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2025-09-16 20:46:46 -04:00
commit 9d30169a8d
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#!/usr/bin/env python
from misc.utility.scons_hints import *
Import("env")
env.add_source_files(env.servers_sources, "*.cpp")

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/**************************************************************************/
/* render_forward_clustered.h */
/**************************************************************************/
/* 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. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#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/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/integrate_dfg.glsl.gen.h"
#define RB_SCOPE_FORWARD_CLUSTERED SNAME("forward_clustered")
#define RB_TEX_SPECULAR SNAME("specular")
#define RB_TEX_SPECULAR_MSAA SNAME("specular_msaa")
#define RB_TEX_NORMAL_ROUGHNESS SNAME("normal_roughness")
#define RB_TEX_NORMAL_ROUGHNESS_MSAA SNAME("normal_roughness_msaa")
#define RB_TEX_VOXEL_GI SNAME("voxel_gi")
#define RB_TEX_VOXEL_GI_MSAA SNAME("voxel_gi_msaa")
namespace RendererSceneRenderImplementation {
class RenderForwardClustered : public RendererSceneRenderRD {
friend SceneShaderForwardClustered;
enum {
SCENE_UNIFORM_SET = 0,
RENDER_PASS_UNIFORM_SET = 1,
TRANSFORMS_UNIFORM_SET = 2,
MATERIAL_UNIFORM_SET = 3,
};
enum {
SDFGI_MAX_CASCADES = 8,
MAX_VOXEL_GI_INSTANCESS = 8,
MAX_LIGHTMAPS = 8,
MAX_VOXEL_GI_INSTANCESS_PER_INSTANCE = 2,
INSTANCE_DATA_BUFFER_MIN_SIZE = 4096
};
enum RenderListType {
RENDER_LIST_OPAQUE, //used for opaque objects
RENDER_LIST_MOTION, //used for opaque objects with motion
RENDER_LIST_ALPHA, //used for transparent objects
RENDER_LIST_SECONDARY, //used for shadows and other objects
RENDER_LIST_MAX
};
/* Scene Shader */
SceneShaderForwardClustered scene_shader;
public:
/* Framebuffer */
class RenderBufferDataForwardClustered : public RenderBufferCustomDataRD {
GDCLASS(RenderBufferDataForwardClustered, RenderBufferCustomDataRD)
private:
RenderSceneBuffersRD *render_buffers = nullptr;
RendererRD::FSR2Context *fsr2_context = nullptr;
#ifdef METAL_MFXTEMPORAL_ENABLED
RendererRD::MFXTemporalContext *mfx_temporal_context = nullptr;
#endif
public:
ClusterBuilderRD *cluster_builder = nullptr;
struct SSEffectsData {
Projection last_frame_projections[RendererSceneRender::MAX_RENDER_VIEWS];
Transform3D last_frame_transform;
RendererRD::SSEffects::SSILRenderBuffers ssil;
RendererRD::SSEffects::SSAORenderBuffers ssao;
RendererRD::SSEffects::SSRRenderBuffers ssr;
} ss_effects_data;
enum DepthFrameBufferType {
DEPTH_FB,
DEPTH_FB_ROUGHNESS,
DEPTH_FB_ROUGHNESS_VOXELGI
};
RID render_sdfgi_uniform_set;
void ensure_specular();
bool has_specular() const { return render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR); }
RID get_specular() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR); }
RID get_specular(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR, p_layer, 0); }
RID get_specular_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_SPECULAR_MSAA, p_layer, 0); }
void ensure_normal_roughness_texture();
bool has_normal_roughness() const { return render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_NORMAL_ROUGHNESS); }
RID get_normal_roughness() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_NORMAL_ROUGHNESS); }
RID get_normal_roughness(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_NORMAL_ROUGHNESS, p_layer, 0); }
RID get_normal_roughness_msaa() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_NORMAL_ROUGHNESS_MSAA); }
RID get_normal_roughness_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_NORMAL_ROUGHNESS_MSAA, p_layer, 0); }
void ensure_voxelgi();
bool has_voxelgi() const { return render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI); }
RID get_voxelgi() const { return render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI); }
RID get_voxelgi(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI, p_layer, 0); }
RID get_voxelgi_msaa(uint32_t p_layer) { return render_buffers->get_texture_slice(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_VOXEL_GI_MSAA, p_layer, 0); }
void ensure_fsr2(RendererRD::FSR2Effect *p_effect);
RendererRD::FSR2Context *get_fsr2_context() const { return fsr2_context; }
