feat: updated engine version to 4.4-rc1

This commit is contained in:
Sara 2025-02-23 14:38:14 +01:00
parent ee00efde1f
commit 21ba8e33af
5459 changed files with 1128836 additions and 198305 deletions

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@ -1,4 +1,5 @@
#!/usr/bin/env python
from misc.utility.scons_hints import *
Import("env")

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@ -34,15 +34,16 @@
#include "core/templates/paged_allocator.h"
#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
#include "servers/rendering/renderer_rd/effects/fsr2.h"
#ifdef METAL_ENABLED
#include "servers/rendering/renderer_rd/effects/metal_fx.h"
#endif
#include "servers/rendering/renderer_rd/effects/motion_vectors_store.h"
#include "servers/rendering/renderer_rd/effects/resolve.h"
#include "servers/rendering/renderer_rd/effects/ss_effects.h"
#include "servers/rendering/renderer_rd/effects/taa.h"
#include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/shaders/forward_clustered/best_fit_normal.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
#define RB_SCOPE_FORWARD_CLUSTERED SNAME("forward_clustered")
@ -65,16 +66,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
MATERIAL_UNIFORM_SET = 3,
};
enum {
SPEC_CONSTANT_SOFT_SHADOW_SAMPLES = 6,
SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES = 7,
SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES = 8,
SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES = 9,
SPEC_CONSTANT_DECAL_FILTER = 10,
SPEC_CONSTANT_PROJECTOR_FILTER = 11,
SPEC_CONSTANT_USE_DEPTH_FOG = 12,
};
enum {
SDFGI_MAX_CASCADES = 8,
MAX_VOXEL_GI_INSTANCESS = 8,
@ -95,6 +86,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
SceneShaderForwardClustered scene_shader;
public:
/* Framebuffer */
class RenderBufferDataForwardClustered : public RenderBufferCustomDataRD {
@ -103,6 +95,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
private:
RenderSceneBuffersRD *render_buffers = nullptr;
RendererRD::FSR2Context *fsr2_context = nullptr;
#ifdef METAL_ENABLED
RendererRD::MFXTemporalContext *mfx_temporal_context = nullptr;
#endif
public:
ClusterBuilderRD *cluster_builder = nullptr;
@ -146,6 +141,11 @@ class RenderForwardClustered : public RendererSceneRenderRD {
void ensure_fsr2(RendererRD::FSR2Effect *p_effect);
RendererRD::FSR2Context *get_fsr2_context() const { return fsr2_context; }
#ifdef METAL_ENABLED
bool ensure_mfx_temporal(RendererRD::MFXTemporalEffect *p_effect);
RendererRD::MFXTemporalContext *get_mfx_temporal_context() const { return mfx_temporal_context; }
#endif
RID get_color_only_fb();
RID get_color_pass_fb(uint32_t p_color_pass_flags);
RID get_depth_fb(DepthFrameBufferType p_type = DEPTH_FB);
@ -154,8 +154,16 @@ class RenderForwardClustered : public RendererSceneRenderRD {
virtual void configure(RenderSceneBuffersRD *p_render_buffers) override;
virtual void free_data() override;
static RD::DataFormat get_specular_format();
static uint32_t get_specular_usage_bits(bool p_resolve, bool p_msaa, bool p_storage);
static RD::DataFormat get_normal_roughness_format();
static uint32_t get_normal_roughness_usage_bits(bool p_resolve, bool p_msaa, bool p_storage);
static RD::DataFormat get_voxelgi_format();
static uint32_t get_voxelgi_usage_bits(bool p_resolve, bool p_msaa, bool p_storage);
};
private:
virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) override;
RID render_base_uniform_set;
@ -182,6 +190,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI,
PASS_MODE_DEPTH_MATERIAL,
PASS_MODE_SDF,
PASS_MODE_MAX
};
enum ColorPassFlags {
@ -211,9 +220,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RD::FramebufferFormatID framebuffer_format = 0;
uint32_t element_offset = 0;
bool use_directional_soft_shadow = false;
uint32_t spec_constant_base_flags = 0;
SceneShaderForwardClustered::ShaderSpecialization base_specialization = {};
RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_spec_constant_base_flags = 0) {
RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, SceneShaderForwardClustered::ShaderSpecialization p_base_specialization = {}) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
@ -229,14 +238,15 @@ class RenderForwardClustered : public RendererSceneRenderRD {
screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
element_offset = p_element_offset;
use_directional_soft_shadow = p_use_directional_soft_shadows;
spec_constant_base_flags = p_spec_constant_base_flags;
base_specialization = p_base_specialization;
}
};
struct LightmapData {
float normal_xform[12];
float pad[3];
float texture_size[2];
float exposure_normalization;
uint32_t flags;
};
struct LightmapCaptureData {
@ -245,6 +255,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
// When changing any of these enums, remember to change the corresponding enums in the shader files as well.
