summaryrefslogtreecommitdiffstats
path: root/servers/rendering/renderer_rd
diff options
context:
space:
mode:
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.cpp3
-rw-r--r--servers/rendering/renderer_rd/effects/debug_effects.cpp36
-rw-r--r--servers/rendering/renderer_rd/effects/debug_effects.h14
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp73
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp15
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp15
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp13
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp3
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/motion_vectors.glsl80
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl88
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/particles_copy.glsl18
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.cpp10
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp133
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.h45
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.cpp85
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.h15
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.cpp4
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.h2
21 files changed, 499 insertions, 161 deletions
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
index d2a1a5ab9c..f99a5254bb 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.cpp
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
@@ -58,6 +58,7 @@ ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() {
afs.push_back(RD::AttachmentFormat());
afs.write[0].usage_flags = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
fb_format = RD::get_singleton()->framebuffer_format_create(afs);
+ blend_state = RD::PipelineColorBlendState::create_blend();
defines = "\n#define USE_ATTACHMENT\n";
}
@@ -285,7 +286,7 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID
cluster_render_buffer = RD::get_singleton()->storage_buffer_create(cluster_render_buffer_size);
cluster_buffer = RD::get_singleton()->storage_buffer_create(cluster_buffer_size);
- render_elements = static_cast<RenderElementData *>(memalloc(sizeof(RenderElementData *) * render_element_max));
+ render_elements = static_cast<RenderElementData *>(memalloc(sizeof(RenderElementData) * render_element_max));
render_element_count = 0;
element_buffer = RD::get_singleton()->storage_buffer_create(sizeof(RenderElementData) * render_element_max);
diff --git a/servers/rendering/renderer_rd/effects/debug_effects.cpp b/servers/rendering/renderer_rd/effects/debug_effects.cpp
index 8cd3c22483..3d26a9a8df 100644
--- a/servers/rendering/renderer_rd/effects/debug_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/debug_effects.cpp
@@ -51,6 +51,17 @@ DebugEffects::DebugEffects() {
raster_state.wireframe = true;
shadow_frustum.pipelines[SFP_WIREFRAME].setup(shadow_frustum.shader.version_get_shader(shadow_frustum.shader_version, 0), RD::RENDER_PRIMITIVE_LINES, raster_state, RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
}
+
+ {
+ // Motion Vectors debug shader.
+ Vector<String> modes;
+ modes.push_back("");
+
+ motion_vectors.shader.initialize(modes);
+ motion_vectors.shader_version = motion_vectors.shader.version_create();
+
+ motion_vectors.pipeline.setup(motion_vectors.shader.version_get_shader(motion_vectors.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_blend(), 0);
+ }
}
void DebugEffects::_create_frustum_arrays() {
@@ -163,6 +174,8 @@ DebugEffects::~DebugEffects() {
if (frustum.lines_buffer.is_valid()) {
RD::get_singleton()->free(frustum.lines_buffer); // Array gets freed as dependency.
}
+
+ motion_vectors.shader.version_free(motion_vectors.shader_version);
}
void DebugEffects::draw_shadow_frustum(RID p_light, const Projection &p_cam_projection, const Transform3D &p_cam_transform, RID p_dest_fb, const Rect2 p_rect) {
@@ -326,3 +339,26 @@ void DebugEffects::draw_shadow_frustum(RID p_light, const Projection &p_cam_proj
}
}
}
+
+void DebugEffects::draw_motion_vectors(RID p_velocity, RID p_dest_fb, Size2i p_velocity_size) {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ RD::Uniform u_source_velocity(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_velocity }));
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, motion_vectors.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_fb), false, RD::get_singleton()->draw_list_get_current_pass()));
+
+ motion_vectors.push_constant.velocity_resolution[0] = p_velocity_size.width;
+ motion_vectors.push_constant.velocity_resolution[1] = p_velocity_size.height;
+
+ RID shader = motion_vectors.shader.version_get_shader(motion_vectors.shader_version, 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_velocity), 0);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &motion_vectors.push_constant, sizeof(MotionVectorsPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
+ RD::get_singleton()->draw_list_end();
+}
diff --git a/servers/rendering/renderer_rd/effects/debug_effects.h b/servers/rendering/renderer_rd/effects/debug_effects.h
index 21b7b03f84..ae32d94912 100644
--- a/servers/rendering/renderer_rd/effects/debug_effects.h
+++ b/servers/rendering/renderer_rd/effects/debug_effects.h
@@ -32,6 +32,7 @@
#define DEBUG_EFFECTS_RD_H
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/motion_vectors.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/shadow_frustum.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
@@ -70,6 +71,18 @@ private:
PipelineCacheRD pipelines[SFP_MAX];
} shadow_frustum;
+ struct MotionVectorsPushConstant {
+ float velocity_resolution[2];
+ float pad[2];
+ };
+
+ struct {
+ MotionVectorsShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipeline;
+ MotionVectorsPushConstant push_constant;
+ } motion_vectors;
+
void _create_frustum_arrays();
protected:
@@ -78,6 +91,7 @@ public:
~DebugEffects();
void draw_shadow_frustum(RID p_light, const Projection &p_cam_projection, const Transform3D &p_cam_transform, RID p_dest_fb, const Rect2 p_rect);
+ void draw_motion_vectors(RID p_velocity, RID p_dest_fb, Size2i p_velocity_size);
};
} // namespace RendererRD
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index 991ccf984e..d623553273 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -395,6 +395,16 @@ Dependency *GI::voxel_gi_get_dependency(RID p_voxel_gi) const {
////////////////////////////////////////////////////////////////////////////////
// SDFGI
+static RID create_clear_texture(const RD::TextureFormat &p_format, const String &p_name) {
+ RID texture = RD::get_singleton()->texture_create(p_format, RD::TextureView());
+ ERR_FAIL_COND_V_MSG(texture.is_null(), RID(), String("Cannot create texture: ") + p_name);
+
+ RD::get_singleton()->set_resource_name(texture, p_name);
+ RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, p_format.mipmaps, 0, p_format.array_layers);
+
+ return texture;
+}
+
void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
@@ -424,39 +434,31 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
{
RD::TextureFormat tf_render = tf_sdf;
tf_render.format = RD::DATA_FORMAT_R16_UINT;
- render_albedo = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- RD::get_singleton()->set_resource_name(render_albedo, "VoxelGI Render Albedo");
+ render_albedo = create_clear_texture(tf_render, "SDFGI Render Albedo");
+
tf_render.format = RD::DATA_FORMAT_R32_UINT;
- render_emission = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- RD::get_singleton()->set_resource_name(render_emission, "VoxelGI Render Emission");
- render_emission_aniso = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- RD::get_singleton()->set_resource_name(render_emission_aniso, "VoxelGI Render Emission Aniso");
+ render_emission = create_clear_texture(tf_render, "SDFGI Render Emission");
+ render_emission_aniso = create_clear_texture(tf_render, "SDFGI Render Emission Aniso");
tf_render.format = RD::DATA_FORMAT_R8_UNORM; //at least its easy to visualize
for (int i = 0; i < 8; i++) {
- render_occlusion[i] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- RD::get_singleton()->set_resource_name(render_occlusion[i], String("VoxelGI Render Occlusion ") + itos(i));
+ render_occlusion[i] = create_clear_texture(tf_render, String("SDFGI Render Occlusion ") + itos(i));
}
tf_render.format = RD::DATA_FORMAT_R32_UINT;
- render_geom_facing = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- RD::get_singleton()->set_resource_name(render_geom_facing, "VoxelGI Render Geometry Facing");
