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mirror of https://github.com/godotengine/godot.git synced 2025-11-20 14:45:44 +00:00

Initial TAA implementation

Initial TAA support based on the implementation in Spartan Engine.

Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
This commit is contained in:
jfons
2022-04-04 16:10:22 +02:00
parent 36bd26dc75
commit ba832d83b2
40 changed files with 990 additions and 176 deletions

View File

@@ -82,6 +82,27 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular()
}
}
void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_velocity() {
if (!velocity_buffer.is_valid()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16_SFLOAT;
tf.width = width;
tf.height = height;
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
RD::TextureFormat tf_aa = tf;
tf_aa.samples = texture_samples;
tf_aa.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
velocity_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView());
tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
}
velocity_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
}
void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() {
if (!voxelgi_buffer.is_valid()) {
RD::TextureFormat tf;
@@ -169,12 +190,23 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) {
RD::get_singleton()->free(render_sdfgi_uniform_set);
}
if (velocity_buffer != RID()) {
RD::get_singleton()->free(velocity_buffer);
velocity_buffer = RID();
}
if (velocity_buffer_msaa != RID()) {
RD::get_singleton()->free(velocity_buffer_msaa);
velocity_buffer_msaa = RID();
}
}
void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count) {
clear();
msaa = p_msaa;
use_taa = p_use_taa;
width = p_width;
height = p_height;
@@ -260,6 +292,13 @@ RID RenderForwardClustered::RenderBufferDataForwardClustered::get_color_pass_fb(
fb.push_back(RID());
}
if (p_color_pass_flags & COLOR_PASS_FLAG_MOTION_VECTORS) {
ensure_velocity();
fb.push_back(use_msaa ? velocity_buffer_msaa : velocity_buffer);
} else {
fb.push_back(RID());
}
fb.push_back(use_msaa ? depth_msaa : depth);
int v_count = (p_color_pass_flags & COLOR_PASS_FLAG_MULTIVIEW) ? view_count : 1;
@@ -445,6 +484,10 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR;
}
if constexpr ((p_color_pass_flags & COLOR_PASS_FLAG_MOTION_VECTORS) != 0) {
pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS;
}
if constexpr ((p_color_pass_flags & COLOR_PASS_FLAG_TRANSPARENT) != 0) {
pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_TRANSPARENT;
}
@@ -567,9 +610,14 @@ void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_lis
switch (p_params->color_pass_flags) {
VALID_FLAG_COMBINATION(0);
VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_TRANSPARENT);
VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_SEPARATE_SPECULAR);
VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_MULTIVIEW);
VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_TRANSPARENT | COLOR_PASS_FLAG_MULTIVIEW);
VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_TRANSPARENT | COLOR_PASS_FLAG_MOTION_VECTORS);
VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_SEPARATE_SPECULAR);
VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_SEPARATE_SPECULAR | COLOR_PASS_FLAG_MULTIVIEW);
VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_SEPARATE_SPECULAR | COLOR_PASS_FLAG_MOTION_VECTORS);
VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_MULTIVIEW);
VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_MULTIVIEW | COLOR_PASS_FLAG_MOTION_VECTORS);
VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_MOTION_VECTORS);
default: {
ERR_FAIL_MSG("Invalid color pass flag combination " + itos(p_params->color_pass_flags));
}
@@ -631,6 +679,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
CameraMatrix correction;
correction.set_depth_correction(p_flip_y);
correction.add_jitter_offset(p_render_data->taa_jitter);
CameraMatrix projection = correction * p_render_data->cam_projection;
//store camera into ubo
@@ -645,6 +694,9 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
}
scene_state.ubo.taa_jitter[0] = p_render_data->taa_jitter.x;
scene_state.ubo.taa_jitter[1] = p_render_data->taa_jitter.y;
scene_state.ubo.z_far = p_render_data->z_far;
scene_state.ubo.z_near = p_render_data->z_near;
@@ -708,61 +760,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
}
}
}
#if 0
if (p_render_data->render_buffers.is_valid() && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) {
scene_state.ubo.sdfgi_cascade_count = render_buffers_get_sdfgi_cascade_count(p_render_data->render_buffers);
scene_state.ubo.sdfgi_probe_axis_size = render_buffers_get_sdfgi_cascade_probe_count(p_render_data->render_buffers);