#ifdef METAL_MFXTEMPORAL_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);
RID get_specular_only_fb();
RID get_velocity_only_fb();
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;
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
void _update_render_base_uniform_set();
RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture, const RendererRD::MaterialStorage::Samplers &p_samplers);
RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, const RendererRD::MaterialStorage::Samplers &p_samplers, bool p_use_directional_shadow_atlas = false, int p_index = 0);
struct BestFitNormal {
BestFitNormalShaderRD shader;
RID shader_version;
RID pipeline;
RID texture;
} best_fit_normal;
struct IntegrateDFG {
IntegrateDfgShaderRD shader;
RID shader_version;
RID pipeline;
RID texture;
} dfg_lut;
enum PassMode {
PASS_MODE_COLOR,
PASS_MODE_SHADOW,
PASS_MODE_SHADOW_DP,
PASS_MODE_DEPTH,
PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI,
PASS_MODE_DEPTH_MATERIAL,
PASS_MODE_SDF,
PASS_MODE_MAX
};
enum ColorPassFlags {
COLOR_PASS_FLAG_TRANSPARENT = 1 << 0,
COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 1,
COLOR_PASS_FLAG_MULTIVIEW = 1 << 2,
COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 3,
};
struct GeometryInstanceSurfaceDataCache;
struct RenderElementInfo;
struct RenderListParameters {
GeometryInstanceSurfaceDataCache **elements = nullptr;
RenderElementInfo *element_info = nullptr;
int element_count = 0;
bool reverse_cull = false;
PassMode pass_mode = PASS_MODE_COLOR;
uint32_t color_pass_flags = 0;
bool no_gi = false;
uint32_t view_count = 1;
RID render_pass_uniform_set;
bool force_wireframe = false;
Vector2 uv_offset;
float lod_distance_multiplier = 0.0;
float screen_mesh_lod_threshold = 0.0;
RD::FramebufferFormatID framebuffer_format = 0;
uint32_t element_offset = 0;
bool use_directional_soft_shadow = false;
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, SceneShaderForwardClustered::ShaderSpecialization p_base_specialization = {}) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
reverse_cull = p_reverse_cull;
pass_mode = p_pass_mode;
color_pass_flags = p_color_pass_flags;
no_gi = p_no_gi;
view_count = p_view_count;
render_pass_uniform_set = p_render_pass_uniform_set;
force_wireframe = p_force_wireframe;
uv_offset = p_uv_offset;
lod_distance_multiplier = p_lod_distance_multiplier;
screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
element_offset = p_element_offset;
use_directional_soft_shadow = p_use_directional_soft_shadows;
base_specialization = p_base_specialization;
}
};
struct LightmapData {
float normal_xform[12];
float texture_size[2];
float exposure_normalization;
uint32_t flags;
};
struct LightmapCaptureData {
float sh[9 * 4];
};
// 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,
INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 6,
INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 7,
INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 8,
INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 9,
INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 10,
INSTANCE_DATA_FLAG_PARTICLES = 1 << 11,
INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT = 16,
INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_MASK = 0xFF,
INSTANCE_DATA_FLAGS_FADE_SHIFT = 24,
INSTANCE_DATA_FLAGS_FADE_MASK = 0xFFUL << INSTANCE_DATA_FLAGS_FADE_SHIFT
};
struct SceneState {
// This struct is loaded into Set 1 - Binding 1, populated at start of rendering a frame, must match with shader code
struct UBO {
uint32_t cluster_shift;
uint32_t cluster_width;
uint32_t cluster_type_size;
uint32_t max_cluster_element_count_div_32;
uint32_t ss_effects_flags;
float ssao_light_affect;
float ssao_ao_affect;
uint32_t pad1;
float sdf_to_bounds[16];
int32_t sdf_offset[3];
uint32_t pad2;
int32_t sdf_size[3];
uint32_t gi_upscale_for_msaa;
uint32_t volumetric_fog_enabled;
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
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 {
float transform[16];
float prev_transform[16];
uint32_t flags;
uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables
uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index)
uint32_t layer_mask;
float lightmap_uv_scale[4];
float compressed_aabb_position[4];
float compressed_aabb_size[4];
float uv_scale[4];
// These setters allow us to copy the data over with operation when using floats.