+ render_geom_facing = create_clear_texture(tf_render, "SDFGI Render Geometry Facing");
tf_render.format = RD::DATA_FORMAT_R8G8B8A8_UINT;
- render_sdf[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- RD::get_singleton()->set_resource_name(render_sdf[0], "VoxelGI Render SDF 0");
- render_sdf[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- RD::get_singleton()->set_resource_name(render_sdf[1], "VoxelGI Render SDF 1");
+ render_sdf[0] = create_clear_texture(tf_render, "SDFGI Render SDF 0");
+ render_sdf[1] = create_clear_texture(tf_render, "SDFGI Render SDF 1");
tf_render.width /= 2;
tf_render.height /= 2;
tf_render.depth /= 2;
- render_sdf_half[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- RD::get_singleton()->set_resource_name(render_sdf_half[0], "VoxelGI Render SDF Half 0");
- render_sdf_half[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- RD::get_singleton()->set_resource_name(render_sdf_half[1], "VoxelGI Render SDF Half 1");
+ render_sdf_half[0] = create_clear_texture(tf_render, "SDFGI Render SDF Half 0");
+ render_sdf_half[1] = create_clear_texture(tf_render, "SDFGI Render SDF Half 1");
}
RD::TextureFormat tf_occlusion = tf_sdf;
@@ -496,10 +498,8 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
tf_probe_average.format = RD::DATA_FORMAT_R32G32B32A32_SINT; //signed integer because SH are signed
tf_probe_average.texture_type = RD::TEXTURE_TYPE_2D;
- lightprobe_history_scroll = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
- RD::get_singleton()->set_resource_name(lightprobe_history_scroll, "VoxelGI LightProbe History Scroll");
- lightprobe_average_scroll = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
- RD::get_singleton()->set_resource_name(lightprobe_average_scroll, "VoxelGI LightProbe Average Scroll");
+ lightprobe_history_scroll = create_clear_texture(tf_probe_history, "SDFGI LightProbe History Scroll");
+ lightprobe_average_scroll = create_clear_texture(tf_probe_average, "SDFGI LightProbe Average Scroll");
{
//octahedral lightprobes
@@ -512,8 +512,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
//lightprobe texture is an octahedral texture
- lightprobe_data = RD::get_singleton()->texture_create(tf_octprobes, RD::TextureView());
- RD::get_singleton()->set_resource_name(lightprobe_data, "VoxelGI LightProbe Data");
+ lightprobe_data = create_clear_texture(tf_octprobes, "SDFGI LightProbe Data");
RD::TextureView tv;
tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, lightprobe_data);
@@ -526,14 +525,12 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
tf_ambient.height = probe_axis_count;
tf_ambient.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
//lightprobe texture is an octahedral texture
- ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView());
- RD::get_singleton()->set_resource_name(ambient_texture, "VoxelGI Ambient Texture");
+ ambient_texture = create_clear_texture(tf_ambient, "SDFGI Ambient Texture");
}
cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES);
- occlusion_data = RD::get_singleton()->texture_create(tf_occlusion, RD::TextureView());
- RD::get_singleton()->set_resource_name(occlusion_data, "VoxelGI Occlusion Data");
+ occlusion_data = create_clear_texture(tf_occlusion, "SDFGI Occlusion Data");
{
RD::TextureView tv;
tv.format_override = RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16;
@@ -543,25 +540,17 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
for (SDFGI::Cascade &cascade : cascades) {
/* 3D Textures */
- cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView());
- RD::get_singleton()->set_resource_name(cascade.sdf_tex, "VoxelGI Cascade SDF Texture");
+ cascade.sdf_tex = create_clear_texture(tf_sdf, "SDFGI Cascade SDF Texture");
- cascade.light_data = RD::get_singleton()->texture_create(tf_light, RD::TextureView());
- RD::get_singleton()->set_resource_name(cascade.light_data, "VoxelGI Cascade Light Data");
+ cascade.light_data = create_clear_texture(tf_light, "SDFGI Cascade Light Data");
- cascade.light_aniso_0_tex = RD::get_singleton()->texture_create(tf_aniso0, RD::TextureView());
- RD::get_singleton()->set_resource_name(cascade.light_aniso_0_tex, "VoxelGI Cascade Light Aniso 0 Texture");
- cascade.light_aniso_1_tex = RD::get_singleton()->texture_create(tf_aniso1, RD::TextureView());
- RD::get_singleton()->set_resource_name(cascade.light_aniso_1_tex, "VoxelGI Cascade Light Aniso 1 Texture");
+ cascade.light_aniso_0_tex = create_clear_texture(tf_aniso0, "SDFGI Cascade Light Aniso 0 Texture");
+ cascade.light_aniso_1_tex = create_clear_texture(tf_aniso1, "SDFGI Cascade Light Aniso 1 Texture");
{
RD::TextureView tv;
tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
cascade.light_tex = RD::get_singleton()->texture_create_shared(tv, cascade.light_data);
-
- RD::get_singleton()->texture_clear(cascade.light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
- RD::get_singleton()->texture_clear(cascade.light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
- RD::get_singleton()->texture_clear(cascade.light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
}
cascade.cell_size = base_cell_size;
@@ -579,11 +568,11 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
/* Probe History */
cascade.lightprobe_history_tex = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
- RD::get_singleton()->set_resource_name(cascade.lightprobe_history_tex, "VoxelGI Cascade LightProbe History Texture");
+ RD::get_singleton()->set_resource_name(cascade.lightprobe_history_tex, "SDFGI Cascade LightProbe History Texture");
RD::get_singleton()->texture_clear(cascade.lightprobe_history_tex, Color(0, 0, 0, 0), 0, 1, 0, tf_probe_history.array_layers); //needs to be cleared for average to work
cascade.lightprobe_average_tex = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
- RD::get_singleton()->set_resource_name(cascade.lightprobe_average_tex, "VoxelGI Cascade LightProbe Average Texture");
+ RD::get_singleton()->set_resource_name(cascade.lightprobe_average_tex, "SDFGI Cascade LightProbe Average Texture");
RD::get_singleton()->texture_clear(cascade.lightprobe_average_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); //needs to be cleared for average to work
/* Buffers */
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 2974e9c4a3..2e64946fd2 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -252,6 +252,7 @@ bool RenderForwardClustered::free(RID p_rid) {
template <RenderForwardClustered::PassMode p_pass_mode, uint32_t p_color_pass_flags>
void RenderForwardClustered::_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) {
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
+ RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
RD::DrawListID draw_list = p_draw_list;
RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
@@ -433,10 +434,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
RID index_array_rd;
//skeleton and blend shape
+ bool pipeline_motion_vectors = pipeline_color_pass_flags & SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS;
if (surf->owner->mesh_instance.is_valid()) {
- mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), pipeline_motion_vectors, vertex_array_rd, vertex_format);
} else {
- mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), pipeline_motion_vectors, vertex_array_rd, vertex_format);
}
index_array_rd = mesh_storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index);
@@ -476,7 +478,9 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
prev_material_uniform_set = material_uniform_set;
}
- if ((surf->owner->base_flags & (INSTANCE_DATA_FLAG_MULTIMESH | INSTANCE_DATA_FLAG_PARTICLES)) == INSTANCE_DATA_FLAG_MULTIMESH) {
+ if (surf->owner->base_flags & INSTANCE_DATA_FLAG_PARTICLES) {
+ particles_storage->particles_get_instance_buffer_motion_vectors_offsets(surf->owner->data->base, push_constant.multimesh_motion_vectors_current_offset, push_constant.multimesh_motion_vectors_previous_offset);
+ } else if (surf->owner->base_flags & INSTANCE_DATA_FLAG_MULTIMESH) {
mesh_storage->_multimesh_get_motion_vectors_offsets(surf->owner->data->base, push_constant.multimesh_motion_vectors_current_offset, push_constant.multimesh_motion_vectors_previous_offset);
} else {
push_constant.multimesh_motion_vectors_current_offset = 0;
@@ -3715,6 +3719,10 @@ void RenderForwardClustered::_geometry_instance_update(RenderGeometryInstance *p
// Particles haven't been cleared or updated, update once now to ensure they are ready to render.
