From 427ba09efc70b2ad836bfa2441a242bbda10ba36 Mon Sep 17 00:00:00 2001 From: Dario Date: Mon, 28 Oct 2024 10:26:50 -0300 Subject: Fix soft shadows by increasing the bit count for specialization constants. --- .../scene_forward_clustered_inc.glsl | 8 +++--- .../forward_mobile/scene_forward_mobile_inc.glsl | 29 ++++++++++++++-------- 2 files changed, 23 insertions(+), 14 deletions(-) (limited to 'servers/rendering/renderer_rd/shaders') diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl index 9f68d59be2..7bfcb2fb12 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl @@ -107,19 +107,19 @@ bool sc_use_lightmap_bicubic_filter() { } uint sc_soft_shadow_samples() { - return (sc_packed_0() >> 8) & 15U; + return (sc_packed_0() >> 8) & 63U; } uint sc_penumbra_shadow_samples() { - return (sc_packed_0() >> 12) & 15U; + return (sc_packed_0() >> 14) & 63U; } uint sc_directional_soft_shadow_samples() { - return (sc_packed_0() >> 16) & 15U; + return (sc_packed_0() >> 20) & 63U; } uint sc_directional_penumbra_shadow_samples() { - return (sc_packed_0() >> 20) & 15U; + return (sc_packed_0() >> 26) & 63U; } float sc_luminance_multiplier() { diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl index 495e52a29e..df528973da 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl @@ -22,8 +22,8 @@ layout(push_constant, std430) uniform DrawCall { uint pad; #ifdef UBERSHADER uint sc_packed_0; - float sc_packed_1; - uint sc_packed_2; + uint sc_packed_1; + float sc_packed_2; uint uc_packed_0; #endif } @@ -42,10 +42,14 @@ uint sc_packed_0() { return draw_call.sc_packed_0; } -float sc_packed_1() { +uint sc_packed_1() { return draw_call.sc_packed_1; } +float sc_packed_2() { + return draw_call.sc_packed_2; +} + uint uc_cull_mode() { return (draw_call.uc_packed_0 >> 0) & 3U; } @@ -54,16 +58,21 @@ uint uc_cull_mode() { // Pull the constants from the pipeline's specialization constants. layout(constant_id = 0) const uint pso_sc_packed_0 = 0; -layout(constant_id = 1) const float pso_sc_packed_1 = 2.0; +layout(constant_id = 1) const uint pso_sc_packed_1 = 0; +layout(constant_id = 2) const float pso_sc_packed_2 = 2.0; uint sc_packed_0() { return pso_sc_packed_0; } -float sc_packed_1() { +uint sc_packed_1() { return pso_sc_packed_1; } +float sc_packed_2() { + return pso_sc_packed_2; +} + #endif bool sc_use_light_projector() { @@ -123,23 +132,23 @@ bool sc_use_lightmap_bicubic_filter() { } uint sc_soft_shadow_samples() { - return (sc_packed_0() >> 16) & 15U; + return (sc_packed_0() >> 14) & 63U; } uint sc_penumbra_shadow_samples() { - return (sc_packed_0() >> 20) & 15U; + return (sc_packed_0() >> 20) & 63U; } uint sc_directional_soft_shadow_samples() { - return (sc_packed_0() >> 24) & 15U; + return (sc_packed_0() >> 26) & 63U; } uint sc_directional_penumbra_shadow_samples() { - return (sc_packed_0() >> 28) & 15U; + return (sc_packed_1() >> 0) & 63U; } float sc_luminance_multiplier() { - return sc_packed_1(); + return sc_packed_2(); } /* Set 0: Base Pass (never changes) */ -- cgit v1.2.3 From aaa0e2fddfead4a31afddc07a26cd6af0c19dacd Mon Sep 17 00:00:00 2001 From: "Matias N. Goldberg" Date: Sun, 5 May 2024 19:15:56 -0300 Subject: Add Swappy & Pre-Transformed Swapchain - Adds Swappy for Android for stable frame pacing - Implements pre-transformed Swapchain so that Godot's compositor is in charge of rotating the screen instead of Android's compositor (performance optimization for phones that don't have HW rotator) ============================ The work was performed by collaboration of TheForge and Google. I am merely splitting it up into smaller PRs and cleaning it up. Changes from original PR: - Removed "display/window/frame_pacing/android/target_frame_rate" option to use Engine::get_max_fps instead. - Target framerate can be changed at runtime using Engine::set_max_fps. - Swappy is enabled by default. - Added documentation. - enable_auto_swap setting is replaced with