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Detect possible usage of SSS and screen textures at load time to allocate needed resources at load time.
This allows us to avoid a class of pipeline compilation stutters and stutters from allocating screen textures.
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parent
87f897ae0a
commit
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6 changed files with 106 additions and 37 deletions
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@ -319,6 +319,32 @@ void RendererSceneRenderRD::_process_compositor_effects(RS::CompositorEffectCall
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}
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}
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void RendererSceneRenderRD::_render_buffers_ensure_screen_texture(const RenderDataRD *p_render_data) {
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Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
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ERR_FAIL_COND(rb.is_null());
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if (!rb->has_internal_texture()) {
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// We're likely rendering reflection probes where we can't use our backbuffers.
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return;
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}
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bool can_use_storage = _render_buffers_can_be_storage();
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Size2i size = rb->get_internal_size();
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// When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a
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// dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.
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Size2i target_size = rb->get_target_size();
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bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);
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bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;
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if (reuse_blur_texture) {
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rb->allocate_blur_textures();
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} else {
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uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
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usage_bits |= can_use_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
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rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR, rb->get_base_data_format(), usage_bits);
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}
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}
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void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
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Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
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ERR_FAIL_COND(rb.is_null());
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@ -340,12 +366,8 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData
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bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);
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bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;
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if (reuse_blur_texture) {
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rb->allocate_blur_textures();
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texture_name = RB_TEX_BLUR_0;
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} else {
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uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
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usage_bits |= can_use_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
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rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR, rb->get_base_data_format(), usage_bits);
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texture_name = RB_TEX_BACK_COLOR;
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}
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@ -377,6 +399,23 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData
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RD::get_singleton()->draw_command_end_label();
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}
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void RendererSceneRenderRD::_render_buffers_ensure_depth_texture(const RenderDataRD *p_render_data) {
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Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
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ERR_FAIL_COND(rb.is_null());
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if (!rb->has_depth_texture()) {
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// We're likely rendering reflection probes where we can't use our backbuffers.
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return;
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}
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// Note, this only creates our back depth texture if we haven't already created it.
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uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
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usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
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usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // Set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
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rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
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}
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void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
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Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
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ERR_FAIL_COND(rb.is_null());
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@ -388,13 +427,6 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR
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RD::get_singleton()->draw_command_begin_label("Copy depth texture");
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// note, this only creates our back depth texture if we haven't already created it.
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uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
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usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
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usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
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rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
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bool can_use_storage = _render_buffers_can_be_storage();
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Size2i size = rb->get_internal_size();
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for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
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