particles_storage->update_particles();
}
+
+ if (ginstance->data->dirty_dependencies) {
+ particles_storage->particles_update_dependency(ginstance->data->base, &ginstance->data->dependency_tracker);
+ }
} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
if (mesh_storage->skeleton_is_valid(ginstance->data->skeleton)) {
ginstance->transforms_uniform_set = mesh_storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
@@ -3754,6 +3762,7 @@ void RenderForwardClustered::_geometry_instance_dependency_changed(Dependency::D
case Dependency::DEPENDENCY_CHANGED_MATERIAL:
case Dependency::DEPENDENCY_CHANGED_MESH:
case Dependency::DEPENDENCY_CHANGED_PARTICLES:
+ case Dependency::DEPENDENCY_CHANGED_PARTICLES_INSTANCES:
case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: {
static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index befb2c5504..3f01ffa3c9 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -752,7 +752,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
bool draw_sky = false;
bool draw_sky_fog_only = false;
// We invert luminance_multiplier for sky so that we can combine it with exposure value.
- float sky_energy_multiplier = 1.0 / _render_buffers_get_luminance_multiplier();
+ float inverse_luminance_multiplier = 1.0 / _render_buffers_get_luminance_multiplier();
+ float sky_energy_multiplier = inverse_luminance_multiplier;
Color clear_color = p_default_bg_color;
bool keep_color = false;
@@ -899,14 +900,14 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
// regular forward for now
Vector<Color> c;
{
- Color cc = clear_color.srgb_to_linear();
+ Color cc = clear_color.srgb_to_linear() * inverse_luminance_multiplier;
if (rb_data.is_valid()) {
cc.a = 0; // For transparent viewport backgrounds.
}
c.push_back(cc); // Our render buffer.
if (rb_data.is_valid()) {
if (p_render_data->render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
- c.push_back(clear_color.srgb_to_linear()); // Our resolve buffer.
+ c.push_back(clear_color.srgb_to_linear() * inverse_luminance_multiplier); // Our resolve buffer.
}
if (using_subpass_post_process) {
c.push_back(Color()); // Our 2D buffer we're copying into.
@@ -2139,9 +2140,9 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
//skeleton and blend shape
if (surf->owner->mesh_instance.is_valid()) {
- mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), false, vertex_array_rd, vertex_format);
} else {
- mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), false, vertex_array_rd, vertex_format);
}
index_array_rd = mesh_storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index);
@@ -2614,6 +2615,10 @@ void RenderForwardMobile::_geometry_instance_update(RenderGeometryInstance *p_ge
// Particles haven't been cleared or updated, update once now to ensure they are ready to render.
particles_storage->update_particles();
}
+
+ if (ginstance->data->dirty_dependencies) {
+ particles_storage->particles_update_dependency(ginstance->data->base, &ginstance->data->dependency_tracker);
+ }
} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
if (mesh_storage->skeleton_is_valid(ginstance->data->skeleton)) {
ginstance->transforms_uniform_set = mesh_storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 773ea9098a..d8c035a51c 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -348,7 +348,7 @@ void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
////////////////////
-void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size) {
+void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size, bool p_texture_is_data) {
if (p_texture == RID()) {
p_texture = default_canvas_texture;
}
@@ -363,7 +363,7 @@ void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RI
bool use_normal;
bool use_specular;
- bool success = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, bool(push_constant.flags & FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR), uniform_set, size, specular_shininess, use_normal, use_specular);
+ bool success = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, bool(push_constant.flags & FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR), uniform_set, size, specular_shininess, use_normal, use_specular, p_texture_is_data);
//something odd happened
if (!success) {
_bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
@@ -507,7 +507,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
//bind textures
- _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
+ _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size, bool(rect->flags & CANVAS_RECT_MSDF));
Rect2 src_rect;
Rect2 dst_rect;
@@ -900,9 +900,9 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
if (mesh_instance.is_valid()) {
- mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
+ mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, false, vertex_array, vertex_format);
} else {
- mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
+ mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, false, vertex_array, vertex_format);
}
RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
@@ -2427,7 +2427,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.renames["LIGHT_VERTEX"] = "light_vertex";
actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
actions.renames["UV"] = "uv";
- actions.renames["POINT_SIZE"] = "gl_PointSize";
+ actions.renames["POINT_SIZE"] = "point_size";
actions.renames["MODEL_MATRIX"] = "model_matrix";
actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
@@ -2475,6 +2475,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
+ actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index af8736a445..4c8cbd1c9f 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -418,7 +418,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);
- inline void _bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size); //recursive, so regular inline used instead.