swappy_mode. --- servers/rendering/renderer_rd/shaders/blit.glsl | 18 ++++++++++++++++-- 1 file changed, 16 insertions(+), 2 deletions(-) (limited to 'servers/rendering/renderer_rd/shaders') diff --git a/servers/rendering/renderer_rd/shaders/blit.glsl b/servers/rendering/renderer_rd/shaders/blit.glsl index d451647bec..fe6416f03c 100644 --- a/servers/rendering/renderer_rd/shaders/blit.glsl +++ b/servers/rendering/renderer_rd/shaders/blit.glsl @@ -8,6 +8,10 @@ layout(push_constant, std140) uniform Pos { vec4 src_rect; vec4 dst_rect; + float rotation_sin; + float rotation_cos; + vec2 pad; + vec2 eye_center; float k1; float k2; @@ -15,17 +19,23 @@ layout(push_constant, std140) uniform Pos { float upscale; float aspect_ratio; uint layer; - uint pad1; + bool convert_to_srgb; } data; layout(location = 0) out vec2 uv; void main() { + mat4 swapchain_transform = mat4(1.0); + swapchain_transform[0][0] = data.rotation_cos; + swapchain_transform[0][1] = -data.rotation_sin; + swapchain_transform[1][0] = data.rotation_sin; + swapchain_transform[1][1] = data.rotation_cos; + 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)); uv = data.src_rect.xy + base_arr[gl_VertexIndex] * data.src_rect.zw; vec2 vtx = data.dst_rect.xy + base_arr[gl_VertexIndex] * data.dst_rect.zw; - gl_Position = vec4(vtx * 2.0 - 1.0, 0.0, 1.0); + gl_Position = swapchain_transform * vec4(vtx * 2.0 - 1.0, 0.0, 1.0); } #[fragment] @@ -38,6 +48,10 @@ layout(push_constant, std140) uniform Pos { vec4 src_rect; vec4 dst_rect; + float rotation_sin; + float rotation_cos; + vec2 pad; + vec2 eye_center; float k1; float k2; -- cgit v1.2.3 From 0d1d94572750b624e10aa6e655011e37028fa1c5 Mon Sep 17 00:00:00 2001 From: Stuart Carnie Date: Wed, 30 Oct 2024 08:27:16 +1100 Subject: 2D: Fix various issues and minor performance optimisations --- servers/rendering/renderer_rd/shaders/canvas.glsl | 8 ++------ servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl | 8 ++++---- 2 files changed, 6 insertions(+), 10 deletions(-) (limited to 'servers/rendering/renderer_rd/shaders') diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index dafcce37ad..f665bc24a4 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -28,7 +28,7 @@ layout(location = 11) in vec4 weight_attrib; layout(location = 4) out flat uint instance_index_interp; -#endif // USE_ATTRIBUTES +#endif // !USE_ATTRIBUTES layout(location = 0) out vec2 uv_interp; layout(location = 1) out vec4 color_interp; @@ -322,11 +322,7 @@ vec4 light_compute( #ifdef USE_NINEPATCH float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) { -#ifdef USE_ATTRIBUTES - const InstanceData draw_data = instances.data[params.base_instance_index]; -#else const InstanceData draw_data = instances.data[instance_index]; -#endif // USE_ATTRIBUTES float tex_size = 1.0 / tex_pixel_size; @@ -567,7 +563,7 @@ void main() { if (specular_shininess_used || (using_light && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) { specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv); - specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess); + specular_shininess *= unpackUnorm4x8(params.specular_shininess); specular_shininess_used = true; } else { specular_shininess = vec4(1.0); diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl index ead8c459a4..84017a1fe1 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl @@ -37,7 +37,7 @@ struct InstanceData { vec2 world_y; vec2 world_ofs; uint flags; - uint specular_shininess; + uint pad2; #ifdef USE_PRIMITIVE vec2 points[3]; vec2 uvs[3]; @@ -57,8 +57,8 @@ struct InstanceData { layout(push_constant, std430) uniform Params { uint base_instance_index; // base index to instance data uint sc_packed_0; - uint pad2; - uint pad3; + uint specular_shininess; + uint pad; } params; @@ -68,7 +68,7 @@ params; // Pull the constants from the draw call's push constants. uint sc_packed_0() { - return draw_call.sc_packed_0; + return params.sc_packed_0; } #else -- cgit v1.2.3