enum {
INSTANCE_DATA_FLAG_MULTIMESH_INDIRECT = 1 << 2,
INSTANCE_DATA_FLAGS_DYNAMIC = 1 << 3,
INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 4,
INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 5,
@ -291,11 +302,17 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint32_t volumetric_fog_pad;
};
struct PushConstantUbershader {
SceneShaderForwardClustered::ShaderSpecialization specialization;
SceneShaderForwardClustered::UbershaderConstants constants;
};
struct PushConstant {
uint32_t base_index; //
uint32_t uv_offset; //packed
uint32_t multimesh_motion_vectors_current_offset;
uint32_t multimesh_motion_vectors_previous_offset;
PushConstantUbershader ubershader;
};
struct InstanceData {
@ -343,7 +360,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
struct ShadowPass {
uint32_t element_from;
uint32_t element_count;
bool flip_cull;
PassMode pass_mode;
RID rp_uniform_set;
@ -351,8 +367,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float screen_mesh_lod_threshold;
RID framebuffer;
RD::InitialAction initial_depth_action;
Rect2i rect;
bool clear_depth;
bool flip_cull;
};
LocalVector<ShadowPass> shadow_passes;
@ -378,7 +395,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
template <PassMode p_pass_mode, uint32_t p_color_pass_flags = 0>
_FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
void _render_list_with_draw_list(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 0.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2());
void _render_list_with_draw_list(RenderListParameters *p_params, RID p_framebuffer, BitField<RD::DrawFlags> p_draw_flags = RD::DRAW_DEFAULT_ALL, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth_value = 0.0, uint32_t p_clear_stencil_value = 0, const Rect2 &p_region = Rect2());
void _update_instance_data_buffer(RenderListType p_render_list);
void _fill_instance_data(RenderListType p_render_list, int *p_render_info = nullptr, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
@ -411,6 +428,10 @@ class RenderForwardClustered : public RendererSceneRenderRD {
};
union {
struct {
uint64_t sort_key1;
uint64_t sort_key2;
};
struct {
uint64_t lod_index : 8;
uint64_t surface_index : 8;
@ -426,10 +447,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint64_t depth_layer : 4;
uint64_t priority : 8;
};
struct {
uint64_t sort_key1;
uint64_t sort_key2;
};
} sort;
RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
@ -448,6 +465,11 @@ class RenderForwardClustered : public RendererSceneRenderRD {
GeometryInstanceSurfaceDataCache *next = nullptr;
GeometryInstanceForwardClustered *owner = nullptr;
SelfList<GeometryInstanceSurfaceDataCache> compilation_dirty_element;
SelfList<GeometryInstanceSurfaceDataCache> compilation_all_element;
GeometryInstanceSurfaceDataCache() :
compilation_dirty_element(this), compilation_all_element(this) {}
};
class GeometryInstanceForwardClustered : public RenderGeometryInstanceBase {
@ -498,16 +520,63 @@ class RenderForwardClustered : public RendererSceneRenderRD {
static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker);
SelfList<GeometryInstanceForwardClustered>::List geometry_instance_dirty_list;
SelfList<GeometryInstanceSurfaceDataCache>::List geometry_surface_compilation_dirty_list;
SelfList<GeometryInstanceSurfaceDataCache>::List geometry_surface_compilation_all_list;
PagedAllocator<GeometryInstanceForwardClustered> geometry_instance_alloc;
PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc;
PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
struct SurfacePipelineData {
void *mesh_surface = nullptr;
void *mesh_surface_shadow = nullptr;
SceneShaderForwardClustered::ShaderData *shader = nullptr;
SceneShaderForwardClustered::ShaderData *shader_shadow = nullptr;
bool instanced = false;
bool uses_opaque = false;
bool uses_transparent = false;
bool uses_depth = false;
bool can_use_lightmap = false;
};
struct GlobalPipelineData {
union {
uint32_t key;
struct {
uint32_t texture_samples : 3;
uint32_t use_reflection_probes : 1;
uint32_t use_separate_specular : 1;
uint32_t use_motion_vectors : 1;
uint32_t use_normal_and_roughness : 1;
uint32_t use_lightmaps : 1;
uint32_t use_voxelgi : 1;
uint32_t use_sdfgi : 1;
uint32_t use_multiview : 1;
uint32_t use_16_bit_shadows : 1;
uint32_t use_32_bit_shadows : 1;
uint32_t use_shadow_cubemaps : 1;
uint32_t use_shadow_dual_paraboloid : 1;
};
};
};
GlobalPipelineData global_pipeline_data_compiled = {};
GlobalPipelineData global_pipeline_data_required = {};
typedef Pair<SceneShaderForwardClustered::ShaderData *, SceneShaderForwardClustered::ShaderData::PipelineKey> ShaderPipelinePair;
void _update_global_pipeline_data_requirements_from_project();
void _update_global_pipeline_data_requirements_from_light_storage();
void _geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, RID p_mat_src, RID p_mesh);
void _geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
void _geometry_instance_update(RenderGeometryInstance *p_geometry_instance);
void _mesh_compile_pipeline_for_surface(SceneShaderForwardClustered::ShaderData *p_shader, void *p_mesh_surface, bool p_ubershader, bool p_instanced_surface, RS::PipelineSource p_source, SceneShaderForwardClustered::ShaderData::PipelineKey &r_pipeline_key, Vector<ShaderPipelinePair> *r_pipeline_pairs = nullptr);
void _mesh_compile_pipelines_for_surface(const SurfacePipelineData &p_surface, const GlobalPipelineData &p_global, RS::PipelineSource p_source, Vector<ShaderPipelinePair> *r_pipeline_pairs = nullptr);
void _mesh_generate_all_pipelines_for_surface_cache(GeometryInstanceSurfaceDataCache *p_surface_cache, const GlobalPipelineData &p_global);
void _update_dirty_geometry_instances();
void _update_dirty_geometry_pipelines();
/* Render List */
@ -578,6 +647,11 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RendererRD::FSR2Effect *fsr2_effect = nullptr;
RendererRD::SSEffects *ss_effects = nullptr;
#ifdef METAL_ENABLED
RendererRD::MFXTemporalEffect *mfx_temporal_effect = nullptr;
#endif
RendererRD::MotionVectorsStore *motion_vectors_store = nullptr;
/* Cluster builder */
ClusterBuilderSharedDataRD cluster_builder_shared;
@ -661,8 +735,15 @@ public:
virtual uint32_t geometry_instance_get_pair_mask() override;
/* PIPELINES */
virtual void mesh_generate_pipelines(RID p_mesh, bool p_background_compilation) override;
virtual uint32_t get_pipeline_compilations(RS::PipelineSource p_source) override;
virtual bool free(RID p_rid) override;
virtual void update() override;
RenderForwardClustered();
~RenderForwardClustered();
};

View file

@ -41,9 +41,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
//compile
code = p_code;
valid = false;
ubo_size = 0;
uniforms.clear();
_clear_vertex_input_mask_cache();
if (code.is_empty()) {
return; //just invalid, but no error
@ -51,10 +51,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
ShaderCompiler::GeneratedCode gen_code;
int blend_mode = BLEND_MODE_MIX;
int depth_testi = DEPTH_TEST_ENABLED;
int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
int cull_modei = CULL_BACK;
blend_mode = BLEND_MODE_MIX;
depth_testi = DEPTH_TEST_ENABLED;
alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
int cull_modei = RS::CULL_MODE_BACK;
uses_point_size = false;
uses_alpha = false;
@ -66,8 +66,8 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
uses_roughness = false;
uses_normal = false;
uses_tangent = false;
bool uses_normal_map = false;
bool wireframe = false;
uses_normal_map = false;
wireframe = false;
unshaded = false;
uses_vertex = false;
@ -90,7 +90,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULT_ALPHA);
actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULTIPLIED_ALPHA);
actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
@ -101,9 +101,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, CULL_DISABLED);
actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, CULL_FRONT);
actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, CULL_BACK);
actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_DISABLED);
actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_FRONT);
actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_BACK);
actions.render_mode_flags["unshaded"] = &unshaded;
actions.render_mode_flags["wireframe"] = &wireframe;
@ -141,17 +141,24 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
actions.uniforms = &uniforms;
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
Error err = shader_singleton->compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
MutexLock lock(SceneShaderForwardClustered::singleton_mutex);
Error err = SceneShaderForwardClustered::singleton->compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
if (err != OK) {
if (version.is_valid()) {
SceneShaderForwardClustered::singleton->shader.version_free(version);
version = RID();
}
ERR_FAIL_MSG("Shader compilation failed.");
}
if (version.is_null()) {
version = shader_singleton->shader.version_create();
version = SceneShaderForwardClustered::singleton->shader.version_create();
}
depth_draw = DepthDraw(depth_drawi);
depth_test = DepthTest(depth_testi);
cull_mode = Cull(cull_modei);
cull_mode = RS::CullMode(cull_modei);
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
uses_screen_texture = gen_code.uses_screen_texture;
uses_depth_texture = gen_code.uses_depth_texture;
@ -178,235 +185,20 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version));
SceneShaderForwardClustered::singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
ubo_size = gen_code.uniform_total_size;
ubo_offsets = gen_code.uniform_offsets;
texture_uniforms = gen_code.texture_uniforms;
//blend modes
pipeline_hash_map.clear_pipelines();
// if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
// If any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage.