+ inline void _bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size, bool p_texture_is_data = false); //recursive, so regular inline used instead.
void _render_item(RenderingDevice::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants, bool &r_sdf_used);
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 9d4d266a7a..20e24dba0e 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -745,8 +745,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_ren
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(rb).is_valid()) {
- Size2i rtsize = texture_storage->render_target_get_size(render_target);
- copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
+ debug_effects->draw_motion_vectors(_render_buffers_get_velocity_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), rb->get_internal_size());
}
}
diff --git a/servers/rendering/renderer_rd/shaders/effects/motion_vectors.glsl b/servers/rendering/renderer_rd/shaders/effects/motion_vectors.glsl
new file mode 100644
index 0000000000..80e4f51565
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/motion_vectors.glsl
@@ -0,0 +1,80 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(location = 0) out vec2 uv_interp;
+
+void main() {
+ vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+ gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+ uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(location = 0) in vec2 uv_interp;
+
+layout(set = 0, binding = 0) uniform sampler2D source_velocity;
+
+layout(location = 0) out vec4 frag_color;
+
+layout(push_constant, std430) uniform Params {
+ vec2 resolution;
+}
+params;
+
+// Based on distance to line segment from https://www.shadertoy.com/view/3tdSDj
+
+float line_segment(in vec2 p, in vec2 a, in vec2 b) {
+ vec2 aspect = vec2(params.resolution.x / params.resolution.y, 1.0f);
+ vec2 ba = (b - a) * aspect;
+ vec2 pa = (p - a) * aspect;
+ float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0f, 1.0f);
+ return length(pa - h * ba) * (params.resolution.y / 2.0f);
+}
+
+void main() {
+ // Retrieve motion vector data.
+ float cell_size = 32.0f;
+ float circle_radius = 2.0f;
+ vec3 nan_color = vec3(1.0f, 0.0f, 0.0f);
+ vec3 active_color = vec3(1.0f, 0.8f, 0.1f);
+ vec3 inactive_color = vec3(0.5f, 0.5f, 0.5f);
+ vec2 pos_pixel = uv_interp * params.resolution;
+ vec2 cell_pos_pixel = floor(pos_pixel / cell_size) * cell_size + (cell_size * 0.5f);
+ vec2 cell_pos_uv = cell_pos_pixel / params.resolution;
+ vec2 cell_pos_previous_uv = cell_pos_uv + textureLod(source_velocity, cell_pos_uv, 0.0f).xy;
+
+ // Draw the shapes.
+ float epsilon = 1e-6f;
+ vec2 cell_pos_delta_uv = cell_pos_uv - cell_pos_previous_uv;
+ bool motion_active = length(cell_pos_delta_uv) > epsilon;
+ vec3 color;
+ if (any(isnan(cell_pos_delta_uv))) {
+ color = nan_color;
+ } else if (motion_active) {
+ color = active_color;
+ } else {
+ color = inactive_color;
+ }
+
+ float alpha;
+ if (length(cell_pos_pixel - pos_pixel) <= circle_radius) {
+ // Circle center.
+ alpha = 1.0f;
+ } else if (motion_active) {
+ // Motion vector line.
+ alpha = 1.0f - line_segment(uv_interp, cell_pos_uv, cell_pos_previous_uv);
+ } else {
+ // Ignore pixel.
+ alpha = 0.0f;
+ }
+
+ frag_color = vec4(color, alpha);
+}
diff --git a/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl
index 02566d8e35..e50397cc5d 100644
--- a/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl
@@ -320,7 +320,7 @@ vec3 temporal_antialiasing(uvec2 pos_group_top_left, uvec2 pos_group, uvec2 pos_
vec2 velocity = imageLoad(velocity_buffer, ivec2(pos_screen)).xy;
// Get reprojected uv
- vec2 uv_reprojected = uv - velocity;
+ vec2 uv_reprojected = uv + velocity;
// Get input color
vec3 color_input = load_color(pos_group);
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 9214a953aa..8f3c704afe 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -18,7 +18,11 @@ layout(location = 0) in vec3 vertex_attrib;
layout(location = 1) in vec2 normal_attrib;
#endif
-#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if !defined(TANGENT_USED) && (defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED))
+#define TANGENT_USED
+#endif
+
+#ifdef TANGENT_USED
layout(location = 2) in vec2 tangent_attrib;
#endif
@@ -58,6 +62,18 @@ layout(location = 10) in uvec4 bone_attrib;
layout(location = 11) in vec4 weight_attrib;
#endif
+#ifdef MOTION_VECTORS
+layout(location = 12) in vec3 previous_vertex_attrib;
+
+#ifdef NORMAL_USED
+layout(location = 13) in vec2 previous_normal_attrib;
+#endif
+
+#ifdef TANGENT_USED
+layout(location = 14) in vec2 previous_tangent_attrib;
+#endif
+#endif // MOTION_VECTORS
+
vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
@@ -85,7 +101,7 @@ layout(location = 3) out vec2 uv_interp;
layout(location = 4) out vec2 uv2_interp;
#endif
-#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#ifdef TANGENT_USED
layout(location = 5) out vec3 tangent_interp;
layout(location = 6) out vec3 binormal_interp;
#endif
@@ -161,7 +177,14 @@ vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec
}
#endif
-void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) {
+void vertex_shader(vec3 vertex_input,
+#ifdef NORMAL_USED
+ in vec2 normal_input,
+#endif
+#ifdef TANGENT_USED
+ in vec2 tangent_input,
+#endif
+ in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) {
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
color_interp = color_attrib;
@@ -289,15 +312,15 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
model_normal_matrix = model_normal_matrix * mat3(matrix);
}
- vec3 vertex = vertex_attrib;
+ vec3 vertex = vertex_input;
#ifdef NORMAL_USED
- vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0);
+ vec3 normal = oct_to_vec3(normal_input * 2.0 - 1.0);
#endif
-#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0;
- vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0));
- float binormalf = sign(signed_tangent_attrib.y);
+#ifdef TANGENT_USED
+ vec2 signed_tangent_input = tangent_input * 2.0 - 1.0;
+ vec3 tangent = oct_to_vec3(vec2(signed_tangent_input.x, abs(signed_tangent_input.y) * 2.0 - 1.0));
+ float binormalf = sign(signed_tangent_input.y);
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
@@ -333,7 +356,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
normal = model_normal_matrix * normal;
#endif
-#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#ifdef TANGENT_USED
tangent = model_normal_matrix * tangent;
binormal = model_normal_matrix * binormal;
@@ -377,7 +400,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
#endif
-#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#ifdef TANGENT_USED
binormal = modelview_normal * binormal;
tangent = modelview_normal * tangent;
@@ -391,7 +414,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;
#endif
-#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#ifdef TANGENT_USED
binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz;
tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;
#endif
@@ -403,7 +426,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
normal_interp = normal;
#endif
-#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#ifdef TANGENT_USED
tangent_interp = tangent;
binormal_interp = binormal;
#endif
@@ -472,16 +495,33 @@ void main() {
instance_index_interp = instance_index;
mat4 model_matrix = instances.data[instance_index].transform;
-#if defined(MOTION_VECTORS)
+
+#ifdef MOTION_VECTORS
+ // Previous vertex.
global_time = scene_data_block.prev_data.time;
- vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_previous_offset, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position);
- global_time = scene_data_block.data.time;
- vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position);
+ vertex_shader(previous_vertex_attrib,
+#ifdef NORMAL_USED
+ previous_normal_attrib,
+#endif
+#ifdef TANGENT_USED
+ previous_tangent_attrib,
+#endif
+ instance_index, is_multimesh, draw_call.multimesh_motion_vectors_previous_offset, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position);
#else
- global_time = scene_data_block.data.time;
+ // Unused output.
vec4 screen_position;
- vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position);
#endif
+
+ // Current vertex.
