From 7ed6ae2db55b4e36ba8c769948a856da7a5a2e9f Mon Sep 17 00:00:00 2001 From: Yuri Rubinsky Date: Sun, 16 Jun 2024 19:20:46 +0300 Subject: [PATCH] Add a post-process shader template for CompositorEffect --- .../CompositorEffect/default.gd | 133 ++++++++++++++++++ .../CompositorEffect/no_comments.gd | 108 ++++++++++++++ modules/gdscript/gdscript_editor.cpp | 3 + 3 files changed, 244 insertions(+) create mode 100644 modules/gdscript/editor/script_templates/CompositorEffect/default.gd create mode 100644 modules/gdscript/editor/script_templates/CompositorEffect/no_comments.gd diff --git a/modules/gdscript/editor/script_templates/CompositorEffect/default.gd b/modules/gdscript/editor/script_templates/CompositorEffect/default.gd new file mode 100644 index 00000000000000..6bbbdc3786ad4f --- /dev/null +++ b/modules/gdscript/editor/script_templates/CompositorEffect/default.gd @@ -0,0 +1,133 @@ +# 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() diff --git a/modules/gdscript/editor/script_templates/CompositorEffect/no_comments.gd b/modules/gdscript/editor/script_templates/CompositorEffect/no_comments.gd new file mode 100644 index 00000000000000..3aa568d60465ba --- /dev/null +++ b/modules/gdscript/editor/script_templates/CompositorEffect/no_comments.gd @@ -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() diff --git a/modules/gdscript/gdscript_editor.cpp b/modules/gdscript/gdscript_editor.cpp index fcabb7c4a8f6fe..6064511b1c5dfd 100644 --- a/modules/gdscript/gdscript_editor.cpp +++ b/modules/gdscript/gdscript_editor.cpp @@ -87,6 +87,9 @@ Ref