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Use render pass uniform set to store viewport samplers. #84637

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Dec 8, 2023
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Large diffs are not rendered by default.

Original file line number Diff line number Diff line change
Expand Up @@ -64,8 +64,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
MATERIAL_UNIFORM_SET = 3,
};

const int SAMPLERS_BINDING_FIRST_INDEX = 16;

enum {
SPEC_CONSTANT_SOFT_SHADOW_SAMPLES = 6,
SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES = 7,
Expand Down Expand Up @@ -158,22 +156,13 @@ class RenderForwardClustered : public RendererSceneRenderRD {

virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) override;

enum BaseUniformSetCache {
BASE_UNIFORM_SET_CACHE_VIEWPORT,
BASE_UNIFORM_SET_CACHE_DEFAULT,
BASE_UNIFORM_SET_CACHE_MAX
};

RID render_base_uniform_set;
// One for custom samplers, one for default samplers.
// Need to switch between them as default is needed for probes, shadows, materials, etc.
RID render_base_uniform_set_cache[BASE_UNIFORM_SET_CACHE_MAX];

uint64_t lightmap_texture_array_version_cache[BASE_UNIFORM_SET_CACHE_MAX] = { 0xFFFFFFFF, 0xFFFFFFFF };
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;

void _update_render_base_uniform_set(const RendererRD::MaterialStorage::Samplers &p_samplers, BaseUniformSetCache p_cache_index);
RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0);
void _update_render_base_uniform_set();
RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture, const RendererRD::MaterialStorage::Samplers &p_samplers);
RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, const RendererRD::MaterialStorage::Samplers &p_samplers, bool p_use_directional_shadow_atlas = false, int p_index = 0);

enum PassMode {
PASS_MODE_COLOR,
Expand Down

Large diffs are not rendered by default.

Original file line number Diff line number Diff line change
Expand Up @@ -59,8 +59,6 @@ class RenderForwardMobile : public RendererSceneRenderRD {
MATERIAL_UNIFORM_SET = 3,
};

const int SAMPLERS_BINDING_FIRST_INDEX = 15;

enum {

SPEC_CONSTANT_USING_PROJECTOR = 0,
Expand Down Expand Up @@ -195,22 +193,12 @@ class RenderForwardMobile : public RendererSceneRenderRD {

/* Render Scene */

RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0);
RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, const RendererRD::MaterialStorage::Samplers &p_samplers, bool p_use_directional_shadow_atlas = false, int p_index = 0);
void _pre_opaque_render(RenderDataRD *p_render_data);

enum BaseUniformSetCache {
BASE_UNIFORM_SET_CACHE_VIEWPORT,
BASE_UNIFORM_SET_CACHE_DEFAULT,
BASE_UNIFORM_SET_CACHE_MAX
};

// One for custom samplers, one for default samplers.
// Need to switch between them as default is needed for probes, shadows, materials, etc.
RID render_base_uniform_set_cache[BASE_UNIFORM_SET_CACHE_MAX];

uint64_t lightmap_texture_array_version_cache[BASE_UNIFORM_SET_CACHE_MAX] = { 0xFFFFFFFF, 0xFFFFFFFF };
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;

void _update_render_base_uniform_set(const RendererRD::MaterialStorage::Samplers &p_samplers, BaseUniformSetCache p_cache_index);
void _update_render_base_uniform_set();

void _update_instance_data_buffer(RenderListType p_render_list);
void _fill_instance_data(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -802,7 +802,7 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
fog_pos.z = pow(fog_pos.z, implementation_data.volumetric_fog_detail_spread);
}

return texture(sampler3D(volumetric_fog_texture, SAMPLER_LINEAR_CLAMP), fog_pos);
return texture(sampler3D(volumetric_fog_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), fog_pos);
}

vec4 fog_process(vec3 vertex) {
Expand All @@ -816,10 +816,10 @@ vec4 fog_process(vec3 vertex) {
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
float lod, blend;
blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
sky_fog_color = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod)).rgb;
sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod + 1)).rgb, blend);
sky_fog_color = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod)).rgb;
sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod + 1)).rgb, blend);
#else
sky_fog_color = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
sky_fog_color = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective);
}
Expand Down Expand Up @@ -1271,11 +1271,11 @@ void fragment_shader(in SceneData scene_data) {
float lod, blend;

blend = modf(sqrt(roughness) * MAX_ROUGHNESS_LOD, lod);
specular_light = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb;
specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend);
specular_light = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb;
specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend);

#else
specular_light = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb;
specular_light = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb;

