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Add a post-process shader template for CompositorEffect
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Chaosus committed Jun 17, 2024
1 parent 71699e0 commit 7ed6ae2
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133 changes: 133 additions & 0 deletions modules/gdscript/editor/script_templates/CompositorEffect/default.gd
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# meta-description: Base template for CompositorEffect

@tool
# Having a class name is handy for picking the effect in the Inspector.
class_name CompositorEffect_CLASS_
extends _BASE_


const SHADER_CODE: String = "#version 450
// Invocations in the (x, y, z) dimension.
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(rgba16f, set = 0, binding = 0) uniform image2D color_image;
// Our push constant.
layout(push_constant, std430) uniform Params {
vec2 raster_size;
vec2 reserved;
} params;
// The code we want to execute in each invocation.
void main() {
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
ivec2 size = ivec2(params.raster_size);
if (uv.x >= size.x || uv.y >= size.y) {
return;
}
vec4 color = imageLoad(color_image, uv);
// Place your code here.
imageStore(color_image, uv, color);
}"

var rd: RenderingDevice
var shader: RID
var pipeline: RID


# Called when this resource is constructed.
func _init() -> void:
effect_callback_type = EFFECT_CALLBACK_TYPE_POST_TRANSPARENT
rd = RenderingServer.get_rendering_device()


# System notifications, we want to react on the notification that
# alerts us we are about to be destroyed.
func _notification(what: int) -> void:
if what == NOTIFICATION_PREDELETE:
if shader.is_valid():
# Freeing our shader will also free any dependents such as the pipeline!
RenderingServer.free_rid(shader)


# Check if our shader has changed and needs to be recompiled.
func _check_shader() -> bool:
if not rd:
return false

# Out with the old.
if shader != null and shader.is_valid():
rd.free_rid(shader)
shader = RID()
pipeline = RID()

# In with the new.
var shader_source := RDShaderSource.new()
shader_source.language = RenderingDevice.SHADER_LANGUAGE_GLSL
shader_source.source_compute = SHADER_CODE
var shader_spirv := rd.shader_compile_spirv_from_source(shader_source)

if not shader_spirv.compile_error_compute.is_empty():
push_error(shader_spirv.compile_error_compute)
return false

shader = rd.shader_create_from_spirv(shader_spirv)
if not shader.is_valid():
return false

pipeline = rd.compute_pipeline_create(shader)
return pipeline.is_valid()


# Called by the rendering thread every frame.
func _render_callback(effect_callback_type: int, render_data: RenderData) -> void:
if rd and effect_callback_type == EFFECT_CALLBACK_TYPE_POST_TRANSPARENT and _check_shader():
# Get our render scene buffers object, this gives us access to our render buffers.
# Note that implementation differs per renderer hence the need for the cast.
var render_scene_buffers := render_data.get_render_scene_buffers()
if render_scene_buffers:
# Get our render size, this is the 3D render resolution!
var size := render_scene_buffers.get_internal_size()
if size.x == 0 and size.y == 0:
return

# We can use a compute shader here.
var x_groups := (size.x - 1) / 8 + 1
var y_groups := (size.y - 1) / 8 + 1
var z_groups := 1

# Push constant.
var push_constant := PackedFloat32Array()
push_constant.push_back(size.x)
push_constant.push_back(size.y)
push_constant.push_back(0.0)
push_constant.push_back(0.0)

# Loop through views just in case we're doing stereo rendering.
# No extra cost if this is mono.
var view_count := render_scene_buffers.get_view_count()
for view in range(view_count):
# Get the RID for our color image, we will be reading from and writing to it.
var input_image := render_scene_buffers.get_color_layer(view)

# Create a uniform set, this will be cached,
# the cache will be cleared if our viewports configuration is changed.
var uniform := RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
uniform.binding = 0
uniform.add_id(input_image)
var uniform_set := UniformSetCacheRD.get_cache(shader, 0, [uniform])