if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
}
RD::PipelineColorBlendState::Attachment blend_attachment;
switch (blend_mode) {
case BLEND_MODE_MIX: {
blend_attachment.enable_blend = true;
blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
} break;
case BLEND_MODE_ADD: {
blend_attachment.enable_blend = true;
blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
uses_blend_alpha = true; //force alpha used because of blend
} break;
case BLEND_MODE_SUB: {
blend_attachment.enable_blend = true;
blend_attachment.alpha_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT;
blend_attachment.color_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT;
blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
uses_blend_alpha = true; //force alpha used because of blend
} break;
case BLEND_MODE_MUL: {
blend_attachment.enable_blend = true;
blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
uses_blend_alpha = true; //force alpha used because of blend
} break;
case BLEND_MODE_ALPHA_TO_COVERAGE: {
blend_attachment.enable_blend = true;
blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
} break;
case BLEND_MODE_PREMULT_ALPHA: {
blend_attachment.enable_blend = true;
blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
uses_blend_alpha = true; // Force alpha used because of blend.
} break;
}
// Color pass -> attachment 0: Color/Diffuse, attachment 1: Separate Specular, attachment 2: Motion Vectors
RD::PipelineColorBlendState blend_state_color_blend;
blend_state_color_blend.attachments = { blend_attachment, RD::PipelineColorBlendState::Attachment(), RD::PipelineColorBlendState::Attachment() };
RD::PipelineColorBlendState blend_state_color_opaque = RD::PipelineColorBlendState::create_disabled(3);
RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1);
RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2);
//update pipelines
RD::PipelineDepthStencilState depth_stencil_state;
if (depth_test != DEPTH_TEST_DISABLED) {
depth_stencil_state.enable_depth_test = true;
depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL;
depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
}
bool depth_pre_pass_enabled = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable"));
for (int i = 0; i < CULL_VARIANT_MAX; i++) {
RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
};
RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull_mode];
for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
RD::RENDER_PRIMITIVE_POINTS,
RD::RENDER_PRIMITIVE_LINES,
RD::RENDER_PRIMITIVE_LINESTRIPS,
RD::RENDER_PRIMITIVE_TRIANGLES,
RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
};
RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
for (int k = 0; k < PIPELINE_VERSION_MAX; k++) {
ShaderVersion shader_version;
static const ShaderVersion shader_version_table[PIPELINE_VERSION_MAX] = {
SHADER_VERSION_DEPTH_PASS,
SHADER_VERSION_DEPTH_PASS_DP,
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI,
SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
SHADER_VERSION_DEPTH_PASS_WITH_SDF,
SHADER_VERSION_DEPTH_PASS_MULTIVIEW,
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW,
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW,
SHADER_VERSION_COLOR_PASS,
};
shader_version = shader_version_table[k];
if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(shader_version)) {
continue;
}
RD::PipelineRasterizationState raster_state;
raster_state.cull_mode = cull_mode_rd;
raster_state.wireframe = wireframe;
if (k == PIPELINE_VERSION_COLOR_PASS) {
for (int l = 0; l < PIPELINE_COLOR_PASS_FLAG_COUNT; l++) {
if (!shader_singleton->valid_color_pass_pipelines[l]) {
continue;
}
RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
RD::PipelineColorBlendState blend_state;
RD::PipelineMultisampleState multisample_state;
int shader_flags = 0;
if (l & PIPELINE_COLOR_PASS_FLAG_TRANSPARENT) {
if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
multisample_state.enable_alpha_to_coverage = true;
} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
multisample_state.enable_alpha_to_coverage = true;
multisample_state.enable_alpha_to_one = true;
}
blend_state = blend_state_color_blend;
if (depth_draw == DEPTH_DRAW_OPAQUE) {
depth_stencil.enable_depth_write = false; //alpha does not draw depth
}
} else {
blend_state = blend_state_color_opaque;
if (depth_pre_pass_enabled) {
// We already have a depth from the depth pre-pass, there is no need to write it again.
// In addition we can use COMPARE_OP_EQUAL instead of COMPARE_OP_LESS_OR_EQUAL.
