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RenderingServer reorganization
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107 changed files with 3171 additions and 2954 deletions
183
servers/rendering/renderer_rd/renderer_compositor_rd.cpp
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183
servers/rendering/renderer_rd/renderer_compositor_rd.cpp
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/*************************************************************************/
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/* renderer_compositor_rd.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "renderer_compositor_rd.h"
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#include "core/config/project_settings.h"
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void RendererCompositorRD::prepare_for_blitting_render_targets() {
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RD::get_singleton()->prepare_screen_for_drawing();
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}
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void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
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for (int i = 0; i < p_amount; i++) {
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RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
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ERR_CONTINUE(texture.is_null());
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RID rd_texture = storage->texture_get_rd_texture(texture);
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ERR_CONTINUE(rd_texture.is_null());
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if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
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Vector<RD::Uniform> uniforms;
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u.binding = 0;
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u.ids.push_back(copy_viewports_sampler);
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u.ids.push_back(rd_texture);
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uniforms.push_back(u);
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RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, copy_viewports_rd_shader, 0);
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render_target_descriptors[rd_texture] = uniform_set;
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}
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Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_viewports_rd_pipeline);
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RD::get_singleton()->draw_list_bind_index_array(draw_list, copy_viewports_rd_array);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
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float push_constant[4] = {
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p_render_targets[i].rect.position.x / screen_size.width,
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p_render_targets[i].rect.position.y / screen_size.height,
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p_render_targets[i].rect.size.width / screen_size.width,
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p_render_targets[i].rect.size.height / screen_size.height,
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};
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RD::get_singleton()->draw_list_set_push_constant(draw_list, push_constant, 4 * sizeof(float));
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RD::get_singleton()->draw_list_draw(draw_list, true);
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}
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RD::get_singleton()->draw_list_end();
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}
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void RendererCompositorRD::begin_frame(double frame_step) {
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frame++;
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delta = frame_step;
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time += frame_step;
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double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
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time = Math::fmod(time, time_roll_over);
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canvas->set_time(time);
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scene->set_time(time, frame_step);
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}
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void RendererCompositorRD::end_frame(bool p_swap_buffers) {
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#ifndef _MSC_VER
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#warning TODO: likely pass a bool to swap buffers to avoid display?
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#endif
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RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
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}
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void RendererCompositorRD::initialize() {
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{ //create framebuffer copy shader
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RenderingDevice::ShaderStageData vert;
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vert.shader_stage = RenderingDevice::SHADER_STAGE_VERTEX;
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vert.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_VERTEX,
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"#version 450\n"
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"layout(push_constant, binding = 0, std140) uniform Pos { vec4 dst_rect; } pos;\n"
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"layout(location =0) out vec2 uv;\n"
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"void main() { \n"
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" vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));\n"
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" uv = base_arr[gl_VertexIndex];\n"
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" vec2 vtx = pos.dst_rect.xy+uv*pos.dst_rect.zw;\n"
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" gl_Position = vec4(vtx * 2.0 - 1.0,0.0,1.0);\n"
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"}\n");
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RenderingDevice::ShaderStageData frag;
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frag.shader_stage = RenderingDevice::SHADER_STAGE_FRAGMENT;
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frag.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_FRAGMENT,
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"#version 450\n"
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"layout (location = 0) in vec2 uv;\n"
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"layout (location = 0) out vec4 color;\n"
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"layout (binding = 0) uniform sampler2D src_rt;\n"
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"void main() { color=texture(src_rt,uv); }\n");
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Vector<RenderingDevice::ShaderStageData> source;
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source.push_back(vert);
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source.push_back(frag);
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String error;
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copy_viewports_rd_shader = RD::get_singleton()->shader_create(source);
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if (!copy_viewports_rd_shader.is_valid()) {
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print_line("Failed compilation: " + error);
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}
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}
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{ //create index array for copy shader
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Vector<uint8_t> pv;
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pv.resize(6 * 4);
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{
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uint8_t *w = pv.ptrw();
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int *p32 = (int *)w;
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p32[0] = 0;
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p32[1] = 1;
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p32[2] = 2;
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p32[3] = 0;
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p32[4] = 2;
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p32[5] = 3;
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}
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copy_viewports_rd_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
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copy_viewports_rd_array = RD::get_singleton()->index_array_create(copy_viewports_rd_index_buffer, 0, 6);
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}
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{ //pipeline
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copy_viewports_rd_pipeline = RD::get_singleton()->render_pipeline_create(copy_viewports_rd_shader, RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
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}
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{ // sampler
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copy_viewports_sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
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}
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}
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ThreadWorkPool RendererCompositorRD::thread_work_pool;
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uint64_t RendererCompositorRD::frame = 1;
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void RendererCompositorRD::finalize() {
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thread_work_pool.finish();
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memdelete(scene);
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memdelete(canvas);
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memdelete(storage);
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//only need to erase these, the rest are erased by cascade
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RD::get_singleton()->free(copy_viewports_rd_index_buffer);
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RD::get_singleton()->free(copy_viewports_rd_shader);
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RD::get_singleton()->free(copy_viewports_sampler);
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}
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RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
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RendererCompositorRD::RendererCompositorRD() {
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singleton = this;
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thread_work_pool.init();
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time = 0;
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storage = memnew(RendererStorageRD);
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canvas = memnew(RendererCanvasRenderRD(storage));
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scene = memnew(RendererSceneRenderForward(storage));
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}
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