+ global_time = scene_data_block.data.time;
+ vertex_shader(vertex_attrib,
+#ifdef NORMAL_USED
+ normal_attrib,
+#endif
+#ifdef TANGENT_USED
+ tangent_attrib,
+#endif
+ instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position);
}
#[fragment]
@@ -535,7 +575,11 @@ layout(location = 3) in vec2 uv_interp;
layout(location = 4) in vec2 uv2_interp;
#endif
-#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if !defined(TANGENT_USED) && (defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED))
+#define TANGENT_USED
+#endif
+
+#ifdef TANGENT_USED
layout(location = 5) in vec3 tangent_interp;
layout(location = 6) in vec3 binormal_interp;
#endif
@@ -771,7 +815,7 @@ void fragment_shader(in SceneData scene_data) {
float alpha = float(instances.data[instance_index].flags >> INSTANCE_FLAGS_FADE_SHIFT) / float(255.0);
-#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#ifdef TANGENT_USED
vec3 binormal = normalize(binormal_interp);
vec3 tangent = normalize(tangent_interp);
#else
@@ -2249,7 +2293,7 @@ void fragment_shader(in SceneData scene_data) {
vec2 position_uv = position_clip * vec2(0.5, 0.5);
vec2 prev_position_uv = prev_position_clip * vec2(0.5, 0.5);
- motion_vector = position_uv - prev_position_uv;
+ motion_vector = prev_position_uv - position_uv;
#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index b63eea1401..0283482d76 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -899,6 +899,10 @@ void main() {
break;
}
+ if (!bool(decals.data[decal_index].mask & draw_call.layer_mask)) {
+ continue; //not masked
+ }
+
vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz;
if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) {
continue; //out of decal
diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
index 67a894b86f..6a06979c2c 100644
--- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
@@ -45,6 +45,9 @@ layout(set = 2, binding = 0, std430) restrict readonly buffer TrailBindPoses {
}
trail_bind_poses;
+#define PARAMS_FLAG_ORDER_BY_LIFETIME 1
+#define PARAMS_FLAG_COPY_MODE_2D 2
+
layout(push_constant, std430) uniform Params {
vec3 sort_direction;
uint total_particles;
@@ -57,10 +60,10 @@ layout(push_constant, std430) uniform Params {
vec3 align_up;
uint align_mode;
- bool order_by_lifetime;
uint lifetime_split;
bool lifetime_reverse;
- bool copy_mode_2d;
+ uint motion_vectors_current_offset;
+ uint flags;
mat4 inv_emission_transform;
}
@@ -103,7 +106,7 @@ void main() {
particle = uint(sort_buffer.data[particle].y); //use index from sort buffer
}
#else
- if (params.order_by_lifetime) {
+ if (bool(params.flags & PARAMS_FLAG_ORDER_BY_LIFETIME)) {
if (params.trail_size > 1) {
uint limit = (params.total_particles / params.trail_size) - params.lifetime_split;
@@ -201,7 +204,7 @@ void main() {
txform = txform * trail_bind_poses.data[part_ofs];
}
- if (params.copy_mode_2d) {
+ if (bool(params.flags & PARAMS_FLAG_COPY_MODE_2D)) {
// In global mode, bring 2D particles to local coordinates
// as they will be drawn with the node position as origin.
txform = params.inv_emission_transform * txform;
@@ -213,15 +216,16 @@ void main() {
}
txform = transpose(txform);
- if (params.copy_mode_2d) {
- uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom
+ uint instance_index = gl_GlobalInvocationID.x + params.motion_vectors_current_offset;
+ if (bool(params.flags & PARAMS_FLAG_COPY_MODE_2D)) {
+ uint write_offset = instance_index * (2 + 1 + 1); //xform + color + custom
instances.data[write_offset + 0] = txform[0];
instances.data[write_offset + 1] = txform[1];
instances.data[write_offset + 2] = particles.data[particle].color;
instances.data[write_offset + 3] = particles.data[particle].custom;
} else {
- uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
+ uint write_offset = instance_index * (3 + 1 + 1); //xform + color + custom
instances.data[write_offset + 0] = txform[0];
instances.data[write_offset + 1] = txform[1];
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
index a96893570e..fda341bbc9 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
@@ -1821,14 +1821,16 @@ void MaterialStorage::global_shader_parameters_load_settings(bool p_load_texture
if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
//textire
if (!p_load_textures) {
- value = RID();
continue;
}
String path = value;
- Ref<Resource> resource = ResourceLoader::load(path);
- ERR_CONTINUE(resource.is_null());
- value = resource;
+ if (path.is_empty()) {
+ value = RID();
+ } else {
+ Ref<Resource> resource = ResourceLoader::load(path);
+ value = resource;
+ }
}
if (global_shader_uniforms.variables.has(name)) {
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index 6888af7af9..439d0702f5 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -29,7 +29,6 @@
/**************************************************************************/
#include "mesh_storage.h"
-#include "../../rendering_server_globals.h"
using namespace RendererRD;
@@ -854,8 +853,11 @@ void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {
}
memfree(surface.versions);
}
- if (surface.vertex_buffer.is_valid()) {
- RD::get_singleton()->free(surface.vertex_buffer);
+
+ for (uint32_t i = 0; i < 2; i++) {
+ if (surface.vertex_buffer[i].is_valid()) {
+ RD::get_singleton()->free(surface.vertex_buffer[i]);
+ }
}
}
mi->surfaces.clear();
@@ -881,35 +883,38 @@ void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint3
MeshInstance::Surface s;
if ((mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) && mesh->surfaces[p_surface]->vertex_buffer_size > 0) {
- //surface warrants transform
- s.vertex_buffer = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true);
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 1;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.append_id(s.vertex_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- if (mi->blend_weights_buffer.is_valid()) {
- u.append_id(mi->blend_weights_buffer);
- } else {
- u.append_id(default_rd_storage_buffer);
- }
- uniforms.push_back(u);
- }
- s.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_INSTANCE);
+ _mesh_instance_add_surface_buffer(mi, mesh, &s, p_surface, 0);
}
mi->surfaces.push_back(s);
mi->dirty = true;
}
+void MeshStorage::_mesh_instance_add_surface_buffer(MeshInstance *mi, Mesh *mesh, MeshInstance::Surface *s, uint32_t p_surface, uint32_t p_buffer_index) {
+ s->vertex_buffer[p_buffer_index] = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true);
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.append_id(s->vertex_buffer[p_buffer_index]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ if (mi->blend_weights_buffer.is_valid()) {
+ u.append_id(mi->blend_weights_buffer);
+ } else {
+ u.append_id(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+ s->uniform_set[p_buffer_index] = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_INSTANCE);
+}
+
void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) {
MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
@@ -956,6 +961,8 @@ void MeshStorage::update_mesh_instances() {
}
//process skeletons and blend shapes
+ uint64_t frame = RSG::rasterizer->get_frame_number();
+ bool uses_motion_vectors = (RSG::viewport->get_num_viewports_with_motion_vectors() > 0);
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
while (dirty_mesh_instance_arrays.first()) {
@@ -964,7 +971,29 @@ void MeshStorage::update_mesh_instances() {
Skeleton *sk = skeleton_owner.get_or_null(mi->skeleton);
for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
- if (mi->surfaces[i].uniform_set == RID() || mi->mesh->surfaces[i]->uniform_set == RID()) {
+ if (mi->surfaces[i].uniform_set[0].is_null() || mi->mesh->surfaces[i]->uniform_set.is_null()) {
+ // Skip over mesh instances that don't require their own uniform buffers.
