godot/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
clayjohn fc951855ed Move check for sky cubemap array back into the SkyRD initializer so it is set before being used.
Previously it was moved out of this function becuase we relied on RenderingServer::get_video_adapter_name which wasn't available yet.

However, that was unnecessary since it is just a wrapper around RenderingDevice::get_device_name() which is available.
2025-09-17 11:41:56 -07:00

353 lines
16 KiB
C++

/**************************************************************************/
/* renderer_compositor_rd.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
#include "renderer_compositor_rd.h"
#include "core/config/project_settings.h"
#include "core/io/dir_access.h"
#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
Error err = RD::get_singleton()->screen_prepare_for_drawing(p_screen);
if (err != OK) {
// Window is minimized and does not have valid swapchain, skip drawing without printing errors.
return;
}
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
ERR_FAIL_COND(draw_list == RD::INVALID_ID);
for (int i = 0; i < p_amount; i++) {
RID rd_texture = texture_storage->render_target_get_rd_texture(p_render_targets[i].render_target);
ERR_CONTINUE(rd_texture.is_null());
HashMap<RID, RID>::Iterator it = render_target_descriptors.find(rd_texture);
if (it == render_target_descriptors.end() || !RD::get_singleton()->uniform_set_is_valid(it->value)) {
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.append_id(blit.sampler);
u.append_id(rd_texture);
uniforms.push_back(u);
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
it = render_target_descriptors.insert(rd_texture, uniform_set);
}
Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
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);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, it->value, 0);
// We need to invert the phone rotation.
const int screen_rotation_degrees = -RD::get_singleton()->screen_get_pre_rotation_degrees(p_screen);
float screen_rotation = Math::deg_to_rad((float)screen_rotation_degrees);
blit.push_constant.rotation_cos = Math::cos(screen_rotation);
blit.push_constant.rotation_sin = Math::sin(screen_rotation);
// Swap width and height when the orientation is not the native one.
if (screen_rotation_degrees % 180 != 0) {
SWAP(screen_size.width, screen_size.height);
}
blit.push_constant.src_rect[0] = p_render_targets[i].src_rect.position.x;
blit.push_constant.src_rect[1] = p_render_targets[i].src_rect.position.y;
blit.push_constant.src_rect[2] = p_render_targets[i].src_rect.size.width;
blit.push_constant.src_rect[3] = p_render_targets[i].src_rect.size.height;
blit.push_constant.dst_rect[0] = p_render_targets[i].dst_rect.position.x / screen_size.width;
blit.push_constant.dst_rect[1] = p_render_targets[i].dst_rect.position.y / screen_size.height;
blit.push_constant.dst_rect[2] = p_render_targets[i].dst_rect.size.width / screen_size.width;
blit.push_constant.dst_rect[3] = p_render_targets[i].dst_rect.size.height / screen_size.height;
blit.push_constant.layer = p_render_targets[i].multi_view.layer;
blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;
blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;
blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;
blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;
blit.push_constant.convert_to_srgb = texture_storage->render_target_is_using_hdr(p_render_targets[i].render_target);
blit.push_constant.use_debanding = texture_storage->render_target_is_using_debanding(p_render_targets[i].render_target);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
}
RD::get_singleton()->draw_list_end();
}
void RendererCompositorRD::begin_frame(double frame_step) {
frame++;
delta = frame_step;
time += frame_step;
double time_roll_over = GLOBAL_GET_CACHED(double, "rendering/limits/time/time_rollover_secs");
time = Math::fmod(time, time_roll_over);
canvas->set_time(time);
scene->set_time(time, frame_step);
}
void RendererCompositorRD::end_frame(bool p_present) {
RD::get_singleton()->swap_buffers(p_present);
}
void RendererCompositorRD::initialize() {
{
// Initialize blit
Vector<String> blit_modes;
blit_modes.push_back("\n");
blit_modes.push_back("\n#define USE_LAYER\n");
blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
blit_modes.push_back("\n");
blit.shader.initialize(blit_modes);
blit.shader_version = blit.shader.version_create();
for (int i = 0; i < BLIT_MODE_MAX; i++) {
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);
// Unload shader modules to save memory.
RD::get_singleton()->shader_destroy_modules(blit.shader.version_get_shader(blit.shader_version, i));
}
//create index array for copy shader
Vector<uint8_t> pv;
pv.resize(6 * 2);
{
uint8_t *w = pv.ptrw();
uint16_t *p16 = (uint16_t *)w;
p16[0] = 0;
p16[1] = 1;
p16[2] = 2;
p16[3] = 0;
p16[4] = 2;
p16[5] = 3;
}
blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6);
blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
}
}
uint64_t RendererCompositorRD::frame = 1;
void RendererCompositorRD::finalize() {
memdelete(scene);
memdelete(canvas);
memdelete(fog);
memdelete(particles_storage);
memdelete(light_storage);
memdelete(mesh_storage);
memdelete(material_storage);
memdelete(texture_storage);
memdelete(utilities);
//only need to erase these, the rest are erased by cascade
blit.shader.version_free(blit.shader_version);
RD::get_singleton()->free(blit.index_buffer);
RD::get_singleton()->free(blit.sampler);
}
void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
if (p_image.is_null() || p_image->is_empty()) {
return;
}
Error err = RD::get_singleton()->screen_prepare_for_drawing(DisplayServer::MAIN_WINDOW_ID);
if (err != OK) {
// Window is minimized and does not have valid swapchain, skip drawing without printing errors.
return;
}
RID texture = texture_storage->texture_allocate();