// This way we can use the early depth test to discard transparent fragments before the fragment shader even starts.
depth_stencil.depth_compare_operator = RD::COMPARE_OP_EQUAL;
depth_stencil.enable_depth_write = false;
}
if (l & PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR) {
shader_flags |= SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR;
}
}
if (l & PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS) {
shader_flags |= SHADER_COLOR_PASS_FLAG_MOTION_VECTORS;
}
if (l & PIPELINE_COLOR_PASS_FLAG_LIGHTMAP) {
shader_flags |= SHADER_COLOR_PASS_FLAG_LIGHTMAP;
}
if (l & PIPELINE_COLOR_PASS_FLAG_MULTIVIEW) {
shader_flags |= SHADER_COLOR_PASS_FLAG_MULTIVIEW;
}
int variant = shader_version + shader_flags;
if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(variant)) {
continue;
}
RID shader_variant = shader_singleton->shader.version_get_shader(version, variant);
color_pipelines[i][j][l].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants);
}
} else {
RD::PipelineColorBlendState blend_state;
RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
RD::PipelineMultisampleState multisample_state;
if (k == PIPELINE_VERSION_DEPTH_PASS || k == PIPELINE_VERSION_DEPTH_PASS_DP || k == PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW) {
//none, leave empty
} else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW) {
blend_state = blend_state_depth_normal_roughness;
} else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI || k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW) {
blend_state = blend_state_depth_normal_roughness_giprobe;
} else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL) {
blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
} else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_SDF) {
blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
}
RID shader_variant = shader_singleton->shader.version_get_shader(version, shader_version);
pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants);
}
}
}
}
valid = true;
uses_blend_alpha = blend_mode_uses_blend_alpha(BlendMode(blend_mode));
}
bool SceneShaderForwardClustered::ShaderData::is_animated() const {
@ -422,25 +214,259 @@ bool SceneShaderForwardClustered::ShaderData::casts_shadows() const {
}
RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_source_code() const {
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
if (version.is_valid()) {
MutexLock lock(SceneShaderForwardClustered::singleton_mutex);
return SceneShaderForwardClustered::singleton->shader.version_get_native_source_code(version);
} else {
return RS::ShaderNativeSourceCode();
}
}
return shader_singleton->shader.version_get_native_source_code(version);
uint16_t SceneShaderForwardClustered::ShaderData::_get_shader_version(PipelineVersion p_pipeline_version, uint32_t p_color_pass_flags, bool p_ubershader) const {
uint32_t ubershader_base = p_ubershader ? ShaderVersion::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL : 0;
switch (p_pipeline_version) {
case PIPELINE_VERSION_DEPTH_PASS:
return ShaderVersion::SHADER_VERSION_DEPTH_PASS + ubershader_base;
case PIPELINE_VERSION_DEPTH_PASS_DP:
return ShaderVersion::SHADER_VERSION_DEPTH_PASS_DP + ubershader_base;
case PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS:
return ShaderVersion::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS + ubershader_base;
case PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI:
return ShaderVersion::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI + ubershader_base;
case PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW:
return ShaderVersion::SHADER_VERSION_DEPTH_PASS_MULTIVIEW + ubershader_base;
case PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW:
return ShaderVersion::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW + ubershader_base;
case PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW:
return ShaderVersion::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW + ubershader_base;
case PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL:
return ShaderVersion::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL + ShaderVersion::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
case PIPELINE_VERSION_DEPTH_PASS_WITH_SDF:
return ShaderVersion::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL + ShaderVersion::SHADER_VERSION_DEPTH_PASS_WITH_SDF;
case PIPELINE_VERSION_COLOR_PASS: {
int shader_flags = 0;
if (p_ubershader) {
shader_flags |= SHADER_COLOR_PASS_FLAG_UBERSHADER;
}
if (p_color_pass_flags & PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR) {
shader_flags |= SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR;
}
if (p_color_pass_flags & PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS) {
shader_flags |= SHADER_COLOR_PASS_FLAG_MOTION_VECTORS;
}
if (p_color_pass_flags & PIPELINE_COLOR_PASS_FLAG_LIGHTMAP) {
shader_flags |= SHADER_COLOR_PASS_FLAG_LIGHTMAP;
}
if (p_color_pass_flags & PIPELINE_COLOR_PASS_FLAG_MULTIVIEW) {
shader_flags |= SHADER_COLOR_PASS_FLAG_MULTIVIEW;
}
return ShaderVersion::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL + ShaderVersion::SHADER_VERSION_COLOR_PASS + shader_flags;
} break;
default: {
DEV_ASSERT(false && "Unknown pipeline version.");
return 0;
} break;
}
}
void SceneShaderForwardClustered::ShaderData::_create_pipeline(PipelineKey p_pipeline_key) {
#if PRINT_PIPELINE_COMPILATION_KEYS
print_line(
"HASH:", p_pipeline_key.hash(),
"VERSION:", version,
"VERTEX:", p_pipeline_key.vertex_format_id,
"FRAMEBUFFER:", p_pipeline_key.framebuffer_format_id,
"CULL:", p_pipeline_key.cull_mode,
"PRIMITIVE:", p_pipeline_key.primitive_type,
"VERSION:", p_pipeline_key.version,
"PASS FLAGS:", p_pipeline_key.color_pass_flags,
"SPEC PACKED #0:", p_pipeline_key.shader_specialization.packed_0,
"WIREFRAME:", p_pipeline_key.wireframe);
#endif
// Color pass -> attachment 0: Color/Diffuse, attachment 1: Separate Specular, attachment 2: Motion Vectors
RD::PipelineColorBlendState::Attachment blend_attachment = blend_mode_to_blend_attachment(BlendMode(blend_mode));
RD::PipelineColorBlendState blend_state_color_blend;
blend_state_color_blend.attachments = { blend_attachment, RD::PipelineColorBlendState::Attachment(), RD::PipelineColorBlendState::Attachment() };
RD::PipelineColorBlendState blend_state_color_opaque = RD::PipelineColorBlendState::create_disabled(3);
RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1);
RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2);
RD::PipelineDepthStencilState depth_stencil_state;
if (depth_test != DEPTH_TEST_DISABLED) {
depth_stencil_state.enable_depth_test = true;
depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL;
depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
}
bool depth_pre_pass_enabled = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable"));
RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
RD::RENDER_PRIMITIVE_POINTS,
RD::RENDER_PRIMITIVE_LINES,
RD::RENDER_PRIMITIVE_LINESTRIPS,
RD::RENDER_PRIMITIVE_TRIANGLES,
RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
};
RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[p_pipeline_key.primitive_type];
RD::PipelineRasterizationState raster_state;
raster_state.cull_mode = p_pipeline_key.cull_mode;
raster_state.wireframe = wireframe || p_pipeline_key.wireframe;
RD::PipelineMultisampleState multisample_state;
multisample_state.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_pipeline_key.framebuffer_format_id, 0);
RD::PipelineColorBlendState blend_state;
if (p_pipeline_key.version == PIPELINE_VERSION_COLOR_PASS) {
if (p_pipeline_key.color_pass_flags & PIPELINE_COLOR_PASS_FLAG_TRANSPARENT) {
if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
multisample_state.enable_alpha_to_coverage = true;
} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
multisample_state.enable_alpha_to_coverage = true;
multisample_state.enable_alpha_to_one = true;
}
blend_state = blend_state_color_blend;
if (depth_draw == DEPTH_DRAW_OPAQUE) {
depth_stencil_state.enable_depth_write = false; //alpha does not draw depth
}
} else {
blend_state = blend_state_color_opaque;
if (depth_pre_pass_enabled) {
// We already have a depth from the depth pre-pass, there is no need to write it again.