inline void set_lightmap_uv_scale(const Rect2 &p_rect) {
#ifdef REAL_T_IS_DOUBLE
lightmap_uv_scale[0] = p_rect.position.x;
lightmap_uv_scale[1] = p_rect.position.y;
lightmap_uv_scale[2] = p_rect.size.x;
lightmap_uv_scale[3] = p_rect.size.y;
#else
Rect2 *rect = reinterpret_cast<Rect2 *>(lightmap_uv_scale);
*rect = p_rect;
#endif
}
inline void set_compressed_aabb(const AABB &p_aabb) {
#ifdef REAL_T_IS_DOUBLE
compressed_aabb_position[0] = p_aabb.position.x;
compressed_aabb_position[1] = p_aabb.position.y;
compressed_aabb_position[2] = p_aabb.position.z;
compressed_aabb_size[0] = p_aabb.size.x;
compressed_aabb_size[1] = p_aabb.size.y;
compressed_aabb_size[2] = p_aabb.size.z;
#else
Vector3 *compressed_aabb_position_vec3 = reinterpret_cast<Vector3 *>(compressed_aabb_position);
Vector3 *compressed_aabb_size_vec3 = reinterpret_cast<Vector3 *>(compressed_aabb_size);
*compressed_aabb_position_vec3 = p_aabb.position;
*compressed_aabb_size_vec3 = p_aabb.size;
#endif
}
inline void set_uv_scale(const Vector4 &p_uv_scale) {
#ifdef REAL_T_IS_DOUBLE
uv_scale[0] = p_uv_scale.x;
uv_scale[1] = p_uv_scale.y;
uv_scale[2] = p_uv_scale.z;
uv_scale[3] = p_uv_scale.w;
#else
Vector4 *uv_scale_vec4 = reinterpret_cast<Vector4 *>(uv_scale);
*uv_scale_vec4 = p_uv_scale;
#endif
}
};
static_assert(std::is_trivially_destructible_v<InstanceData>);
static_assert(std::is_trivially_constructible_v<InstanceData>);
UBO ubo;
LocalVector<RID> uniform_buffers;
LocalVector<RID> implementation_uniform_buffers;
LightmapData lightmaps[MAX_LIGHTMAPS];
RID lightmap_ids[MAX_LIGHTMAPS];
bool lightmap_has_sh[MAX_LIGHTMAPS];
uint32_t lightmaps_used = 0;
uint32_t max_lightmaps;
RID lightmap_buffer;
RID instance_buffer[RENDER_LIST_MAX];
uint32_t instance_buffer_size[RENDER_LIST_MAX] = { 0, 0, 0 };
LocalVector<InstanceData> instance_data[RENDER_LIST_MAX];
LightmapCaptureData *lightmap_captures = nullptr;
uint32_t max_lightmap_captures;
RID lightmap_capture_buffer;
RID voxelgi_ids[MAX_VOXEL_GI_INSTANCESS];
uint32_t voxelgis_used = 0;
bool used_screen_texture = false;
bool used_normal_texture = false;
bool used_depth_texture = false;
bool used_sss = false;
bool used_lightmap = false;
bool used_opaque_stencil = false;
struct ShadowPass {
uint32_t element_from;
uint32_t element_count;
PassMode pass_mode;
RID rp_uniform_set;
float lod_distance_multiplier;
float screen_mesh_lod_threshold;
RID framebuffer;
Rect2i rect;
bool clear_depth;
bool flip_cull;
};
LocalVector<ShadowPass> shadow_passes;
} scene_state;
static RenderForwardClustered *singleton;
void _setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, const Color &p_default_bg_color, bool p_opaque_render_buffers = false, bool p_apply_alpha_multiplier = false, bool p_pancake_shadows = false, int p_index = 0);
void _setup_voxelgis(const PagedArray<RID> &p_voxelgis);
void _setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
struct RenderElementInfo {
enum { MAX_REPEATS = (1 << 20) - 1 };
union {
struct {
uint32_t lod_index : 8;
uint32_t uses_softshadow : 1;
uint32_t uses_projector : 1;
uint32_t uses_forward_gi : 1;
uint32_t uses_lightmap : 1;
};
uint32_t value;
};
uint32_t repeat;
};
static_assert(std::is_trivially_destructible_v<RenderElementInfo>);
static_assert(std::is_trivially_constructible_v<RenderElementInfo>);
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, 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);