texture_storage->texture_2d_initialize(texture, p_image);
RID rd_texture = texture_storage->texture_get_rd_texture(texture, false);
RD::SamplerState sampler_state;
sampler_state.min_filter = p_use_filter ? RD::SAMPLER_FILTER_LINEAR : RD::SAMPLER_FILTER_NEAREST;
sampler_state.mag_filter = p_use_filter ? RD::SAMPLER_FILTER_LINEAR : RD::SAMPLER_FILTER_NEAREST;
sampler_state.max_lod = 0;
RID sampler = RD::get_singleton()->sampler_create(sampler_state);
RID uset;
{
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.append_id(sampler);
u.append_id(rd_texture);
uniforms.push_back(u);
uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
}
Size2 window_size = DisplayServer::get_singleton()->window_get_size();
Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
Rect2 screenrect;
if (p_scale) {
screenrect = OS::get_singleton()->calculate_boot_screen_rect(window_size, imgrect.size);
} else {
screenrect = imgrect;
screenrect.position += ((window_size - screenrect.size) / 2.0).floor();
}
screenrect.position /= window_size;
screenrect.size /= window_size;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(DisplayServer::MAIN_WINDOW_ID, p_color);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[BLIT_MODE_NORMAL_ALPHA]);
RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0);
const int screen_rotation_degrees = -RD::get_singleton()->screen_get_pre_rotation_degrees(DisplayServer::MAIN_WINDOW_ID);
float screen_rotation = Math::deg_to_rad((float)screen_rotation_degrees);
blit.push_constant.rotation_cos = Math::cos(screen_rotation);
blit.push_constant.rotation_sin = Math::sin(screen_rotation);
blit.push_constant.src_rect[0] = 0.0;
blit.push_constant.src_rect[1] = 0.0;
blit.push_constant.src_rect[2] = 1.0;
blit.push_constant.src_rect[3] = 1.0;
blit.push_constant.dst_rect[0] = screenrect.position.x;
blit.push_constant.dst_rect[1] = screenrect.position.y;
blit.push_constant.dst_rect[2] = screenrect.size.width;
blit.push_constant.dst_rect[3] = screenrect.size.height;
blit.push_constant.layer = 0;
blit.push_constant.eye_center[0] = 0;
blit.push_constant.eye_center[1] = 0;
blit.push_constant.k1 = 0;
blit.push_constant.k2 = 0;
blit.push_constant.upscale = 1.0;
blit.push_constant.aspect_ratio = 1.0;
blit.push_constant.convert_to_srgb = false;
blit.push_constant.use_debanding = false;
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
RD::get_singleton()->swap_buffers(true);
texture_storage->texture_free(texture);
RD::get_singleton()->free(sampler);
}
RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
RendererCompositorRD::RendererCompositorRD() {
uniform_set_cache = memnew(UniformSetCacheRD);
framebuffer_cache = memnew(FramebufferCacheRD);
bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress");
bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression");
bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug");
ShaderRD::set_shader_cache_save_compressed(compress);
ShaderRD::set_shader_cache_save_compressed_zstd(use_zstd);
ShaderRD::set_shader_cache_save_debug(!strip_debug);
// Shader cache is forcefully enabled when running the editor.
if (shader_cache_enabled || Engine::get_singleton()->is_editor_hint()) {
// Attempt to create a folder for the shader cache that the user can write to. Shaders will only be attempted to be saved if this path exists.
String shader_cache_user_dir = Engine::get_singleton()->get_shader_cache_path();
if (shader_cache_user_dir.is_empty()) {
shader_cache_user_dir = "user://";
}
Ref<DirAccess> user_da = DirAccess::open(shader_cache_user_dir);
if (user_da.is_null()) {
ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_user_dir);
} else {
Error err = user_da->change_dir("shader_cache");
if (err != OK) {
err = user_da->make_dir("shader_cache");
}
if (err != OK) {
ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_user_dir);
} else {
shader_cache_user_dir = shader_cache_user_dir.path_join("shader_cache");
ShaderRD::set_shader_cache_user_dir(shader_cache_user_dir);
}
}
// Check if a directory exists for the shader cache to pull shaders from as read-only. This is used on exported projects with baked shaders.
String shader_cache_res_dir = "res://.godot/shader_cache";
Ref<DirAccess> res_da = DirAccess::open(shader_cache_res_dir);
if (res_da.is_valid()) {
ShaderRD::set_shader_cache_res_dir(shader_cache_res_dir);
}
}
ERR_FAIL_COND_MSG(singleton != nullptr, "A RendererCompositorRD singleton already exists.");
singleton = this;
utilities = memnew(RendererRD::Utilities);
texture_storage = memnew(RendererRD::TextureStorage);
material_storage = memnew(RendererRD::MaterialStorage);
mesh_storage = memnew(RendererRD::MeshStorage);
light_storage = memnew(RendererRD::LightStorage);
particles_storage = memnew(RendererRD::ParticlesStorage);
fog = memnew(RendererRD::Fog);
canvas = memnew(RendererCanvasRenderRD());
String rendering_method = OS::get_singleton()->get_current_rendering_method();
uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
if (rendering_method == "mobile" || textures_per_stage < 48) {
if (rendering_method == "forward_plus") {
WARN_PRINT_ONCE("Platform supports less than 48 textures per stage which is less than required by the Clustered renderer. Defaulting to Mobile renderer.");
}
scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile());
} else if (rendering_method == "forward_plus") {
scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
} else {
// Fall back to our high end renderer.
ERR_PRINT(vformat("Cannot instantiate RenderingDevice-based renderer with renderer type '%s'. Defaulting to Forward+ renderer.", rendering_method));
scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
}
scene->init();
}
RendererCompositorRD::~RendererCompositorRD() {
singleton = nullptr;
memdelete(uniform_set_cache);
memdelete(framebuffer_cache);
ShaderRD::set_shader_cache_user_dir(String());
ShaderRD::set_shader_cache_res_dir(String());
}