#endif //USE_RADIANCE_CUBEMAP_ARRAY
specular_light *= scene_data.IBL_exposure_normalization;
Expand All @@ -1295,9 +1295,9 @@ void fragment_shader(in SceneData scene_data) {
if (scene_data.use_ambient_cubemap) {
vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb;
vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb;
#else
vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
cubemap_ambient *= scene_data.IBL_exposure_normalization;
ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
Expand Down Expand Up @@ -1328,11 +1328,11 @@ void fragment_shader(in SceneData scene_data) {

float lod, blend;
blend = modf(roughness_lod, lod);
vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb;
clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend);
vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb;
clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend);

#else
vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, roughness_lod).rgb;
vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, roughness_lod).rgb;

#endif //USE_RADIANCE_CUBEMAP_ARRAY
specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
Expand Down Expand Up @@ -1379,10 +1379,10 @@ void fragment_shader(in SceneData scene_data) {

if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;

vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
float en = lightmaps.data[ofs].exposure_normalization;
Expand All @@ -1399,7 +1399,7 @@ void fragment_shader(in SceneData scene_data) {
}

} else {
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
}
}
#else
Expand Down Expand Up @@ -1519,18 +1519,18 @@ void fragment_shader(in SceneData scene_data) {
vec2 base_coord = screen_uv;
vec2 closest_coord = base_coord;
#ifdef USE_MULTIVIEW
float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
#else // USE_MULTIVIEW
float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0);
float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0);
#endif // USE_MULTIVIEW

for (int i = 0; i < 4; i++) {
const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size;
#ifdef USE_MULTIVIEW
float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
#else // USE_MULTIVIEW
float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0);
float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0);
#endif // USE_MULTIVIEW
if (neighbour_ang > closest_ang) {
closest_ang = neighbour_ang;
Expand All @@ -1545,11 +1545,11 @@ void fragment_shader(in SceneData scene_data) {
}

#ifdef USE_MULTIVIEW
vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0);
vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0);
vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0);
vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0);
#else // USE_MULTIVIEW
vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, SAMPLER_LINEAR_CLAMP), coord, 0.0);
vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, SAMPLER_LINEAR_CLAMP), coord, 0.0);
vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), coord, 0.0);
vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), coord, 0.0);
#endif // USE_MULTIVIEW

ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
Expand All @@ -1559,9 +1559,9 @@ void fragment_shader(in SceneData scene_data) {

if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
#ifdef USE_MULTIVIEW
float ssao = texture(sampler2DArray(ao_buffer, SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex)).r;
float ssao = texture(sampler2DArray(ao_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex)).r;
#else
float ssao = texture(sampler2D(ao_buffer, SAMPLER_LINEAR_CLAMP), screen_uv).r;
float ssao = texture(sampler2D(ao_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), screen_uv).r;
#endif
ao = min(ao, ssao);
ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect);
Expand Down Expand Up @@ -1646,9 +1646,9 @@ void fragment_shader(in SceneData scene_data) {

if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
#ifdef USE_MULTIVIEW
vec4 ssil = textureLod(sampler2DArray(ssil_buffer, SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex), 0.0);
vec4 ssil = textureLod(sampler2DArray(ssil_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex), 0.0);
#else
vec4 ssil = textureLod(sampler2D(ssil_buffer, SAMPLER_LINEAR_CLAMP), screen_uv, 0.0);
vec4 ssil = textureLod(sampler2D(ssil_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), screen_uv, 0.0);
#endif // USE_MULTIVIEW
ambient_light *= 1.0 - ssil.a;
ambient_light += ssil.rgb * albedo.rgb;
Expand Down Expand Up @@ -1932,7 +1932,7 @@ void fragment_shader(in SceneData scene_data) {
vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
trans_coord /= trans_coord.w;

float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
shadow_z *= directional_lights.data[i].shadow_z_range.x;
float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x;

Expand All @@ -1942,7 +1942,7 @@ void fragment_shader(in SceneData scene_data) {
vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
trans_coord /= trans_coord.w;

float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
shadow_z *= directional_lights.data[i].shadow_z_range.y;
float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y;

Expand All @@ -1952,7 +1952,7 @@ void fragment_shader(in SceneData scene_data) {
vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
trans_coord /= trans_coord.w;

float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
shadow_z *= directional_lights.data[i].shadow_z_range.z;
float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z;

Expand All @@ -1963,7 +1963,7 @@ void fragment_shader(in SceneData scene_data) {
vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
trans_coord /= trans_coord.w;

float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
shadow_z *= directional_lights.data[i].shadow_z_range.w;
float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w;

Expand Down
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