// In addition we can use COMPARE_OP_EQUAL instead of COMPARE_OP_LESS_OR_EQUAL.
// This way we can use the early depth test to discard transparent fragments before the fragment shader even starts.
depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_EQUAL;
depth_stencil_state.enable_depth_write = false;
}
}
} else {
switch (p_pipeline_key.version) {
case PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS:
case PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW:
blend_state = blend_state_depth_normal_roughness;
break;
case PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI:
case PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW:
blend_state = blend_state_depth_normal_roughness_giprobe;
break;
case PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL:
// Writes to normal and roughness in opaque way.
blend_state = RD::PipelineColorBlendState::create_disabled(5);
break;
case PIPELINE_VERSION_DEPTH_PASS:
case PIPELINE_VERSION_DEPTH_PASS_DP:
case PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW:
case PIPELINE_VERSION_DEPTH_PASS_WITH_SDF:
default:
break;
}
}
// Convert the specialization from the key to pipeline specialization constants.
Vector<RD::PipelineSpecializationConstant> specialization_constants;
RD::PipelineSpecializationConstant sc;
sc.constant_id = 0;
sc.int_value = p_pipeline_key.shader_specialization.packed_0;
sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
specialization_constants.push_back(sc);
sc.constant_id = 1;
sc.int_value = p_pipeline_key.shader_specialization.packed_1;
specialization_constants.push_back(sc);
RID shader_rid = get_shader_variant(p_pipeline_key.version, p_pipeline_key.color_pass_flags, p_pipeline_key.ubershader);
ERR_FAIL_COND(shader_rid.is_null());
RID pipeline = RD::get_singleton()->render_pipeline_create(shader_rid, p_pipeline_key.framebuffer_format_id, p_pipeline_key.vertex_format_id, primitive_rd, raster_state, multisample_state, depth_stencil_state, blend_state, 0, 0, specialization_constants);
ERR_FAIL_COND(pipeline.is_null());
pipeline_hash_map.add_compiled_pipeline(p_pipeline_key.hash(), pipeline);
}
RD::PolygonCullMode SceneShaderForwardClustered::ShaderData::get_cull_mode_from_cull_variant(CullVariant p_cull_variant) {
const RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
};
return cull_mode_rd_table[p_cull_variant][cull_mode];
}
RID SceneShaderForwardClustered::ShaderData::_get_shader_variant(uint16_t p_shader_version) const {
if (version.is_valid()) {
MutexLock lock(SceneShaderForwardClustered::singleton_mutex);
ERR_FAIL_NULL_V(SceneShaderForwardClustered::singleton, RID());
return SceneShaderForwardClustered::singleton->shader.version_get_shader(version, p_shader_version);
} else {
return RID();
}
}
void SceneShaderForwardClustered::ShaderData::_clear_vertex_input_mask_cache() {
for (uint32_t i = 0; i < VERTEX_INPUT_MASKS_SIZE; i++) {
vertex_input_masks[i].store(0);
}
}
RID SceneShaderForwardClustered::ShaderData::get_shader_variant(PipelineVersion p_pipeline_version, uint32_t p_color_pass_flags, bool p_ubershader) const {
return _get_shader_variant(_get_shader_version(p_pipeline_version, p_color_pass_flags, p_ubershader));
}
uint64_t SceneShaderForwardClustered::ShaderData::get_vertex_input_mask(PipelineVersion p_pipeline_version, uint32_t p_color_pass_flags, bool p_ubershader) {
// Vertex input masks require knowledge of the shader. Since querying the shader can be expensive due to high contention and the necessary mutex, we cache the result instead.
uint16_t shader_version = _get_shader_version(p_pipeline_version, p_color_pass_flags, p_ubershader);
uint64_t input_mask = vertex_input_masks[shader_version].load(std::memory_order_relaxed);
if (input_mask == 0) {
RID shader_rid = _get_shader_variant(shader_version);
ERR_FAIL_COND_V(shader_rid.is_null(), 0);
input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader_rid);
vertex_input_masks[shader_version].store(input_mask, std::memory_order_relaxed);
}
return input_mask;
}
bool SceneShaderForwardClustered::ShaderData::is_valid() const {
if (version.is_valid()) {
MutexLock lock(SceneShaderForwardClustered::singleton_mutex);
ERR_FAIL_NULL_V(SceneShaderForwardClustered::singleton, false);
return SceneShaderForwardClustered::singleton->shader.version_is_valid(version);
} else {
return false;
}
}
SceneShaderForwardClustered::ShaderData::ShaderData() :
shader_list_element(this) {
pipeline_hash_map.set_creation_object_and_function(this, &ShaderData::_create_pipeline);
pipeline_hash_map.set_compilations(SceneShaderForwardClustered::singleton->pipeline_compilations, &SceneShaderForwardClustered::singleton_mutex);
}
SceneShaderForwardClustered::ShaderData::~ShaderData() {
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
ERR_FAIL_NULL(shader_singleton);
//pipeline variants will clear themselves if shader is gone
pipeline_hash_map.clear_pipelines();
if (version.is_valid()) {
shader_singleton->shader.version_free(version);
MutexLock lock(SceneShaderForwardClustered::singleton_mutex);
ERR_FAIL_NULL(SceneShaderForwardClustered::singleton);
SceneShaderForwardClustered::singleton->shader.version_free(version);
}
}
RendererRD::MaterialStorage::ShaderData *SceneShaderForwardClustered::_create_shader_func() {
MutexLock lock(SceneShaderForwardClustered::singleton_mutex);
ShaderData *shader_data = memnew(ShaderData);
singleton->shader_list.add(&shader_data->shader_list_element);
return shader_data;
@ -455,9 +481,12 @@ void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) {
}
bool SceneShaderForwardClustered::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, true, true);
if (shader_data->version.is_valid()) {
MutexLock lock(SceneShaderForwardClustered::singleton_mutex);
return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, SceneShaderForwardClustered::singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, true, true);
} else {
return false;
}
}
SceneShaderForwardClustered::MaterialData::~MaterialData() {
@ -472,6 +501,7 @@ RendererRD::MaterialStorage::MaterialData *SceneShaderForwardClustered::_create_
}
SceneShaderForwardClustered *SceneShaderForwardClustered::singleton = nullptr;
Mutex SceneShaderForwardClustered::singleton_mutex;
SceneShaderForwardClustered::SceneShaderForwardClustered() {
// there should be only one of these, contained within our RenderFM singleton.