+ continue;
+ }
+
+ mi->surfaces[i].previous_buffer = mi->surfaces[i].current_buffer;
+
+ if (uses_motion_vectors && (frame - mi->surfaces[i].last_change) == 1) {
+ // Previous buffer's data can only be one frame old to be able to use motion vectors.
+ uint32_t new_buffer_index = mi->surfaces[i].current_buffer ^ 1;
+
+ if (mi->surfaces[i].uniform_set[new_buffer_index].is_null()) {
+ // Create the new vertex buffer on demand where the result for the current frame will be stored.
+ _mesh_instance_add_surface_buffer(mi, mi->mesh, &mi->surfaces[i], i, new_buffer_index);
+ }
+
+ mi->surfaces[i].current_buffer = new_buffer_index;
+ }
+
+ mi->surfaces[i].last_change = frame;
+
+ RID mi_surface_uniform_set = mi->surfaces[i].uniform_set[mi->surfaces[i].current_buffer];
+ if (mi_surface_uniform_set.is_null()) {
continue;
}
@@ -972,7 +1001,7 @@ void MeshStorage::update_mesh_instances() {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, skeleton_shader.pipeline[array_is_2d ? SkeletonShader::SHADER_MODE_2D : SkeletonShader::SHADER_MODE_3D]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->surfaces[i].uniform_set, SkeletonShader::UNIFORM_SET_INSTANCE);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi_surface_uniform_set, SkeletonShader::UNIFORM_SET_INSTANCE);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->mesh->surfaces[i]->uniform_set, SkeletonShader::UNIFORM_SET_SURFACE);
if (sk && sk->uniform_set_mi.is_valid()) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sk->uniform_set_mi, SkeletonShader::UNIFORM_SET_SKELETON);
@@ -1032,7 +1061,7 @@ void MeshStorage::update_mesh_instances() {
RD::get_singleton()->compute_list_end();
}
-void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis) {
+void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, bool p_input_motion_vectors, MeshInstance::Surface *mis) {
Vector<RD::VertexAttribute> attributes;
Vector<RID> buffers;
@@ -1105,7 +1134,7 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
}
if (mis) {
- buffer = mis->vertex_buffer;
+ buffer = mis->vertex_buffer[mis->current_buffer];
} else {
buffer = s->vertex_buffer;
}
@@ -1117,7 +1146,7 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
stride += sizeof(uint16_t) * 2;
if (mis) {
- buffer = mis->vertex_buffer;
+ buffer = mis->vertex_buffer[mis->current_buffer];
} else {
buffer = s->vertex_buffer;
}
@@ -1128,7 +1157,7 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
stride += sizeof(uint16_t) * 2;
if (mis) {
- buffer = mis->vertex_buffer;
+ buffer = mis->vertex_buffer[mis->current_buffer];
} else {
buffer = s->vertex_buffer;
}
@@ -1193,6 +1222,32 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
attributes.push_back(vd);
buffers.push_back(buffer);
+
+ if (p_input_motion_vectors) {
+ // Since the previous vertex, normal and tangent can't be part of the vertex format but they are required when motion
+ // vectors are enabled, we opt to push a copy of the vertex attribute with a different location and buffer (if it's
+ // part of an instance that has one).
+ switch (i) {
+ case RS::ARRAY_VERTEX: {
+ vd.location = ATTRIBUTE_LOCATION_PREV_VERTEX;
+ } break;
+ case RS::ARRAY_NORMAL: {
+ vd.location = ATTRIBUTE_LOCATION_PREV_NORMAL;
+ } break;
+ case RS::ARRAY_TANGENT: {
+ vd.location = ATTRIBUTE_LOCATION_PREV_TANGENT;
+ } break;
+ }
+
+ if (int(vd.location) != i) {
+ if (mis && buffer != mesh_default_rd_buffers[i]) {
+ buffer = mis->vertex_buffer[mis->previous_buffer];
+ }
+
+ attributes.push_back(vd);
+ buffers.push_back(buffer);
+ }
+ }
}
//update final stride
@@ -1202,7 +1257,7 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
}
int loc = attributes[i].location;
- if (loc < RS::ARRAY_COLOR) {
+ if ((loc < RS::ARRAY_COLOR) || ((loc >= ATTRIBUTE_LOCATION_PREV_VERTEX) && (loc <= ATTRIBUTE_LOCATION_PREV_TANGENT))) {
attributes.write[i].stride = stride;
} else if (loc < RS::ARRAY_BONES) {
attributes.write[i].stride = attribute_stride;
@@ -1212,6 +1267,9 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
}
v.input_mask = p_input_mask;
+ v.current_buffer = mis ? mis->current_buffer : 0;
+ v.previous_buffer = mis ? mis->previous_buffer : 0;
+ v.input_motion_vectors = p_input_motion_vectors;
v.vertex_format = RD::get_singleton()->vertex_format_create(attributes);
v.vertex_array = RD::get_singleton()->vertex_array_create(s->vertex_count, v.vertex_format, buffers);
}
@@ -1309,13 +1367,10 @@ void MeshStorage::_multimesh_enable_motion_vectors(MultiMesh *multimesh) {
RID new_buffer = RD::get_singleton()->storage_buffer_create(new_buffer_size);
if (multimesh->buffer_set && multimesh->data_cache.is_empty()) {
- // If the buffer was set but there's no data cached in the CPU, we must download it from the GPU and
- // upload it because RD does not provide a way to copy the buffer directly yet.
+ // If the buffer was set but there's no data cached in the CPU, we copy the buffer directly on the GPU.
RD::get_singleton()->barrier();
- Vector<uint8_t> buffer_data = RD::get_singleton()->buffer_get_data(multimesh->buffer);
- ERR_FAIL_COND(buffer_data.size() != int(buffer_size));
- RD::get_singleton()->buffer_update(new_buffer, 0, buffer_size, buffer_data.ptr(), RD::BARRIER_MASK_NO_BARRIER);
- RD::get_singleton()->buffer_update(new_buffer, buffer_size, buffer_size, buffer_data.ptr());
+ RD::get_singleton()->buffer_copy(multimesh->buffer, new_buffer, 0, 0, buffer_size, RD::BARRIER_MASK_NO_BARRIER);
+ RD::get_singleton()->buffer_copy(multimesh->buffer, new_buffer, 0, buffer_size, buffer_size);
} else if (!multimesh->data_cache.is_empty()) {
// Simply upload the data cached in the CPU, which should already be doubled in size.
