renderer_compositor_rd.cpp 15 KB

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  1. /**************************************************************************/
  2. /* renderer_compositor_rd.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "renderer_compositor_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/io/dir_access.h"
  33. void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
  34. Error err = RD::get_singleton()->screen_prepare_for_drawing(p_screen);
  35. if (err != OK) {
  36. // Window is minimized and does not have valid swapchain, skip drawing without printing errors.
  37. return;
  38. }
  39. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
  40. ERR_FAIL_COND(draw_list == RD::INVALID_ID);
  41. for (int i = 0; i < p_amount; i++) {
  42. RID rd_texture = texture_storage->render_target_get_rd_texture(p_render_targets[i].render_target);
  43. ERR_CONTINUE(rd_texture.is_null());
  44. if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
  45. Vector<RD::Uniform> uniforms;
  46. RD::Uniform u;
  47. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  48. u.binding = 0;
  49. u.append_id(blit.sampler);
  50. u.append_id(rd_texture);
  51. uniforms.push_back(u);
  52. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
  53. render_target_descriptors[rd_texture] = uniform_set;
  54. }
  55. Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
  56. BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : (p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER : BLIT_MODE_NORMAL);
  57. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
  58. RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
  59. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
  60. // We need to invert the phone rotation.
  61. const int screen_rotation_degrees = -RD::get_singleton()->screen_get_pre_rotation_degrees(p_screen);
  62. float screen_rotation = Math::deg_to_rad((float)screen_rotation_degrees);
  63. blit.push_constant.rotation_cos = Math::cos(screen_rotation);
  64. blit.push_constant.rotation_sin = Math::sin(screen_rotation);
  65. // Swap width and height when the orientation is not the native one.
  66. if (screen_rotation_degrees % 180 != 0) {
  67. SWAP(screen_size.width, screen_size.height);
  68. }
  69. blit.push_constant.src_rect[0] = p_render_targets[i].src_rect.position.x;
  70. blit.push_constant.src_rect[1] = p_render_targets[i].src_rect.position.y;
  71. blit.push_constant.src_rect[2] = p_render_targets[i].src_rect.size.width;
  72. blit.push_constant.src_rect[3] = p_render_targets[i].src_rect.size.height;
  73. blit.push_constant.dst_rect[0] = p_render_targets[i].dst_rect.position.x / screen_size.width;
  74. blit.push_constant.dst_rect[1] = p_render_targets[i].dst_rect.position.y / screen_size.height;
  75. blit.push_constant.dst_rect[2] = p_render_targets[i].dst_rect.size.width / screen_size.width;
  76. blit.push_constant.dst_rect[3] = p_render_targets[i].dst_rect.size.height / screen_size.height;
  77. blit.push_constant.layer = p_render_targets[i].multi_view.layer;
  78. blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
  79. blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
  80. blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;
  81. blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;
  82. blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;
  83. blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;
  84. blit.push_constant.convert_to_srgb = texture_storage->render_target_is_using_hdr(p_render_targets[i].render_target);
  85. RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
  86. RD::get_singleton()->draw_list_draw(draw_list, true);
  87. }
  88. RD::get_singleton()->draw_list_end();
  89. }
  90. void RendererCompositorRD::begin_frame(double frame_step) {
  91. frame++;
  92. delta = frame_step;
  93. time += frame_step;
  94. double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
  95. time = Math::fmod(time, time_roll_over);
  96. canvas->set_time(time);
  97. scene->set_time(time, frame_step);
  98. }
  99. void RendererCompositorRD::end_frame(bool p_swap_buffers) {
  100. if (p_swap_buffers) {
  101. RD::get_singleton()->swap_buffers();
  102. }
  103. }
  104. void RendererCompositorRD::initialize() {
  105. {
  106. // Initialize blit
  107. Vector<String> blit_modes;
  108. blit_modes.push_back("\n");
  109. blit_modes.push_back("\n#define USE_LAYER\n");