@ -498,17 +528,22 @@ void SceneShaderForwardClustered::init(const String p_defines) {
{
Vector<ShaderRD::VariantDefine> shader_versions;
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_BASE, "\n#define MODE_RENDER_DEPTH\n", true)); // SHADER_VERSION_DEPTH_PASS
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_BASE, "\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n", true)); // SHADER_VERSION_DEPTH_PASS_DP
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_BASE, "\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n", true)); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_ADVANCED, "\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n", false)); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI
for (uint32_t ubershader = 0; ubershader < 2; ubershader++) {
const String base_define = ubershader ? "\n#define UBERSHADER\n" : "";
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_BASE, base_define + "\n#define MODE_RENDER_DEPTH\n", true)); // SHADER_VERSION_DEPTH_PASS
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_BASE, base_define + "\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n", true)); // SHADER_VERSION_DEPTH_PASS_DP
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_BASE, base_define + "\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n", true)); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_ADVANCED, base_define + "\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n", false)); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_MULTIVIEW, base_define + "\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n", false)); // SHADER_VERSION_DEPTH_PASS_MULTIVIEW
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_MULTIVIEW, base_define + "\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n", false)); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_ADVANCED_MULTIVIEW, base_define + "\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n", false)); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW
}
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_ADVANCED, "\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n", false)); // SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_ADVANCED, "\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n", false)); // SHADER_VERSION_DEPTH_PASS_WITH_SDF
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_MULTIVIEW, "\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n", false)); // SHADER_VERSION_DEPTH_PASS_MULTIVIEW
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_MULTIVIEW, "\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n", false)); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW
shader_versions.push_back(ShaderRD::VariantDefine(SHADER_GROUP_MULTIVIEW, "\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n", false)); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW
Vector<String> color_pass_flags = {
"\n#define UBERSHADER\n", // SHADER_COLOR_PASS_FLAG_UBERSHADER
"\n#define MODE_SEPARATE_SPECULAR\n", // SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR
"\n#define USE_LIGHTMAP\n", // SHADER_COLOR_PASS_FLAG_LIGHTMAP
"\n#define USE_MULTIVIEW\n", // SHADER_COLOR_PASS_FLAG_MULTIVIEW
@ -545,16 +580,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
}
}
// Set flag to true if a combination is valid.
// The only invalid combinations are those that include both TRANSPARENT and SEPARATE_SPECULAR.
for (int i = 0; i < PIPELINE_COLOR_PASS_FLAG_COUNT; i++) {
if ((i & PIPELINE_COLOR_PASS_FLAG_TRANSPARENT) && (i & PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR)) {
valid_color_pass_pipelines[i] = false;
} else {
valid_color_pass_pipelines[i] = true;
}
}
material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_shader_funcs);
material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_material_funcs);
@ -596,6 +621,8 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.renames["PI"] = _MKSTR(Math_PI);
actions.renames["TAU"] = _MKSTR(Math_TAU);
actions.renames["E"] = _MKSTR(Math_E);
actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
actions.renames["CLIP_SPACE_FAR"] = "SHADER_SPACE_FAR";
actions.renames["VIEWPORT_SIZE"] = "read_viewport_size";
actions.renames["FRAGCOORD"] = "gl_FragCoord";
@ -635,7 +662,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.renames["CUSTOM1"] = "custom1_attrib";
actions.renames["CUSTOM2"] = "custom2_attrib";
actions.renames["CUSTOM3"] = "custom3_attrib";
actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
actions.renames["LIGHT_VERTEX"] = "light_vertex";
actions.renames["NODE_POSITION_WORLD"] = "read_model_matrix[3].xyz";
@ -729,13 +755,20 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
bool force_vertex_shading = GLOBAL_GET("rendering/shading/overrides/force_vertex_shading");
if (!force_vertex_shading) {
// If forcing vertex shading, this will be defined already.
