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..79c9562584de58 --- /dev/null +++ b/modules/gdscript/editor/script_templates/CompositorEffect/default.gd @@ -0,0 +1,111 @@ +# 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 + +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); + + // Place your code here. + + 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.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/editor/script_templates/CompositorEffect/inline.gd b/modules/gdscript/editor/script_templates/CompositorEffect/inline.gd new file mode 100644 index 00000000000000..f80eac5374c3d2 --- /dev/null +++ b/modules/gdscript/editor/script_templates/CompositorEffect/inline.gd @@ -0,0 +1,134 @@ +# meta-description: Base template for CompositorEffect with support for custom inline code insertion + +@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 + +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); + + #COMPUTE_CODE + + imageStore(color_image, uv, color); +}" + +@export_multiline var shader_code : String = "": + set(value): + mutex.lock() + shader_code = value + shader_is_dirty = true + mutex.unlock() + +var rd: RenderingDevice +var shader := RID() +var pipeline := RID() + +var mutex := Mutex.new() +var shader_is_dirty := true + + +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 + + var new_shader_code : String = "" + + mutex.lock() + if shader_is_dirty: + new_shader_code = shader_code + shader_is_dirty = false + mutex.unlock() + + if new_shader_code.is_empty(): + return pipeline.is_valid() + + new_shader_code = SHADER_CODE.replace("#COMPUTE_CODE", new_shader_code); + + if 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 = new_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