scene_state.ubo.sdfgi_cascade_probe_size[0] = scene_state.ubo.sdfgi_probe_axis_size - 1; //float version for performance
scene_state.ubo.sdfgi_cascade_probe_size[1] = scene_state.ubo.sdfgi_probe_axis_size - 1;
scene_state.ubo.sdfgi_cascade_probe_size[2] = scene_state.ubo.sdfgi_probe_axis_size - 1;
float csize = render_buffers_get_sdfgi_cascade_size(p_render_data->render_buffers);
scene_state.ubo.sdfgi_probe_to_uvw = 1.0 / float(scene_state.ubo.sdfgi_cascade_probe_size[0]);
float occ_bias = 0.0;
scene_state.ubo.sdfgi_occlusion_bias = occ_bias / csize;
scene_state.ubo.sdfgi_use_occlusion = render_buffers_is_sdfgi_using_occlusion(p_render_data->render_buffers);
scene_state.ubo.sdfgi_energy = render_buffers_get_sdfgi_energy(p_render_data->render_buffers);
float cascade_voxel_size = (csize / scene_state.ubo.sdfgi_cascade_probe_size[0]);
float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
scene_state.ubo.sdfgi_occlusion_clamp[0] = occlusion_clamp;
scene_state.ubo.sdfgi_occlusion_clamp[1] = occlusion_clamp;
scene_state.ubo.sdfgi_occlusion_clamp[2] = occlusion_clamp;
scene_state.ubo.sdfgi_normal_bias = (render_buffers_get_sdfgi_normal_bias(p_render_data->render_buffers) / csize) * scene_state.ubo.sdfgi_cascade_probe_size[0];
//vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
//vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
uint32_t oct_size = gi.sdfgi_get_lightprobe_octahedron_size();
scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size * scene_state.ubo.sdfgi_probe_axis_size);
scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size);
scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[2] = 1.0;
scene_state.ubo.sdfgi_probe_uv_offset[0] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
scene_state.ubo.sdfgi_probe_uv_offset[1] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1];
scene_state.ubo.sdfgi_probe_uv_offset[2] = float((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
scene_state.ubo.sdfgi_occlusion_renormalize[0] = 0.5;
scene_state.ubo.sdfgi_occlusion_renormalize[1] = 1.0;
scene_state.ubo.sdfgi_occlusion_renormalize[2] = 1.0 / float(scene_state.ubo.sdfgi_cascade_count);
for (uint32_t i = 0; i < scene_state.ubo.sdfgi_cascade_count; i++) {
SceneState::UBO::SDFGICascade &c = scene_state.ubo.sdfgi_cascades[i];
Vector3 pos = render_buffers_get_sdfgi_cascade_offset(p_render_data->render_buffers, i);
pos -= p_render_data->cam_transform.origin; //make pos local to camera, to reduce numerical error
c.position[0] = pos.x;
c.position[1] = pos.y;
c.position[2] = pos.z;
c.to_probe = 1.0 / render_buffers_get_sdfgi_cascade_probe_size(p_render_data->render_buffers, i);
Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset(p_render_data->render_buffers, i);
c.probe_world_offset[0] = probe_ofs.x;
c.probe_world_offset[1] = probe_ofs.y;
c.probe_world_offset[2] = probe_ofs.z;
}
}
#endif
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
scene_state.ubo.use_ambient_light = true;
scene_state.ubo.ambient_light_color_energy[0] = 1;
@@ -862,14 +860,41 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();
if (p_render_data->render_buffers.is_valid()) {
RenderBufferDataForwardClustered *render_buffers = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers));
if (render_buffers->use_taa || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) {
memcpy(&scene_state.prev_ubo, &scene_state.ubo, sizeof(SceneState::UBO));
CameraMatrix prev_correction;
prev_correction.set_depth_correction(true);
prev_correction.add_jitter_offset(p_render_data->prev_taa_jitter);
CameraMatrix prev_projection = prev_correction * p_render_data->prev_cam_projection;
//store camera into ubo
RendererStorageRD::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix);
RendererStorageRD::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix);
RendererStorageRD::store_transform(p_render_data->prev_cam_transform, scene_state.prev_ubo.inv_view_matrix);
RendererStorageRD::store_transform(p_render_data->prev_cam_transform.affine_inverse(), scene_state.prev_ubo.view_matrix);
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
prev_projection = prev_correction * p_render_data->view_projection[v];
RendererStorageRD::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix_view[v]);
RendererStorageRD::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix_view[v]);
}
scene_state.prev_ubo.taa_jitter[0] = p_render_data->prev_taa_jitter.x;
scene_state.prev_ubo.taa_jitter[1] = p_render_data->prev_taa_jitter.y;
scene_state.prev_ubo.time -= time_step;
}
}
if (p_index >= (int)scene_state.uniform_buffers.size()) {
uint32_t from = scene_state.uniform_buffers.size();
scene_state.uniform_buffers.resize(p_index + 1);