actions.render_mode_defines["vertex_lighting"] = "#define USE_VERTEX_LIGHTING\n";
}
actions.render_mode_defines["debug_shadow_splits"] = "#define DEBUG_DRAW_PSSM_SPLITS\n";
actions.render_mode_defines["fog_disabled"] = "#define FOG_DISABLED\n";
actions.base_texture_binding_index = 1;
actions.texture_layout_set = RenderForwardClustered::MATERIAL_UNIFORM_SET;
actions.base_uniform_string = "material.";
actions.base_varying_index = 12;
actions.base_varying_index = 14;
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
@ -771,8 +804,7 @@ void fragment() {
material_storage->material_set_shader(default_material, default_shader);
MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
default_shader_rd = md->shader_data->get_shader_variant(PIPELINE_VERSION_COLOR_PASS, 0, false);
default_material_shader_ptr = md->shader_data;
default_material_uniform_set = md->uniform_set;
@ -847,19 +879,11 @@ void fragment() {
}
}
void SceneShaderForwardClustered::set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants) {
default_specialization_constants = p_constants;
void SceneShaderForwardClustered::set_default_specialization(const ShaderSpecialization &p_specialization) {
default_specialization = p_specialization;
for (SelfList<ShaderData> *E = shader_list.first(); E; E = E->next()) {
for (int i = 0; i < ShaderData::CULL_VARIANT_MAX; i++) {
for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
for (int k = 0; k < SHADER_VERSION_MAX; k++) {
E->self()->pipelines[i][j][k].update_specialization_constants(default_specialization_constants);
}
for (int k = 0; k < PIPELINE_COLOR_PASS_FLAG_COUNT; k++) {
E->self()->color_pipelines[i][j][k].update_specialization_constants(default_specialization_constants);
}
}
}
E->self()->pipeline_hash_map.clear_pipelines();
}
}
@ -869,3 +893,20 @@ void SceneShaderForwardClustered::enable_advanced_shader_group(bool p_needs_mult
}
shader.enable_group(SHADER_GROUP_ADVANCED);
}
bool SceneShaderForwardClustered::is_multiview_shader_group_enabled() const {
return shader.is_group_enabled(SHADER_GROUP_MULTIVIEW);
}
bool SceneShaderForwardClustered::is_advanced_shader_group_enabled(bool p_multiview) const {
if (p_multiview) {
return shader.is_group_enabled(SHADER_GROUP_ADVANCED_MULTIVIEW);
} else {
return shader.is_group_enabled(SHADER_GROUP_ADVANCED);
}
}
uint32_t SceneShaderForwardClustered::get_pipeline_compilations(RS::PipelineSource p_source) {
MutexLock lock(SceneShaderForwardClustered::singleton_mutex);
return pipeline_compilations[p_source];
}

View file

@ -31,7 +31,8 @@
#ifndef SCENE_SHADER_FORWARD_CLUSTERED_H
#define SCENE_SHADER_FORWARD_CLUSTERED_H
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "../storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/pipeline_hash_map_rd.h"
#include "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl.gen.h"
namespace RendererSceneRenderImplementation {
@ -39,6 +40,7 @@ namespace RendererSceneRenderImplementation {
class SceneShaderForwardClustered {
private:
static SceneShaderForwardClustered *singleton;
static Mutex singleton_mutex;
public:
enum ShaderGroup {
@ -48,26 +50,28 @@ public:
SHADER_GROUP_ADVANCED_MULTIVIEW,
};
enum ShaderVersion {
SHADER_VERSION_DEPTH_PASS,
SHADER_VERSION_DEPTH_PASS_DP,
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI,
SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
SHADER_VERSION_DEPTH_PASS_WITH_SDF,
SHADER_VERSION_DEPTH_PASS_MULTIVIEW,
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW,
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW,
SHADER_VERSION_COLOR_PASS,
SHADER_VERSION_MAX
// Not an enum because these values are constants that are processed as numbers
// to arrive at a unique version for a particular shader.
struct ShaderVersion {
constexpr static uint16_t SHADER_VERSION_DEPTH_PASS = 0;
constexpr static uint16_t SHADER_VERSION_DEPTH_PASS_DP = 1;
constexpr static uint16_t SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS = 2;
constexpr static uint16_t SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI = 3;
constexpr static uint16_t SHADER_VERSION_DEPTH_PASS_MULTIVIEW = 4;
constexpr static uint16_t SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW = 5;
constexpr static uint16_t SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW = 6;
constexpr static uint16_t SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL = 7;
constexpr static uint16_t SHADER_VERSION_DEPTH_PASS_WITH_SDF = 8;
constexpr static uint16_t SHADER_VERSION_COLOR_PASS = 9;
};
enum ShaderColorPassFlags {
SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 0,
SHADER_COLOR_PASS_FLAG_LIGHTMAP = 1 << 1,
SHADER_COLOR_PASS_FLAG_MULTIVIEW = 1 << 2,
SHADER_COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 3,
SHADER_COLOR_PASS_FLAG_COUNT = 1 << 4
SHADER_COLOR_PASS_FLAG_UBERSHADER = 1 << 0,
SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 1,
SHADER_COLOR_PASS_FLAG_LIGHTMAP = 1 << 2,
SHADER_COLOR_PASS_FLAG_MULTIVIEW = 1 << 3,
SHADER_COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 4,
SHADER_COLOR_PASS_FLAG_COUNT = 1 << 5
};
enum PipelineVersion {
@ -90,26 +94,55 @@ public:
PIPELINE_COLOR_PASS_FLAG_LIGHTMAP = 1 << 2,
PIPELINE_COLOR_PASS_FLAG_MULTIVIEW = 1 << 3,
PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 4,
PIPELINE_COLOR_PASS_FLAG_COUNT = 1 << 5,
PIPELINE_COLOR_PASS_FLAG_OPTIONS = 5,
PIPELINE_COLOR_PASS_FLAG_COMBINATIONS = 1 << PIPELINE_COLOR_PASS_FLAG_OPTIONS,
};
enum ShaderSpecializations {
SHADER_SPECIALIZATION_FORWARD_GI = 1 << 0,
SHADER_SPECIALIZATION_PROJECTOR = 1 << 1,
SHADER_SPECIALIZATION_SOFT_SHADOWS = 1 << 2,
SHADER_SPECIALIZATION_DIRECTIONAL_SOFT_SHADOWS = 1 << 3,
struct ShaderSpecialization {
union {
uint32_t packed_0;
struct {
uint32_t use_forward_gi : 1;
uint32_t use_light_projector : 1;
uint32_t use_light_soft_shadows : 1;
uint32_t use_directional_soft_shadows : 1;
uint32_t decal_use_mipmaps : 1;
uint32_t projector_use_mipmaps : 1;
uint32_t use_depth_fog : 1;
uint32_t use_lightmap_bicubic_filter : 1;
uint32_t soft_shadow_samples : 6;
uint32_t penumbra_shadow_samples : 6;
uint32_t directional_soft_shadow_samples : 6;
uint32_t directional_penumbra_shadow_samples : 6;
};
};
union {