void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_using_sdfgi = false, bool p_using_opaque_gi = false, bool p_using_motion_pass = false, bool p_append = false);
HashMap<Size2i, RID> sdfgi_framebuffer_size_cache;
struct GeometryInstanceData;
class GeometryInstanceForwardClustered;
struct GeometryInstanceLightmapSH {
Color sh[9];
};
// Cached data for drawing surfaces
struct GeometryInstanceSurfaceDataCache {
enum {
FLAG_PASS_DEPTH = 1,
FLAG_PASS_OPAQUE = 2,
FLAG_PASS_ALPHA = 4,
FLAG_PASS_SHADOW = 8,
FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
FLAG_USES_SUBSURFACE_SCATTERING = 2048,
FLAG_USES_SCREEN_TEXTURE = 4096,
FLAG_USES_DEPTH_TEXTURE = 8192,
FLAG_USES_NORMAL_TEXTURE = 16384,
FLAG_USES_DOUBLE_SIDED_SHADOWS = 32768,
FLAG_USES_PARTICLE_TRAILS = 65536,
FLAG_USES_MOTION_VECTOR = 131072,
FLAG_USES_STENCIL = 262144,
};
union {
struct {
uint64_t sort_key1;
uint64_t sort_key2;
};
struct {
uint64_t lod_index : 8;
uint64_t uses_softshadow : 1;
uint64_t uses_projector : 1;
uint64_t uses_forward_gi : 1;
uint64_t uses_lightmap : 1;
uint64_t depth_layer : 4;
uint64_t surface_index : 8;
uint64_t priority : 8;
uint64_t geometry_id : 32;
uint64_t material_id : 32;
uint64_t shader_id : 32;
};
} sort;
RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
uint32_t flags = 0;
uint32_t surface_index = 0;
uint32_t color_pass_inclusion_mask = 0;
void *surface = nullptr;
RID material_uniform_set;
SceneShaderForwardClustered::ShaderData *shader = nullptr;
SceneShaderForwardClustered::MaterialData *material = nullptr;
void *surface_shadow = nullptr;
RID material_uniform_set_shadow;
SceneShaderForwardClustered::ShaderData *shader_shadow = nullptr;
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 {
public:
// lightmap
RID lightmap_instance;
Rect2 lightmap_uv_scale;
uint32_t lightmap_slice_index;
GeometryInstanceLightmapSH *lightmap_sh = nullptr;
//used during rendering
uint32_t gi_offset_cache = 0;
bool store_transform_cache = true;
RID transforms_uniform_set;
uint32_t instance_count = 0;
uint32_t trail_steps = 1;
bool can_sdfgi = false;
bool using_projectors = false;
bool using_softshadows = false;
//used during setup
uint64_t prev_transform_change_frame = 0xFFFFFFFF;
enum TransformStatus {
NONE,
MOVED,
TELEPORTED,
} transform_status = TransformStatus::MOVED;
Transform3D prev_transform;
RID voxel_gi_instances[MAX_VOXEL_GI_INSTANCESS_PER_INSTANCE];
GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
SelfList<GeometryInstanceForwardClustered> dirty_list_element;
GeometryInstanceForwardClustered() :
dirty_list_element(this) {}
virtual void _mark_dirty() override;
virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
virtual void reset_motion_vectors() override;
virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
virtual void set_lightmap_capture(const Color *p_sh9) override;
virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) override {}
virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override {}
virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) override {}
virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override;
virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) override;
};
static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker);
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();
// Global data about the scene that can be used to pre-allocate resources without relying on culling.
