Add depth resolve to the mobile renderer

This commit is contained in:
clayjohn 2025-07-15 05:37:09 -07:00
parent d5cb0f948e
commit a8efa55bed
8 changed files with 131 additions and 27 deletions

View file

@ -34,26 +34,43 @@
using namespace RendererRD;
Resolve::Resolve() {
Vector<String> resolve_modes;
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");
Resolve::Resolve(bool p_prefer_raster_effects) {
prefer_raster_effects = p_prefer_raster_effects;
resolve.shader.initialize(resolve_modes);
if (prefer_raster_effects) {
Vector<String> resolve_modes;
resolve_modes.push_back("");
resolve.shader_version = resolve.shader.version_create();
resolve_raster.shader.initialize(resolve_modes);
resolve_raster.shader_version = resolve_raster.shader.version_create();
resolve_raster.pipeline.setup(resolve_raster.shader.version_get_shader(resolve_raster.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
} else {
Vector<String> resolve_modes;
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");
for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
resolve.shader.initialize(resolve_modes);
resolve.shader_version = resolve.shader.version_create();
for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
}
}
}
Resolve::~Resolve() {
resolve.shader.version_free(resolve.shader_version);
if (prefer_raster_effects) {
resolve_raster.shader.version_free(resolve_raster.shader_version);
} else {
resolve.shader.version_free(resolve.shader_version);
}
}
void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute shader resolve with the mobile renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
@ -96,6 +113,8 @@ void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID
}
void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute shader resolve with the mobile renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
@ -127,3 +146,27 @@ void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_scr
RD::get_singleton()->compute_list_end();
}
void Resolve::resolve_depth_raster(RID p_source_rd_texture, RID p_dest_framebuffer, int p_samples) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
memset(&resolve_raster.push_constant, 0, sizeof(ResolvePushConstant));
resolve_raster.push_constant.samples = p_samples;
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
RID shader = resolve_raster.shader.version_get_shader(resolve_raster.shader_version, 0);
ERR_FAIL_COND(shader.is_null());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, resolve_raster.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &resolve_raster.push_constant, sizeof(ResolvePushConstant));
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
}