  110. blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
  111. blit_modes.push_back("\n");
  112. blit.shader.initialize(blit_modes);
  113. blit.shader_version = blit.shader.version_create();
  114. for (int i = 0; i < BLIT_MODE_MAX; i++) {
  115. blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(DisplayServer::MAIN_WINDOW_ID), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), i == BLIT_MODE_NORMAL_ALPHA ? RenderingDevice::PipelineColorBlendState::create_blend() : RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
  116. }
  117. //create index array for copy shader
  118. Vector<uint8_t> pv;
  119. pv.resize(6 * 2);
  120. {
  121. uint8_t *w = pv.ptrw();
  122. uint16_t *p16 = (uint16_t *)w;
  123. p16[0] = 0;
  124. p16[1] = 1;
  125. p16[2] = 2;
  126. p16[3] = 0;
  127. p16[4] = 2;
  128. p16[5] = 3;
  129. }
  130. blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
  131. blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6);
  132. blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
  133. }
  134. }
  135. uint64_t RendererCompositorRD::frame = 1;
  136. void RendererCompositorRD::finalize() {
  137. memdelete(scene);
  138. memdelete(canvas);
  139. memdelete(fog);
  140. memdelete(particles_storage);
  141. memdelete(light_storage);
  142. memdelete(mesh_storage);
  143. memdelete(material_storage);
  144. memdelete(texture_storage);
  145. memdelete(utilities);
  146. //only need to erase these, the rest are erased by cascade
  147. blit.shader.version_free(blit.shader_version);
  148. RD::get_singleton()->free(blit.index_buffer);
  149. RD::get_singleton()->free(blit.sampler);
  150. }
  151. void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
  152. if (p_image.is_null() || p_image->is_empty()) {
  153. return;
  154. }
  155. Error err = RD::get_singleton()->screen_prepare_for_drawing(DisplayServer::MAIN_WINDOW_ID);
  156. if (err != OK) {
  157. // Window is minimized and does not have valid swapchain, skip drawing without printing errors.
  158. return;
  159. }
  160. RID texture = texture_storage->texture_allocate();
  161. texture_storage->texture_2d_initialize(texture, p_image);
  162. RID rd_texture = texture_storage->texture_get_rd_texture(texture, false);
  163. RD::SamplerState sampler_state;
  164. sampler_state.min_filter = p_use_filter ? RD::SAMPLER_FILTER_LINEAR : RD::SAMPLER_FILTER_NEAREST;
  165. sampler_state.mag_filter = p_use_filter ? RD::SAMPLER_FILTER_LINEAR : RD::SAMPLER_FILTER_NEAREST;
  166. sampler_state.max_lod = 0;
  167. RID sampler = RD::get_singleton()->sampler_create(sampler_state);
  168. RID uset;
  169. {
  170. Vector<RD::Uniform> uniforms;
  171. RD::Uniform u;
  172. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
  173. u.binding = 0;
  174. u.append_id(sampler);
  175. u.append_id(rd_texture);
  176. uniforms.push_back(u);
  177. uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
  178. }
  179. Size2 window_size = DisplayServer::get_singleton()->window_get_size();
  180. Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
  181. Rect2 screenrect;
  182. if (p_scale) {
  183. if (window_size.width > window_size.height) {
  184. //scale horizontally
  185. screenrect.size.y = window_size.height;
  186. screenrect.size.x = imgrect.size.x * window_size.height / imgrect.size.y;
  187. screenrect.position.x = (window_size.width - screenrect.size.x) / 2;
  188. } else {
  189. //scale vertically
  190. screenrect.size.x = window_size.width;
  191. screenrect.size.y = imgrect.size.y * window_size.width / imgrect.size.x;
  192. screenrect.position.y = (window_size.height - screenrect.size.y) / 2;
  193. }
  194. } else {
  195. screenrect = imgrect;
  196. screenrect.position += ((window_size - screenrect.size) / 2.0).floor();
  197. }
  198. screenrect.position /= window_size;
  199. screenrect.size /= window_size;
  200. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(DisplayServer::MAIN_WINDOW_ID, p_color);
  201. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[BLIT_MODE_NORMAL_ALPHA]);
  202. RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
  203. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0);
  204. const int screen_rotation_degrees = -RD::get_singleton()->screen_get_pre_rotation_degrees(DisplayServer::MAIN_WINDOW_ID);
  205. float screen_rotation = Math::deg_to_rad((float)screen_rotation_degrees);
  206. blit.push_constant.rotation_cos = Math::cos(screen_rotation);