for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) {
scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO) * 2);
}
}
RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER);
RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO) * 2, &scene_state.ubo_data, RD::BARRIER_MASK_RASTER);
}
void RenderForwardClustered::_update_instance_data_buffer(RenderListType p_render_list) {
@@ -895,6 +920,7 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
if (p_render_info) {
p_render_info[RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += element_total;
}
uint64_t frame = RSG::rasterizer->get_frame_number();
uint32_t repeats = 0;
GeometryInstanceSurfaceDataCache *prev_surface = nullptr;
for (uint32_t i = 0; i < element_total; i++) {
@@ -903,10 +929,17 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
SceneState::InstanceData &instance_data = scene_state.instance_data[p_render_list][i + p_offset];
if (inst->prev_transform_dirty && frame > inst->prev_transform_change_frame + 1 && inst->prev_transform_change_frame) {
inst->prev_transform = inst->transform;
inst->prev_transform_dirty = false;
}
if (inst->store_transform_cache) {
RendererStorageRD::store_transform(inst->transform, instance_data.transform);
RendererStorageRD::store_transform(inst->prev_transform, instance_data.prev_transform);
} else {
RendererStorageRD::store_transform(Transform3D(), instance_data.transform);
RendererStorageRD::store_transform(Transform3D(), instance_data.prev_transform);
}
instance_data.flags = inst->flags_cache;
@@ -1281,6 +1314,10 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
screen_size.x = render_buffer->width;
screen_size.y = render_buffer->height;
if (render_buffer->use_taa || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) {
color_pass_flags |= COLOR_PASS_FLAG_MOTION_VECTORS;
}
if (p_render_data->voxel_gi_instances->size() > 0) {
using_voxelgi = true;
}
@@ -1529,7 +1566,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
c.push_back(cc);
if (render_buffer) {
c.push_back(Color(0, 0, 0, 0));
c.push_back(Color(0, 0, 0, 0)); // Separate specular
c.push_back(Color(0, 0, 0, 0)); // Motion vectors
}
}
@@ -1642,7 +1680,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
_setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
{
uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~COLOR_PASS_FLAG_SEPARATE_SPECULAR;
uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~(COLOR_PASS_FLAG_SEPARATE_SPECULAR);
RID alpha_framebuffer = render_buffer ? render_buffer->get_color_pass_fb(transparent_color_pass_flags) : color_only_framebuffer;
RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count);
_render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
@@ -1656,6 +1694,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
if (render_buffer->use_taa) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->velocity_buffer_msaa, render_buffer->velocity_buffer);
}
storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
}
@@ -1668,6 +1709,11 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
RD::get_singleton()->draw_command_end_label();
if (render_buffer && render_buffer->use_taa) {
RENDER_TIMESTAMP("TAA")
_process_taa(p_render_data->render_buffers, render_buffer->velocity_buffer, p_render_data->z_near, p_render_data->z_far);
}
if (p_render_data->render_buffers.is_valid()) {
_debug_draw_cluster(p_render_data->render_buffers);
@@ -2594,7 +2640,13 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
RID RenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) {
RenderBufferDataForwardClustered *rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers));
return rb->normal_roughness_buffer;
return rb->msaa == RS::VIEWPORT_MSAA_DISABLED ? rb->normal_roughness_buffer : rb->normal_roughness_buffer_msaa;
}
RID RenderForwardClustered::_render_buffers_get_velocity_texture(RID p_render_buffers) {
RenderBufferDataForwardClustered *rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers));
return rb->msaa == RS::VIEWPORT_MSAA_DISABLED ? rb->velocity_buffer : rb->velocity_buffer_msaa;
}
RenderForwardClustered *RenderForwardClustered::singleton = nullptr;
@@ -3014,6 +3066,13 @@ void RenderForwardClustered::geometry_instance_set_mesh_instance(GeometryInstanc
void RenderForwardClustered::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
uint64_t frame = RSG::rasterizer->get_frame_number();
if (frame != ginstance->prev_transform_change_frame) {
ginstance->prev_transform = ginstance->transform;
ginstance->prev_transform_change_frame = frame;
ginstance->prev_transform_dirty = true;
}
ginstance->transform = p_transform;
ginstance->mirror = p_transform.basis.determinant() < 0;
ginstance->data->aabb = p_aabb;