ERR_FAIL_COND(multimesh->data_cache.size() * sizeof(float) != size_t(new_buffer_size));
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
index c23a5b1449..99ba69f98a 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
@@ -31,6 +31,7 @@
#ifndef MESH_STORAGE_RD_H
#define MESH_STORAGE_RD_H
+#include "../../rendering_server_globals.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
@@ -90,6 +91,9 @@ private:
struct Version {
uint32_t input_mask = 0;
+ uint32_t current_buffer = 0;
+ uint32_t previous_buffer = 0;
+ bool input_motion_vectors = false;
RD::VertexFormatID vertex_format = 0;
RID vertex_array;
};
@@ -162,8 +166,11 @@ private:
Mesh *mesh = nullptr;
RID skeleton;
struct Surface {
- RID vertex_buffer;
- RID uniform_set;
+ RID vertex_buffer[2];
+ RID uniform_set[2];
+ uint32_t current_buffer = 0;
+ uint32_t previous_buffer = 0;
+ uint64_t last_change = 0;
Mesh::Surface::Version *versions = nullptr; //allocated on demand
uint32_t version_count = 0;
@@ -183,10 +190,11 @@ private:
weight_update_list(this), array_update_list(this) {}
};
- void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr);
+ void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, bool p_input_motion_vectors, MeshInstance::Surface *mis = nullptr);
void _mesh_instance_clear(MeshInstance *mi);
void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
+ void _mesh_instance_add_surface_buffer(MeshInstance *mi, Mesh *mesh, MeshInstance::Surface *s, uint32_t p_surface, uint32_t p_buffer_index);
mutable RID_Owner<MeshInstance> mesh_instance_owner;
@@ -311,6 +319,12 @@ private:
Skeleton *skeleton_dirty_list = nullptr;
+ enum AttributeLocation {
+ ATTRIBUTE_LOCATION_PREV_VERTEX = 12,
+ ATTRIBUTE_LOCATION_PREV_NORMAL = 13,
+ ATTRIBUTE_LOCATION_PREV_TANGENT = 14
+ };
+
public:
static MeshStorage *get_singleton();
@@ -437,7 +451,7 @@ public:
}
}
- _FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
+ _FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, bool p_input_motion_vectors, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
s->version_lock.lock();
@@ -445,9 +459,11 @@ public:
//there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
for (uint32_t i = 0; i < s->version_count; i++) {
- if (s->versions[i].input_mask != p_input_mask) {
+ if (s->versions[i].input_mask != p_input_mask || s->versions[i].input_motion_vectors != p_input_motion_vectors) {
+ // Find the version that matches the inputs required.
continue;
}
+
//we have this version, hooray
r_vertex_format = s->versions[i].vertex_format;
r_vertex_array_rd = s->versions[i].vertex_array;
@@ -459,7 +475,7 @@ public:
s->version_count++;
s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
- _mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask);
+ _mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask, p_input_motion_vectors);
r_vertex_format = s->versions[version].vertex_format;
r_vertex_array_rd = s->versions[version].vertex_array;
@@ -467,7 +483,7 @@ public:
s->version_lock.unlock();
}
- _FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
+ _FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, bool p_input_motion_vectors, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
ERR_FAIL_COND(!mi);
Mesh *mesh = mi->mesh;
@@ -475,15 +491,26 @@ public:
MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];
Mesh::Surface *s = mesh->surfaces[p_surface_index];
+ uint32_t current_buffer = mis->current_buffer;
+
+ // Using the previous buffer is only allowed if the surface was updated this frame and motion vectors are required.
+ uint32_t previous_buffer = p_input_motion_vectors && (RSG::rasterizer->get_frame_number() == mis->last_change) ? mis->previous_buffer : current_buffer;
s->version_lock.lock();
//there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
for (uint32_t i = 0; i < mis->version_count; i++) {
- if (mis->versions[i].input_mask != p_input_mask) {
+ if (mis->versions[i].input_mask != p_input_mask || mis->versions[i].input_motion_vectors != p_input_motion_vectors) {
+ // Find the version that matches the inputs required.
continue;
}
+
+ if (mis->versions[i].current_buffer != current_buffer || mis->versions[i].previous_buffer != previous_buffer) {
+ // Find the version that corresponds to the correct buffers that should be used.
+ continue;
+ }
+
//we have this version, hooray
r_vertex_format = mis->versions[i].vertex_format;
r_vertex_array_rd = mis->versions[i].vertex_array;
@@ -495,7 +522,7 @@ public:
mis->version_count++;
mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);
- _mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis);
+ _mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, p_input_motion_vectors, mis);
r_vertex_format = mis->versions[version].vertex_format;
r_vertex_array_rd = mis->versions[version].vertex_array;
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
index 0a91672544..3a415e97e0 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
@@ -666,6 +666,19 @@ RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass)
return particles->draw_passes[p_pass];
}
+void ParticlesStorage::particles_update_dependency(RID p_particles, DependencyTracker *p_instance) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ p_instance->update_dependency(&particles->dependency);
+}
+
+void ParticlesStorage::particles_get_instance_buffer_motion_vectors_offsets(RID p_particles, uint32_t &r_current_offset, uint32_t &r_prev_offset) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ r_current_offset = particles->instance_motion_vectors_current_offset;
+ r_prev_offset = particles->instance_motion_vectors_previous_offset;
+}
+
void ParticlesStorage::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
@@ -1185,6 +1198,7 @@ void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p
copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME);
copy_push_constant.lifetime_split = (MIN(int(particles->amount * particles->phase), particles->amount - 1) + 1) % particles->amount;
copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME;
+ copy_push_constant.motion_vectors_current_offset = particles->instance_motion_vectors_current_offset;
copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0;
copy_push_constant.total_particles = particles->amount;
@@ -1252,28 +1266,50 @@ void ParticlesStorage::_particles_update_buffers(Particles *particles) {
userdata_count = particle_shader_data->userdata_count;
}
+ bool uses_motion_vectors = RSG::viewport->get_num_viewports_with_motion_vectors() > 0;
+ bool index_draw_order = particles->draw_order == RS::ParticlesDrawOrder::PARTICLES_DRAW_ORDER_INDEX;
+ bool enable_motion_vectors = uses_motion_vectors && index_draw_order && !particles->instance_motion_vectors_enabled;
+ bool only_instances_changed = false;
+
if (userdata_count != particles->userdata_count) {
- // Mismatch userdata, re-create buffers.
+ // Mismatch userdata, re-create all buffers.
_particles_free_data(particles);
+ } else if (enable_motion_vectors) {
+ // Only motion vectors are required, release the transforms buffer and uniform set.
+ if (particles->particle_instance_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->particle_instance_buffer);
+ particles->particle_instance_buffer = RID();
+ }
+
+ particles->particles_transforms_buffer_uniform_set = RID();
+ only_instances_changed = true;
+ } else if (!particles->particle_buffer.is_null()) {
+ // No operation is required because a buffer already exists, return early.
