIL_NULL(viewport);
1659
viewport->canvas_cull_mask = p_canvas_cull_mask;
1660
}
1661
1662
// Workaround for setting this on thread.
1663
void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
1664
DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
1665
}
1666
1667
int RendererViewport::get_total_objects_drawn() const {
1668
return total_objects_drawn;
1669
}
1670
int RendererViewport::get_total_primitives_drawn() const {
1671
return total_vertices_drawn;
1672
}
1673
int RendererViewport::get_total_draw_calls_used() const {
1674
return total_draw_calls_used;
1675
}
1676
1677
int RendererViewport::get_num_viewports_with_motion_vectors() const {
1678
return num_viewports_with_motion_vectors;
1679
}
1680
1681
RendererViewport::RendererViewport() {
1682
occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
1683
}
1684
1685