extends CompositorEffect var rd: RenderingDevice var linear_sampler: RID var nearest_sampler : RID var context: StringName = "PostProcess" var all_shader_stages : Dictionary @export var debug : bool = false: set(value): if(debug == value): return debug = value free_shaders.call_deferred() generate_shaders.call_deferred() var debug_1 : String = "debug_1" var debug_2 : String = "debug_2" var debug_3 : String = "debug_3" var debug_4 : String = "debug_4" var debug_5 : String = "debug_5" var debug_6 : String = "debug_6" var debug_7 : String = "debug_7" var debug_8 : String = "debug_8" var all_debug_images : Array[RID] func _init(): RenderingServer.call_on_render_thread(_initialize_compute) func _notification(what): if what == NOTIFICATION_PREDELETE: if !rd: return if linear_sampler.is_valid(): rd.free_rid(linear_sampler) if nearest_sampler.is_valid(): rd.free_rid(nearest_sampler) for shader_stage in all_shader_stages.keys(): if shader_stage.pipeline.is_valid(): rd.free_rid(shader_stage.pipeline) if shader_stage.shader.is_valid(): rd.free_rid(shader_stage.shader) func free_shaders(): for shader_stage in all_shader_stages.keys(): if shader_stage.pipeline.is_valid(): rd.free_rid(shader_stage.pipeline) if shader_stage.shader.is_valid(): rd.free_rid(shader_stage.shader) func generate_shaders(): for shader_stage in all_shader_stages.keys(): generate_shader_stage(shader_stage) func subscirbe_shader_stage(shader_stage : ShaderStageResource): if all_shader_stages.has(shader_stage): return all_shader_stages[shader_stage] = 1 if rd: generate_shader_stage(shader_stage) func unsubscribe_shader_stage(shader_stage : ShaderStageResource): if all_shader_stages.has(shader_stage): all_shader_stages.erase(shader_stage) if !rd: return if shader_stage.shader.is_valid(): rd.free_rid(shader_stage.shader) if shader_stage.pipeline.is_valid(): rd.free_rid(shader_stage.pipeline) func _initialize_compute(): rd = RenderingServer.get_rendering_device() if !rd: return var sampler_state := RDSamplerState.new() sampler_state.min_filter = RenderingDevice.SAMPLER_FILTER_LINEAR sampler_state.mag_filter = RenderingDevice.SAMPLER_FILTER_LINEAR sampler_state.repeat_u = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE sampler_state.repeat_v = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE linear_sampler = rd.sampler_create(sampler_state) sampler_state.min_filter = RenderingDevice.SAMPLER_FILTER_NEAREST sampler_state.mag_filter = RenderingDevice.SAMPLER_FILTER_NEAREST sampler_state.repeat_u = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE sampler_state.repeat_v = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE nearest_sampler = rd.sampler_create(sampler_state) generate_shaders() func generate_shader_stage(shader_stage : ShaderStageResource): var shader_spirv : RDShaderSPIRV if debug: var file = FileAccess.open(shader_stage.shader_file.resource_path, FileAccess.READ) var split_shader : PackedStringArray = file.get_as_text().split("#[compute]", true, 1) var content : String = split_shader[min(1, split_shader.size() - 1)] var all_split_parts : PackedStringArray = content.split("#version 450", true, 1) content = str(all_split_parts[0], "#version 450 #define DEBUG layout(rgba16f, set = 0, binding = 10) uniform image2D debug_1_image; layout(rgba16f, set = 0, binding = 11) uniform image2D debug_2_image; layout(rgba16f, set = 0, binding = 12) uniform image2D debug_3_image; layout(rgba16f, set = 0, binding = 13) uniform image2D debug_4_image; layout(rgba16f, set = 0, binding = 14) uniform image2D debug_5_image; layout(rgba16f, set = 0, binding = 15) uniform image2D debug_6_image; layout(rgba16f, set = 0, binding = 16) uniform image2D debug_7_image; layout(rgba16f, set = 0, binding = 17) uniform image2D debug_8_image;", all_split_parts[1]) var shader_source : RDShaderSource = RDShaderSource.new() shader_source.set_stage_source(RenderingDevice.SHADER_STAGE_COMPUTE, content) shader_spirv = rd.shader_compile_spirv_from_source(shader_source, false) print(content) else: shader_spirv = shader_stage.shader_file.get_spirv() shader_stage.shader = rd.shader_create_from_spirv(shader_spirv) shader_stage.pipeline = rd.compute_pipeline_create(shader_stage.shader) func _render_callback(p_effect_callback_type, p_render_data): if !rd: return var render_scene_buffers: RenderSceneBuffersRD = p_render_data.get_render_scene_buffers() var render_scene_data: RenderSceneDataRD = p_render_data.get_render_scene_data() if !render_scene_buffers or !render_scene_data: return var render_size: Vector2i = render_scene_buffers.get_internal_size() if render_size.x == 0 or render_size.y == 0: return if debug: ensure_texture(debug_1, render_scene_buffers) ensure_texture(debug_2, render_scene_buffers) ensure_texture(debug_3, render_scene_buffers) ensure_texture(debug_4, render_scene_buffers) ensure_texture(debug_5, render_scene_buffers) ensure_texture(debug_6, render_scene_buffers) ensure_texture(debug_7, render_scene_buffers) ensure_texture(debug_8, render_scene_buffers) var view_count = render_scene_buffers.get_view_count() for view in range(view_count): all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_1, view, 0, 1, 1)) all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_2, view, 0, 1, 1)) all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_3, view, 0, 1, 1)) all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_4, view, 0, 1, 1)) all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_5, view, 0, 1, 1)) all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_6, view, 0, 1, 1)) all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_7, view, 0, 1, 1)) all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_8, view, 0, 1, 1)) _render_callback_2(render_size, render_scene_buffers, render_scene_data) all_debug_images.clear() func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD): pass func ensure_texture(texture_name : StringName, render_scene_buffers : RenderSceneBuffersRD, texture_format : RenderingDevice.DataFormat = RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, render_size_multiplier : Vector2 = Vector2(1, 1)): var render_size : Vector2i = Vector2(render_scene_buffers.get_internal_size()) * render_size_multiplier if render_scene_buffers.has_texture(context, texture_name): var tf: RDTextureFormat = render_scene_buffers.get_texture_format(context, texture_name) if tf.width != render_size.x or tf.height != render_size.y: render_scene_buffers.clear_context(context) if !render_scene_buffers.has_texture(context, texture_name): var usage_bits: int = RenderingDevice.TEXTURE_USAGE_SAMPLING_BIT | RenderingDevice.TEXTURE_USAGE_STORAGE_BIT render_scene_buffers.create_texture(context, texture_name, texture_format, usage_bits, RenderingDevice.TEXTURE_SAMPLES_1, render_size, 1, 1, true) func get_image_uniform(image: RID, binding: int) -> RDUniform: var uniform: RDUniform = RDUniform.new() uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE uniform.binding = binding uniform.add_id(image) return uniform func get_sampler_uniform(image: RID, binding: int, linear : bool = true) -> RDUniform: var uniform: RDUniform = RDUniform.new() uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_SAMPLER_WITH_TEXTURE uniform.binding = binding uniform.add_id(linear_sampler if linear else nearest_sampler) uniform.add_id(image) return uniform func dispatch_stage(stage : ShaderStageResource, uniforms : Array[RDUniform], push_constants : PackedByteArray, dispatch_size : Vector3i, label : String = "DefaultLabel", view : int = 0, color : Color = Color(1, 1, 1, 1)): rd.draw_command_begin_label(label + " " + str(view), color) if debug: for i in 8: var debug_image_index = i + view * 8; uniforms.append(get_image_uniform(all_debug_images[debug_image_index], 10 + i)) var tex_uniform_set = UniformSetCacheRD.get_cache(stage.shader, 0, uniforms) var compute_list = rd.compute_list_begin() rd.compute_list_bind_compute_pipeline(compute_list, stage.pipeline) rd.compute_list_bind_uniform_set(compute_list, tex_uniform_set, 0) if !push_constants.is_empty(): rd.compute_list_set_push_constant(compute_list, push_constants, push_constants.size()) rd.compute_list_dispatch(compute_list, dispatch_size.x, dispatch_size.y, dispatch_size.z) rd.compute_list_end() rd.draw_command_end_label()