  207. blit.push_constant.rotation_sin = Math::sin(screen_rotation);
  208. blit.push_constant.src_rect[0] = 0.0;
  209. blit.push_constant.src_rect[1] = 0.0;
  210. blit.push_constant.src_rect[2] = 1.0;
  211. blit.push_constant.src_rect[3] = 1.0;
  212. blit.push_constant.dst_rect[0] = screenrect.position.x;
  213. blit.push_constant.dst_rect[1] = screenrect.position.y;
  214. blit.push_constant.dst_rect[2] = screenrect.size.width;
  215. blit.push_constant.dst_rect[3] = screenrect.size.height;
  216. blit.push_constant.layer = 0;
  217. blit.push_constant.eye_center[0] = 0;
  218. blit.push_constant.eye_center[1] = 0;
  219. blit.push_constant.k1 = 0;
  220. blit.push_constant.k2 = 0;
  221. blit.push_constant.upscale = 1.0;
  222. blit.push_constant.aspect_ratio = 1.0;
  223. blit.push_constant.convert_to_srgb = false;
  224. RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
  225. RD::get_singleton()->draw_list_draw(draw_list, true);
  226. RD::get_singleton()->draw_list_end();
  227. RD::get_singleton()->swap_buffers();
  228. texture_storage->texture_free(texture);
  229. RD::get_singleton()->free(sampler);
  230. }
  231. RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
  232. RendererCompositorRD::RendererCompositorRD() {
  233. uniform_set_cache = memnew(UniformSetCacheRD);
  234. framebuffer_cache = memnew(FramebufferCacheRD);
  235. {
  236. String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
  237. if (shader_cache_dir.is_empty()) {
  238. shader_cache_dir = "user://";
  239. }
  240. Ref<DirAccess> da = DirAccess::open(shader_cache_dir);
  241. if (da.is_null()) {
  242. ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
  243. } else {
  244. Error err = da->change_dir("shader_cache");
  245. if (err != OK) {
  246. err = da->make_dir("shader_cache");
  247. }
  248. if (err != OK) {
  249. ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
  250. } else {
  251. shader_cache_dir = shader_cache_dir.path_join("shader_cache");
  252. bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
  253. if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {
  254. shader_cache_dir = String(); //disable only if not editor
  255. }
  256. if (!shader_cache_dir.is_empty()) {
  257. bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress");
  258. bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression");
  259. bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug");
  260. ShaderRD::set_shader_cache_dir(shader_cache_dir);
  261. ShaderRD::set_shader_cache_save_compressed(compress);
  262. ShaderRD::set_shader_cache_save_compressed_zstd(use_zstd);
  263. ShaderRD::set_shader_cache_save_debug(!strip_debug);
  264. }
  265. }
  266. }
  267. }
  268. ERR_FAIL_COND_MSG(singleton != nullptr, "A RendererCompositorRD singleton already exists.");
  269. singleton = this;
  270. utilities = memnew(RendererRD::Utilities);
  271. texture_storage = memnew(RendererRD::TextureStorage);
  272. material_storage = memnew(RendererRD::MaterialStorage);
  273. mesh_storage = memnew(RendererRD::MeshStorage);
  274. light_storage = memnew(RendererRD::LightStorage);
  275. particles_storage = memnew(RendererRD::ParticlesStorage);
  276. fog = memnew(RendererRD::Fog);
  277. canvas = memnew(RendererCanvasRenderRD());
  278. String rendering_method = OS::get_singleton()->get_current_rendering_method();
  279. uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
  280. if (rendering_method == "mobile" || textures_per_stage < 48) {
  281. if (rendering_method == "forward_plus") {
  282. WARN_PRINT_ONCE("Platform supports less than 48 textures per stage which is less than required by the Clustered renderer. Defaulting to Mobile renderer.");
  283. }
  284. scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile());
  285. } else if (rendering_method == "forward_plus") {
  286. scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
  287. } else {
  288. // Fall back to our high end renderer.
  289. ERR_PRINT(vformat("Cannot instantiate RenderingDevice-based renderer with renderer type '%s'. Defaulting to Forward+ renderer.", rendering_method));
  290. scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
  291. }
  292. scene->init();
  293. }
  294. RendererCompositorRD::~RendererCompositorRD() {
  295. singleton = nullptr;
  296. memdelete(uniform_set_cache);
  297. memdelete(framebuffer_cache);
  298. ShaderRD::set_shader_cache_dir(String());
  299. }