View File

@@ -89,9 +89,11 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RID specular;
RID normal_roughness_buffer;
RID voxelgi_buffer;
RID velocity_buffer;
RS::ViewportMSAA msaa;
RD::TextureSamples texture_samples;
bool use_taa;
RID color_msaa;
RID depth_msaa;
@@ -99,6 +101,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RID normal_roughness_buffer_msaa;
RID roughness_buffer_msaa;
RID voxelgi_buffer_msaa;
RID velocity_buffer_msaa;
RID depth_fb;
RID depth_normal_roughness_fb;
@@ -112,8 +115,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RID render_sdfgi_uniform_set;
void ensure_specular();
void ensure_voxelgi();
void ensure_velocity();
void clear();
virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count);
virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count);
RID get_color_pass_fb(uint32_t p_color_pass_flags);
~RenderBufferDataForwardClustered();
@@ -128,6 +132,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
virtual void _base_uniforms_changed() override;
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override;
virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) override;
bool base_uniform_set_updated = false;
void _update_render_base_uniform_set();
@@ -148,7 +153,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
enum ColorPassFlags {
COLOR_PASS_FLAG_TRANSPARENT = 1 << 0,
COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 1,
COLOR_PASS_FLAG_MULTIVIEW = 1 << 2
COLOR_PASS_FLAG_MULTIVIEW = 1 << 2,
COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 3,
};
struct GeometryInstanceSurfaceDataCache;
@@ -300,6 +306,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float reflection_multiplier;
uint32_t pancake_shadows;
float taa_jitter[2];
uint32_t pad[2];
};
struct PushConstant {
@@ -310,6 +319,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
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)
@@ -317,7 +327,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float lightmap_uv_scale[4];
};
UBO ubo;
UBO ubo_data[2];
UBO &ubo = ubo_data[0];
UBO &prev_ubo = ubo_data[1];
LocalVector<RID> uniform_buffers;
@@ -492,7 +504,10 @@ class RenderForwardClustered : public RendererSceneRenderRD {
//used during setup
uint32_t base_flags = 0;
uint64_t prev_transform_change_frame = 0xFFFFFFFF;
bool prev_transform_dirty = true;
Transform3D transform;
Transform3D prev_transform;
RID voxel_gi_instances[MAX_VOXEL_GI_INSTANCESS_PER_INSTANCE];
RID lightmap_instance;
GeometryInstanceLightmapSH *lightmap_sh = nullptr;

View File

@@ -235,10 +235,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
}
}
// Color pass -> attachment 0: Color/Diffuse, attachment 1: Separate Specular
// 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 blend_state_color_opaque = RD::PipelineColorBlendState::create_disabled(2);
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);
@@ -326,6 +326,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
}
}
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;
}
@@ -532,6 +536,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
"\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
"\n#define MOTION_VECTORS\n", // SHADER_COLOR_PASS_FLAG_MOTION_VECTORS
};
for (int i = 0; i < SHADER_COLOR_PASS_FLAG_COUNT; i++) {
@@ -557,17 +562,29 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_shader_funcs);
material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_material_funcs);
@@ -743,7 +760,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.base_texture_binding_index = 1;
actions.texture_layout_set = RenderForwardClustered::MATERIAL_UNIFORM_SET;
actions.base_uniform_string = "material.";
actions.base_varying_index = 10;
actions.base_varying_index = 11;
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;

View File

@@ -60,7 +60,8 @@ public:
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_COUNT = 1 << 3
SHADER_COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 3,
SHADER_COLOR_PASS_FLAG_COUNT = 1 << 4
};
enum PipelineVersion {
@@ -80,7 +81,8 @@ public:
PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 1,
PIPELINE_COLOR_PASS_FLAG_LIGHTMAP = 1 << 2,
PIPELINE_COLOR_PASS_FLAG_MULTIVIEW = 1 << 3,
PIPELINE_COLOR_PASS_FLAG_COUNT = 1 << 4,
PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 4,
PIPELINE_COLOR_PASS_FLAG_COUNT = 1 << 5,
};
enum ShaderSpecializations {