/*************************************************************************/ /* renderer_compositor_rd.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #include "renderer_compositor_rd.h" #include "core/config/project_settings.h" void RendererCompositorRD::prepare_for_blitting_render_targets() { RD::get_singleton()->prepare_screen_for_drawing(); } void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) { RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen); for (int i = 0; i < p_amount; i++) { RID texture = storage->render_target_get_texture(p_render_targets[i].render_target); ERR_CONTINUE(texture.is_null()); RID rd_texture = storage->texture_get_rd_texture(texture); ERR_CONTINUE(rd_texture.is_null()); if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) { Vector uniforms; RD::Uniform u; u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; u.ids.push_back(copy_viewports_sampler); u.ids.push_back(rd_texture); uniforms.push_back(u); RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, copy_viewports_rd_shader, 0); render_target_descriptors[rd_texture] = uniform_set; } Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen)); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_viewports_rd_pipeline); RD::get_singleton()->draw_list_bind_index_array(draw_list, copy_viewports_rd_array); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0); float push_constant[4] = { p_render_targets[i].rect.position.x / screen_size.width, p_render_targets[i].rect.position.y / screen_size.height, p_render_targets[i].rect.size.width / screen_size.width, p_render_targets[i].rect.size.height / screen_size.height, }; RD::get_singleton()->draw_list_set_push_constant(draw_list, push_constant, 4 * sizeof(float)); RD::get_singleton()->draw_list_draw(draw_list, true); } RD::get_singleton()->draw_list_end(); } void RendererCompositorRD::begin_frame(double frame_step) { frame++; delta = frame_step; time += frame_step; double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs"); time = Math::fmod(time, time_roll_over); canvas->set_time(time); scene->set_time(time, frame_step); } void RendererCompositorRD::end_frame(bool p_swap_buffers) { #ifndef _MSC_VER #warning TODO: likely pass a bool to swap buffers to avoid display? #endif RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display? } void RendererCompositorRD::initialize() { { //create framebuffer copy shader RenderingDevice::ShaderStageData vert; vert.shader_stage = RenderingDevice::SHADER_STAGE_VERTEX; vert.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_VERTEX, "#version 450\n" "layout(push_constant, binding = 0, std140) uniform Pos { vec4 dst_rect; } pos;\n" "layout(location =0) out vec2 uv;\n" "void main() { \n" " vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));\n" " uv = base_arr[gl_VertexIndex];\n" " vec2 vtx = pos.dst_rect.xy+uv*pos.dst_rect.zw;\n" " gl_Position = vec4(vtx * 2.0 - 1.0,0.0,1.0);\n" "}\n"); RenderingDevice::ShaderStageData frag; frag.shader_stage = RenderingDevice::SHADER_STAGE_FRAGMENT; frag.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_FRAGMENT, "#version 450\n" "layout (location = 0) in vec2 uv;\n" "layout (location = 0) out vec4 color;\n" "layout (binding = 0) uniform sampler2D src_rt;\n" "void main() { color=texture(src_rt,uv); }\n"); Vector source; source.push_back(vert); source.push_back(frag); String error; copy_viewports_rd_shader = RD::get_singleton()->shader_create(source); if (!copy_viewports_rd_shader.is_valid()) { print_line("Failed compilation: " + error); } } { //create index array for copy shader Vector pv; pv.resize(6 * 4); { uint8_t *w = pv.ptrw(); int *p32 = (int *)w; p32[0] = 0; p32[1] = 1; p32[2] = 2; p32[3] = 0; p32[4] = 2; p32[5] = 3; } copy_viewports_rd_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv); copy_viewports_rd_array = RD::get_singleton()->index_array_create(copy_viewports_rd_index_buffer, 0, 6); } { //pipeline copy_viewports_rd_pipeline = RD::get_singleton()->render_pipeline_create(copy_viewports_rd_shader, RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0); } { // sampler copy_viewports_sampler = RD::get_singleton()->sampler_create(RD::SamplerState()); } } ThreadWorkPool RendererCompositorRD::thread_work_pool; uint64_t RendererCompositorRD::frame = 1; void RendererCompositorRD::finalize() { thread_work_pool.finish(); memdelete(scene); memdelete(canvas); memdelete(storage); //only need to erase these, the rest are erased by cascade RD::get_singleton()->free(copy_viewports_rd_index_buffer); RD::get_singleton()->free(copy_viewports_rd_shader); RD::get_singleton()->free(copy_viewports_sampler); } RendererCompositorRD *RendererCompositorRD::singleton = nullptr; RendererCompositorRD::RendererCompositorRD() { singleton = this; thread_work_pool.init(); time = 0; storage = memnew(RendererStorageRD); canvas = memnew(RendererCanvasRenderRD(storage)); scene = memnew(RendererSceneRenderForward(storage)); }