# Run our compute shader.
var compute_list := rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, pipeline)
rd.compute_list_bind_uniform_set(compute_list, uniform_set, 0)
rd.compute_list_set_push_constant(compute_list, push_constant.to_byte_array(),
push_constant.size() * 4)
rd.compute_list_dispatch(compute_list, x_groups, y_groups, z_groups)
rd.compute_list_end()
Original file line number Diff line number Diff line change
@@ -0,0 +1,108 @@
# meta-description: Base template for CompositorEffect (no comments)

@tool
class_name CompositorEffect_CLASS_
extends _BASE_


const SHADER_CODE: String = "#version 450
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(rgba16f, set = 0, binding = 0) uniform image2D color_image;
layout(push_constant, std430) uniform Params {
vec2 raster_size;
vec2 reserved;
} params;
void main() {
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
ivec2 size = ivec2(params.raster_size);
if (uv.x >= size.x || uv.y >= size.y) {
return;
}
vec4 color = imageLoad(color_image, uv);
imageStore(color_image, uv, color);
}"

var rd: RenderingDevice
var shader: RID
var pipeline: RID


func _init() -> void:
effect_callback_type = EFFECT_CALLBACK_TYPE_POST_TRANSPARENT
rd = RenderingServer.get_rendering_device()


func _notification(what: int) -> void:
if what == NOTIFICATION_PREDELETE:
if shader.is_valid():
RenderingServer.free_rid(shader)


func _check_shader() -> bool:
if not rd:
return false

if shader != null and shader.is_valid():
rd.free_rid(shader)
shader = RID()
pipeline = RID()

var shader_source := RDShaderSource.new()
shader_source.language = RenderingDevice.SHADER_LANGUAGE_GLSL
shader_source.source_compute = SHADER_CODE
var shader_spirv := rd.shader_compile_spirv_from_source(shader_source)

if not shader_spirv.compile_error_compute.is_empty():
push_error(shader_spirv.compile_error_compute)
return false

shader = rd.shader_create_from_spirv(shader_spirv)
if not shader.is_valid():
return false

pipeline = rd.compute_pipeline_create(shader)
return pipeline.is_valid()


func _render_callback(effect_callback_type: int, render_data: RenderData) -> void:
if rd and effect_callback_type == EFFECT_CALLBACK_TYPE_POST_TRANSPARENT and _check_shader():
var render_scene_buffers := render_data.get_render_scene_buffers()
if render_scene_buffers:
var size := render_scene_buffers.get_internal_size()
if size.x == 0 and size.y == 0:
return

var x_groups := (size.x - 1) / 8 + 1
var y_groups := (size.y - 1) / 8 + 1
var z_groups := 1

var push_constant := PackedFloat32Array()
push_constant.push_back(size.x)
push_constant.push_back(size.y)
push_constant.push_back(0.0)
push_constant.push_back(0.0)

var view_count := render_scene_buffers.get_view_count()
for view in range(view_count):
var input_image := render_scene_buffers.get_color_layer(view)

var uniform := RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
uniform.binding = 0
uniform.add_id(input_image)
var uniform_set := UniformSetCacheRD.get_cache(shader, 0, [uniform])

var compute_list := rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, pipeline)
rd.compute_list_bind_uniform_set(compute_list, uniform_set, 0)
rd.compute_list_set_push_constant(compute_list, push_constant.to_byte_array(),
push_constant.size() * 4)
rd.compute_list_dispatch(compute_list, x_groups, y_groups, z_groups)
rd.compute_list_end()
3 changes: 3 additions & 0 deletions modules/gdscript/gdscript_editor.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -87,6 +87,9 @@ Ref<Script> GDScriptLanguage::make_template(const String &p_template, const Stri
.replace(": Array[String]", "")
.replace(": Node", "")
.replace(": CharFXTransform", "")
.replace(": RenderData", "")
.replace(": RenderingDevice", "")
.replace(": RID", "")
.replace(":=", "=")
.replace(" -> void", "")
.replace(" -> bool", "")
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