struct GlobalSurfaceData {
bool screen_texture_used = false;
bool normal_texture_used = false;
bool depth_texture_used = false;
bool sss_used = false;
} global_surface_data;
/* Render List */
struct RenderList {
LocalVector<GeometryInstanceSurfaceDataCache *> elements;
LocalVector<RenderElementInfo> element_info;
void clear() {
elements.clear();
element_info.clear();
}
//should eventually be replaced by radix
struct SortByKey {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
}
};
void sort_by_key() {
SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
sorter.sort(elements.ptr(), elements.size());
}
void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
sorter.sort(elements.ptr() + p_from, p_size);
}
struct SortByDepth {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
return (A->owner->depth < B->owner->depth);
}
};
void sort_by_depth() { //used for shadows
SortArray<GeometryInstanceSurfaceDataCache *, SortByDepth> sorter;
sorter.sort(elements.ptr(), elements.size());
}
struct SortByReverseDepthAndPriority {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
}
};
void sort_by_reverse_depth_and_priority() { //used for alpha
SortArray<GeometryInstanceSurfaceDataCache *, SortByReverseDepthAndPriority> sorter;
sorter.sort(elements.ptr(), elements.size());
}
_FORCE_INLINE_ void add_element(GeometryInstanceSurfaceDataCache *p_element) {
elements.push_back(p_element);
}
};
RenderList render_list[RENDER_LIST_MAX];
virtual void _update_shader_quality_settings() override;
/* Effects */
RendererRD::Resolve *resolve_effects = nullptr;
RendererRD::TAA *taa = nullptr;
RendererRD::FSR2Effect *fsr2_effect = nullptr;
RendererRD::SSEffects *ss_effects = nullptr;
#ifdef METAL_MFXTEMPORAL_ENABLED
RendererRD::MFXTemporalEffect *mfx_temporal_effect = nullptr;
#endif
RendererRD::MotionVectorsStore *motion_vectors_store = nullptr;
/* Cluster builder */
ClusterBuilderSharedDataRD cluster_builder_shared;
ClusterBuilderRD *current_cluster_builder = nullptr;
/* SDFGI */
void _update_sdfgi(RenderDataRD *p_render_data);
/* Volumetric fog */
RID shadow_sampler;
void _update_volumetric_fog(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
/* Render shadows */
void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1), const Transform3D &p_main_cam_transform = Transform3D());
void _render_shadow_begin();
void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_reverse_cull_face, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1), const Transform3D &p_main_cam_transform = Transform3D());
void _render_shadow_process();
void _render_shadow_end();
/* Render Scene */
void _process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const RID *p_normal_buffers, const Projection *p_projections);
void _process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const RID *p_normal_buffers, const Projection *p_projections, const Transform3D &p_transform);
void _copy_framebuffer_to_ssil(Ref<RenderSceneBuffersRD> p_render_buffers);
void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer);
void _process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
void _process_sss(Ref<RenderSceneBuffersRD> p_render_buffers, const Projection &p_camera);
/* Debug */
void _debug_draw_cluster(Ref<RenderSceneBuffersRD> p_render_buffers);
protected:
/* setup */
virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override;
virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override;
virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
/* Rendering */
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
virtual void _render_buffers_debug_draw(const RenderDataRD *p_render_data) override;
virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) override;
virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
virtual void _render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) override;
virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) override;
public:
static RenderForwardClustered *get_singleton() { return singleton; }
ClusterBuilderSharedDataRD *get_cluster_builder_shared() { return &cluster_builder_shared; }
RendererRD::SSEffects *get_ss_effects() { return ss_effects; }
/* callback from updating our lighting UBOs, used to populate cluster builder */
virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_size) override;
virtual void setup_added_light(const RS::LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) override;
virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size) override;
virtual void base_uniforms_changed() override;
/* SDFGI UPDATE */
virtual void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
virtual int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const override;
virtual AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override;
virtual uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override;
RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
/* GEOMETRY INSTANCE */
virtual RenderGeometryInstance *geometry_instance_create(RID p_base) override;
virtual void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override;
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;
/* SHADER LIBRARY */
virtual void enable_features(BitField<FeatureBits> p_feature_bits) override;
virtual String get_name() const override;
virtual bool free(RID p_rid) override;
virtual void update() override;
RenderForwardClustered();
~RenderForwardClustered();
};
} // namespace RendererSceneRenderImplementation

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@@ -0,0 +1,385 @@
/**************************************************************************/
/* scene_shader_forward_clustered.h */
/**************************************************************************/
/* 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. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#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 {
class SceneShaderForwardClustered {
private:
static SceneShaderForwardClustered *singleton;
static Mutex singleton_mutex;
public:
enum ShaderGroup {
SHADER_GROUP_BASE, // Always compiled at the beginning.
SHADER_GROUP_ADVANCED,
SHADER_GROUP_MULTIVIEW,
SHADER_GROUP_ADVANCED_MULTIVIEW,
};
// 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_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 {
PIPELINE_VERSION_DEPTH_PASS,
PIPELINE_VERSION_DEPTH_PASS_DP,
PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI,
PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL,
PIPELINE_VERSION_DEPTH_PASS_WITH_SDF,
PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW,
PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW,
PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW,
PIPELINE_VERSION_COLOR_PASS,
PIPELINE_VERSION_MAX
};
enum PipelineColorPassFlags {
PIPELINE_COLOR_PASS_FLAG_TRANSPARENT = 1 << 0, // Can't combine with SEPARATE_SPECULAR.
PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 1, // Can't combine with TRANSPARENT.
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_OPTIONS = 5,
PIPELINE_COLOR_PASS_FLAG_COMBINATIONS = 1 << PIPELINE_COLOR_PASS_FLAG_OPTIONS,
};
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 DepthDraw {
DEPTH_DRAW_DISABLED,
DEPTH_DRAW_OPAQUE,
DEPTH_DRAW_ALWAYS
};
enum DepthTest {
DEPTH_TEST_DISABLED,
DEPTH_TEST_ENABLED,
DEPTH_TEST_ENABLED_INVERTED,
};
enum CullVariant {
CULL_VARIANT_NORMAL,
CULL_VARIANT_REVERSED,
CULL_VARIANT_DOUBLE_SIDED,
CULL_VARIANT_MAX
};
enum AlphaAntiAliasing {
ALPHA_ANTIALIASING_OFF,
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
};
enum StencilFlags {
STENCIL_FLAG_READ = 1,
STENCIL_FLAG_WRITE = 2,
STENCIL_FLAG_WRITE_DEPTH_FAIL = 4,
};
enum StencilCompare {
STENCIL_COMPARE_LESS,
STENCIL_COMPARE_EQUAL,
STENCIL_COMPARE_LESS_OR_EQUAL,
STENCIL_COMPARE_GREATER,
STENCIL_COMPARE_NOT_EQUAL,
STENCIL_COMPARE_GREATER_OR_EQUAL,
STENCIL_COMPARE_ALWAYS,
STENCIL_COMPARE_MAX // Not an actual operator, just the amount of operators.