uint32_t packed_1;
struct {
uint32_t multimesh : 1;
uint32_t multimesh_format_2d : 1;
uint32_t multimesh_has_color : 1;
uint32_t multimesh_has_custom_data : 1;
};
};
uint32_t packed_2;
};
struct UbershaderConstants {
union {
uint32_t packed_0;
struct {
uint32_t cull_mode : 2;
};
};
};
struct ShaderData : public RendererRD::MaterialStorage::ShaderData {
enum BlendMode { //used internally
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
BLEND_MODE_ALPHA_TO_COVERAGE,
BLEND_MODE_PREMULT_ALPHA,
};
enum DepthDraw {
DEPTH_DRAW_DISABLED,
DEPTH_DRAW_OPAQUE,
@ -121,12 +154,6 @@ public:
DEPTH_TEST_ENABLED
};
enum Cull {
CULL_DISABLED,
CULL_FRONT,
CULL_BACK
};
enum CullVariant {
CULL_VARIANT_NORMAL,
CULL_VARIANT_REVERSED,
@ -141,11 +168,40 @@ public:
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
};
bool valid = false;
struct PipelineKey {
RD::VertexFormatID vertex_format_id;
RD::FramebufferFormatID framebuffer_format_id;
RD::PolygonCullMode cull_mode = RD::POLYGON_CULL_MAX;
RS::PrimitiveType primitive_type = RS::PRIMITIVE_MAX;
PipelineVersion version = PipelineVersion::PIPELINE_VERSION_MAX;
uint32_t color_pass_flags = 0;
ShaderSpecialization shader_specialization = {};
uint32_t wireframe = false;
uint32_t ubershader = false;
uint32_t hash() const {
uint32_t h = hash_murmur3_one_64(vertex_format_id);
h = hash_murmur3_one_32(framebuffer_format_id, h);
h = hash_murmur3_one_32(cull_mode, h);
h = hash_murmur3_one_32(primitive_type, h);
h = hash_murmur3_one_32(version, h);
h = hash_murmur3_one_32(color_pass_flags, h);
h = hash_murmur3_one_32(shader_specialization.packed_0, h);
h = hash_murmur3_one_32(shader_specialization.packed_1, h);
h = hash_murmur3_one_32(shader_specialization.packed_2, h);
h = hash_murmur3_one_32(wireframe, h);
h = hash_murmur3_one_32(ubershader, h);
return hash_fmix32(h);
}
};
void _create_pipeline(PipelineKey p_pipeline_key);
PipelineHashMapRD<PipelineKey, ShaderData, void (ShaderData::*)(PipelineKey)> pipeline_hash_map;
RID version;
uint64_t vertex_input_mask = 0;
PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][PIPELINE_VERSION_MAX];
PipelineCacheRD color_pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][PIPELINE_COLOR_PASS_FLAG_COUNT];
static const uint32_t VERTEX_INPUT_MASKS_SIZE = ShaderVersion::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL + ShaderVersion::SHADER_VERSION_COLOR_PASS + SHADER_COLOR_PASS_FLAG_COUNT;
std::atomic<uint64_t> vertex_input_masks[VERTEX_INPUT_MASKS_SIZE] = {};
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
@ -157,6 +213,10 @@ public:
DepthDraw depth_draw = DEPTH_DRAW_OPAQUE;
DepthTest depth_test = DEPTH_TEST_ENABLED;
int blend_mode = BLEND_MODE_MIX;
int depth_testi = DEPTH_TEST_ENABLED;
int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
bool uses_point_size = false;
bool uses_alpha = false;
bool uses_blend_alpha = false;
@ -168,6 +228,8 @@ public:
bool uses_normal = false;
bool uses_tangent = false;
bool uses_particle_trails = false;
bool uses_normal_map = false;
bool wireframe = false;
bool unshaded = false;
bool uses_vertex = false;
@ -183,16 +245,44 @@ public:
bool writes_modelview_or_projection = false;
bool uses_world_coordinates = false;
bool uses_screen_texture_mipmaps = false;
Cull cull_mode = CULL_DISABLED;
RS::CullMode cull_mode = RS::CULL_MODE_DISABLED;
uint64_t last_pass = 0;
uint32_t index = 0;
_FORCE_INLINE_ bool uses_alpha_pass() const {
bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
bool has_base_alpha = (uses_alpha && (!uses_alpha_clip || uses_alpha_antialiasing)) || has_read_screen_alpha;
bool has_blend_alpha = uses_blend_alpha;
bool has_alpha = has_base_alpha || has_blend_alpha;
bool no_depth_draw = depth_draw == DEPTH_DRAW_DISABLED;
bool no_depth_test = depth_test == DEPTH_TEST_DISABLED;
return has_alpha || has_read_screen_alpha || no_depth_draw || no_depth_test;
}
_FORCE_INLINE_ bool uses_depth_in_alpha_pass() const {
bool no_depth_draw = depth_draw == DEPTH_DRAW_DISABLED;
bool no_depth_test = depth_test == DEPTH_TEST_DISABLED;
return (uses_depth_prepass_alpha || uses_alpha_antialiasing) && !(no_depth_draw || no_depth_test);
}
_FORCE_INLINE_ bool uses_shared_shadow_material() const {
bool backface_culling = cull_mode == RS::CULL_MODE_BACK;
return !uses_particle_trails && !writes_modelview_or_projection && !uses_vertex && !uses_position && !uses_discard && !uses_depth_prepass_alpha && !uses_alpha_clip && !uses_alpha_antialiasing && backface_culling && !uses_point_size && !uses_world_coordinates && !wireframe;
}
virtual void set_code(const String &p_Code);
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
uint16_t _get_shader_version(PipelineVersion p_pipeline_version, uint32_t p_color_pass_flags, bool p_ubershader) const;
RID _get_shader_variant(uint16_t p_shader_version) const;
void _clear_vertex_input_mask_cache();
RID get_shader_variant(PipelineVersion p_pipeline_version, uint32_t p_color_pass_flags, bool p_ubershader) const;
uint64_t get_vertex_input_mask(PipelineVersion p_pipeline_version, uint32_t p_color_pass_flags, bool p_ubershader);
RD::PolygonCullMode get_cull_mode_from_cull_variant(CullVariant p_cull_variant);
bool is_valid() const;
SelfList<ShaderData> shader_list_element;
ShaderData();
@ -250,14 +340,19 @@ public:
RID debug_shadow_splits_material_uniform_set;
ShaderData *debug_shadow_splits_material_shader_ptr = nullptr;
Vector<RD::PipelineSpecializationConstant> default_specialization_constants;
bool valid_color_pass_pipelines[PIPELINE_COLOR_PASS_FLAG_COUNT];
ShaderSpecialization default_specialization = {};
uint32_t pipeline_compilations[RS::PIPELINE_SOURCE_MAX] = {};
SceneShaderForwardClustered();
~SceneShaderForwardClustered();
void init(const String p_defines);
void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants);
void set_default_specialization(const ShaderSpecialization &p_specialization);
void enable_advanced_shader_group(bool p_needs_multiview = false);
bool is_multiview_shader_group_enabled() const;
bool is_advanced_shader_group_enabled(bool p_multiview) const;
uint32_t get_pipeline_compilations(RS::PipelineSource p_source);
};
} // namespace RendererSceneRenderImplementation