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