};
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;
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;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size = 0;
String code;
DepthDraw depth_draw = DEPTH_DRAW_OPAQUE;
DepthTest depth_test = DEPTH_TEST_ENABLED;
int blend_mode = BLEND_MODE_MIX;
int depth_test_disabledi = 0;
int depth_test_invertedi = 0;
int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
bool uses_point_size = false;
bool uses_alpha = false;
bool uses_blend_alpha = false;
bool uses_alpha_clip = false;
bool uses_alpha_antialiasing = false;
bool uses_depth_prepass_alpha = false;
bool uses_discard = false;
bool uses_roughness = false;
bool uses_normal = false;
bool uses_tangent = false;
bool uses_particle_trails = false;
bool uses_normal_map = false;
bool uses_bent_normal_map = false;
bool wireframe = false;
bool unshaded = false;
bool uses_vertex = false;
bool uses_position = false;
bool uses_sss = false;
bool uses_transmittance = false;
bool uses_screen_texture = false;
bool uses_depth_texture = false;
bool uses_normal_texture = false;
bool uses_time = false;
bool uses_vertex_time = false;
bool uses_fragment_time = false;
bool writes_modelview_or_projection = false;
bool uses_world_coordinates = false;
bool uses_screen_texture_mipmaps = false;
bool uses_z_clip_scale = false;
RS::CullMode cull_mode = RS::CULL_MODE_DISABLED;
bool stencil_enabled = false;
uint32_t stencil_flags = 0;
StencilCompare stencil_compare = STENCIL_COMPARE_LESS;
uint32_t stencil_reference = 0;
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_ENABLED;
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_ENABLED;
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 && !uses_z_clip_scale && !stencil_enabled;
}
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;
virtual Pair<ShaderRD *, RID> get_native_shader_and_version() 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();
virtual ~ShaderData();
};
SelfList<ShaderData>::List shader_list;
RendererRD::MaterialStorage::ShaderData *_create_shader_func();
static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {
return static_cast<SceneShaderForwardClustered *>(singleton)->_create_shader_func();
}
struct MaterialData : public RendererRD::MaterialStorage::MaterialData {
ShaderData *shader_data = nullptr;
RID uniform_set;
uint64_t last_pass = 0;
uint32_t index = 0;
RID next_pass;
uint8_t priority;
virtual void set_render_priority(int p_priority);
virtual void set_next_pass(RID p_pass);
virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};
RendererRD::MaterialStorage::MaterialData *_create_material_func(ShaderData *p_shader);
static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
return static_cast<SceneShaderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
}
SceneForwardClusteredShaderRD shader;
ShaderCompiler compiler;
RID default_shader;
RID default_material;
RID overdraw_material_shader;
RID overdraw_material;
RID debug_shadow_splits_material_shader;
RID debug_shadow_splits_material;
RID default_shader_rd;
RID default_shader_sdfgi_rd;
RID default_vec4_xform_buffer;
RID default_vec4_xform_uniform_set;
RID shadow_sampler;
RID default_material_uniform_set;
ShaderData *default_material_shader_ptr = nullptr;
RID overdraw_material_uniform_set;
ShaderData *overdraw_material_shader_ptr = nullptr;
RID debug_shadow_splits_material_uniform_set;
ShaderData *debug_shadow_splits_material_shader_ptr = nullptr;
ShaderSpecialization default_specialization = {};
uint32_t pipeline_compilations[RS::PIPELINE_SOURCE_MAX] = {};
SceneShaderForwardClustered();
~SceneShaderForwardClustered();
void init(const String p_defines);
void set_default_specialization(const ShaderSpecialization &p_specialization);
void enable_multiview_shader_group();
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