+ return;
}
- if (particles->amount > 0 && particles->particle_buffer.is_null()) {
+ if (particles->amount > 0) {
int total_amount = particles->amount;
if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
total_amount *= particles->trail_bind_poses.size();
}
uint32_t xform_size = particles->mode == RS::PARTICLES_MODE_2D ? 2 : 3;
-
- particles->particle_buffer = RD::get_singleton()->storage_buffer_create((sizeof(ParticleData) + userdata_count * sizeof(float) * 4) * total_amount);
-
- particles->userdata_count = userdata_count;
+ if (particles->particle_buffer.is_null()) {
+ particles->particle_buffer = RD::get_singleton()->storage_buffer_create((sizeof(ParticleData) + userdata_count * sizeof(float) * 4) * total_amount);
+ particles->userdata_count = userdata_count;
+ }
PackedByteArray data;
- data.resize_zeroed(sizeof(float) * 4 * (xform_size + 1 + 1) * total_amount);
+ uint32_t particle_instance_buffer_size = total_amount * (xform_size + 1 + 1) * sizeof(float) * 4;
+ if (uses_motion_vectors) {
+ particle_instance_buffer_size *= 2;
+ particles->instance_motion_vectors_enabled = true;
+ }
- particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 4 * (xform_size + 1 + 1) * total_amount, data);
- //needs to clear it
+ data.resize_zeroed(particle_instance_buffer_size);
+
+ particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(particle_instance_buffer_size, data);
{
Vector<RD::Uniform> uniforms;
@@ -1295,9 +1331,20 @@ void ParticlesStorage::_particles_update_buffers(Particles *particles) {
particles->particles_copy_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 0);
}
+
+ particles->instance_motion_vectors_current_offset = 0;
+ particles->instance_motion_vectors_previous_offset = 0;
+ particles->instance_motion_vectors_last_change = -1;
+
+ if (only_instances_changed) {
+ // Notify the renderer the instances uniform must be retrieved again, as it's the only element that has been changed because motion vectors were enabled.
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES_INSTANCES);
+ }
}
}
void ParticlesStorage::update_particles() {
+ uint32_t frame = RSG::rasterizer->get_frame_number();
+ bool uses_motion_vectors = RSG::viewport->get_num_viewports_with_motion_vectors() > 0;
while (particle_update_list) {
//use transform feedback to process particles
@@ -1461,16 +1508,25 @@ void ParticlesStorage::update_particles() {
// Ensure that memory is initialized (the code above should ensure that _particles_process is always called at least once upon clearing).
DEV_ASSERT(!particles->clear);
+ int total_amount = particles->amount;
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ total_amount *= particles->trail_bind_poses.size();
+ }
+
+ // Swap offsets for motion vectors. Motion vectors can only be used when the draw order keeps the indices consistent across frames.
+ bool index_draw_order = particles->draw_order == RS::ParticlesDrawOrder::PARTICLES_DRAW_ORDER_INDEX;
+ particles->instance_motion_vectors_previous_offset = particles->instance_motion_vectors_current_offset;
+ if (uses_motion_vectors && index_draw_order && particles->instance_motion_vectors_enabled && (frame - particles->instance_motion_vectors_last_change) == 1) {
+ particles->instance_motion_vectors_current_offset = total_amount - particles->instance_motion_vectors_current_offset;
+ }
+
+ particles->instance_motion_vectors_last_change = frame;
+
// Copy particles to instance buffer.
if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
//does not need view dependent operation, do copy here
ParticlesShader::CopyPushConstant copy_push_constant;
- int total_amount = particles->amount;
- if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
- total_amount *= particles->trail_bind_poses.size();
- }
-
// Affect 2D only.
if (particles->use_local_coords) {
// In local mode, particle positions are calculated locally (relative to the node position)
@@ -1506,6 +1562,7 @@ void ParticlesStorage::update_particles() {
copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME);
copy_push_constant.lifetime_split = (MIN(int(particles->amount * particles->phase), particles->amount - 1) + 1) % particles->amount;
copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME;
+ copy_push_constant.motion_vectors_current_offset = particles->instance_motion_vectors_current_offset;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
copy_push_constant.copy_mode_2d = particles->mode == RS::PARTICLES_MODE_2D ? 1 : 0;
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.h b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
index 612420a36c..7cea706a8c 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
@@ -225,6 +225,11 @@ private:
double frame_remainder = 0;
real_t collision_base_size = 0.01;
+ uint32_t instance_motion_vectors_current_offset = 0;
+ uint32_t instance_motion_vectors_previous_offset = 0;
+ uint64_t instance_motion_vectors_last_change = -1;
+ bool instance_motion_vectors_enabled = false;
+
bool clear = true;
bool force_sub_emit = false;
@@ -288,10 +293,13 @@ private:
float align_up[3];
uint32_t align_mode;
- uint32_t order_by_lifetime;
uint32_t lifetime_split;
uint32_t lifetime_reverse;
- uint32_t copy_mode_2d;
+ uint32_t motion_vectors_current_offset;
+ struct {
+ uint32_t order_by_lifetime : 1;
+ uint32_t copy_mode_2d : 1;
+ };
float inv_emission_transform[16];
};
@@ -521,12 +529,15 @@ public:
return particles->particles_transforms_buffer_uniform_set;
}
+ void particles_get_instance_buffer_motion_vectors_offsets(RID p_particles, uint32_t &r_current_offset, uint32_t &r_prev_offset);
+
virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) override;
virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) override;
void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture);
virtual void update_particles() override;
+ void particles_update_dependency(RID p_particles, DependencyTracker *p_instance);
Dependency *particles_get_dependency(RID p_particles) const;
/* Particles Collision */
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
index f009318d24..286a9528fc 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
@@ -643,7 +643,7 @@ void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS:
ct->clear_sets();
}
-bool TextureStorage::canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, bool p_use_srgb, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular) {
+bool TextureStorage::canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, bool p_use_srgb, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular, bool p_texture_is_data) {
MaterialStorage *material_storage = MaterialStorage::get_singleton();
CanvasTexture *ct = nullptr;
@@ -690,7 +690,7 @@ bool TextureStorage::canvas_texture_get_uniform_set(RID p_texture, RS::CanvasIte
u.append_id(texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE));
ct->size_cache = Size2i(1, 1);
} else {
- u.append_id(t->rd_texture_srgb.is_valid() && (p_use_srgb) ? t->rd_texture_srgb : t->rd_texture);
+ u.append_id(t->rd_texture_srgb.is_valid() && p_use_srgb && !p_texture_is_data ? t->rd_texture_srgb : t->rd_texture);
ct->size_cache = Size2i(t->width_2d, t->height_2d);
if (t->render_target) {
t->render_target->was_used = true;
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.h b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
index 2137c5f383..276c8c4ce2 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
@@ -475,7 +475,7 @@ public:
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
- bool canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, bool p_use_srgb, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular);
+ bool canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, bool p_use_srgb, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular, bool p_texture_is_data);
/* Texture API */