1
0
Fork 0
Commit Graph

2677 Commits

Author SHA1 Message Date
kobewi ceefc0d38a Implement 2D instance shader parameters
Co-authored-by: kobewi <kobewi4e@gmail.com>
Co-authored-by: yesfish <huwpascoe@users.noreply.github.com>
Co-authored-by: Álex Román Núñez <eirexe123@gmail.com>
2024-12-17 23:59:16 +01:00
Rémi Verschelde ffe53cba3c
Merge pull request #100374 from hpvb/fix-rendering-ubsan
Fix ubsan reported errors in rendering
2024-12-14 18:25:46 +01:00
Rémi Verschelde e271b2ca08
Merge pull request #99145 from dsnopek/xr-lock-camera
XR: Allow locking the camera to the `XROrigin3D` for benchmarking or automated testing
2024-12-14 18:25:21 +01:00
Thaddeus Crews dc5f1b7a28
Merge pull request #100319 from Flarkk/fix_light_shadow_range
Fix shadows of long range `OmniLight3D` and `SpotLight3D`
2024-12-13 16:19:39 -06:00
Thaddeus Crews 9ecdeb3723
Merge pull request #98747 from tetrapod00/standardize-renderer-strings
Standardize terms for renderers in error strings
2024-12-13 16:19:37 -06:00
Thaddeus Crews 6594a6364e
Merge pull request #100213 from DarioSamo/pipeline-hash-map-thread-safety
Improve thread-safety of pipeline hash map.
2024-12-13 16:19:34 -06:00
Thaddeus Crews 9f0c6231c7
Merge pull request #100236 from Flarkk/fix_spot_clustering
Fix wide `SpotLight3D` clustering
2024-12-13 16:19:26 -06:00
Thaddeus Crews f2c8f17906
Merge pull request #100325 from hpvb/fix-rendering-alignment
Fix several ubsan reported misaligned accesses
2024-12-13 16:19:20 -06:00
HP van Braam 062d74bb9c Fix ubsan reported errors in rendering
This allows the TPS demo to run without an ubsan reports from any of the
rendering code.
2024-12-13 21:27:37 +01:00
HP van Braam e674379764 Fix several ubsan reported misaligned accesses
These misaligned accesses are shown in all of our CI hooks. It turned
out to not be difficult to fix.

It is likely that this will improve performance for aarch64.
2024-12-13 15:32:35 +01:00
Florent Guiocheau 02f05cf0ac Fix wide angle spotlight clustering 2024-12-13 11:28:42 +01:00
clayjohn 356fa37f89 Small fixups for the new reflection probe blending 2024-12-12 17:29:21 -08:00
Thaddeus Crews bfc66f0608
Merge pull request #100282 from devloglogan/motion-vectors-openxr
Add renderer motion vectors API for use with OpenXR
2024-12-12 16:13:36 -06:00
Thaddeus Crews 7c015a768f
Merge pull request #99958 from lander-vr/reflection-probe-blend-property
Add Blend Distance property to ReflectionProbe
2024-12-12 16:13:32 -06:00
Thaddeus Crews b7501d219c
Merge pull request #100322 from darksylinc/matias-tf-comment-fix
Fix grammar / spelling in comments
2024-12-12 16:13:25 -06:00
Matias N. Goldberg a1b44ec7a7 Fix grammar / spelling in comments
Minor fixes for changes introduced in #99257 that could not be fixed in
time as the PR needed to be expedited.
2024-12-12 12:47:08 -03:00
Florent Guiocheau 5125adf40b Fix large range point lights shadows 2024-12-12 15:37:38 +01:00
Rémi Verschelde 562dd1ad85
Merge pull request #100305 from clayjohn/directional-light-2d-mask
Remove positional light mask from directional lights in Canvas Item shaders.
2024-12-12 14:10:24 +01:00
Rémi Verschelde 0e5c337453
Merge pull request #85653 from BlueCube3310/lightmap-gi-shadowmask
Implement LightmapGI shadowmasks
2024-12-12 14:09:30 +01:00
BlueCube3310 189c8eb671 Implement shadowmasks for LightmapGI
Co-authored-by: dearthdev <nathandearthdev@gmail.com>
2024-12-12 11:00:28 +01:00
clayjohn f8827271d7 Remove positional light mask from directional lights in Canvas Item shaders. 2024-12-12 00:20:07 -08:00
Thaddeus Crews 3dacc5fb7f
Merge pull request #95737 from Chaosus/shader_fix_varyings
Fix shader crash when using varyings with non-`flat` integer type
2024-12-11 17:36:06 -06:00
Thaddeus Crews ef3086bcdb
Merge pull request #94947 from ChrisBase/issue_94946
Change some image error messages to output the file path
2024-12-11 17:35:58 -06:00
Thaddeus Crews 572e1d6643
Merge pull request #100289 from bruvzg/token_name
[Shader Language] Add missing token name.
2024-12-11 17:35:44 -06:00
Thaddeus Crews 23afda44e4
Merge pull request #100257 from darksylinc/matias-minimize-leak
Keep processing Graphics if there are pending operations
2024-12-11 17:35:35 -06:00
Dario 054891de04 Implement buffer_get_data_async and texture_get_data_async. 2024-12-11 11:55:23 -08:00
Pāvels Nadtočajevs 133471afb0 [Shader Language] Add missing token name. 2024-12-11 21:05:14 +02:00
Matias N. Goldberg acf439e96d Keep processing Graphics if there are pending operations
Fixes #90017
Fixes #90030
Fixes #98044

This PR makes the following changes:

# Force processing of GPU commands for frame_count frames

The variable `frames_pending_resources_for_processing` is added to track
this.

The ticket #98044 suggested to use `_flush_and_stall_for_all_frames()`
while minimized.

Technically this works and is a viable solution.

However I noticed that this issue was happening because Logic/Physics
continue to work "business as usual" while minimized(\*). Only Graphics
was being deactivated (which caused commands to accumulate until window
is restored).

To continue this behavior of "business as usual", I decided that GPU
work should also "continue as usual" by buffering commands in a double
or triple buffer scheme until all commands are done processing (if they
ever stop coming). This is specially important if the app specifically
intends to keep processing while minimized.

Calling `_flush_and_stall_for_all_frames()` would fix the leak, but it
would make  Godot's behavior different while minimized vs while the
window is presenting.

\* `OS::add_frame_delay` _does_ consider being minimized, but it just
throttles CPU usage. Some platforms such as Android completely disable
processing because the higher level code stops being called when the app
goes into background. But this seems like an implementation-detail that
diverges from the rest of the platforms (e.g. Windows, Linux & macOS
continue to process while minimized).

# Rename p_swap_buffers for p_present

**This is potentially a breaking change** (if it actually breaks
anything, I ignore. But I strongly suspect it doesn't break anything).

"Swap Buffers" is a concept carried from OpenGL, where a frame is "done"
when `glSwapBuffers()` is called, which basically means "present to the
screen".

However it _also_ means that OpenGL internally swaps its internal
buffers in a double/triple buffer scheme (in Vulkan, we do that
ourselves and is tracked by `RenderingDevice::frame`).

Modern APIs like Vulkan differentiate between "submitting GPU work" and
"presenting".

Before this PR, calling `RendererCompositorRD::end_frame(false)` would
literally do nothing. This is often undesired and the cause of the leak.
After this PR, calling `RendererCompositorRD::end_frame(false)` will now
process commands, swap our internal buffers in a double/triple buffer
scheme **but avoid presenting to the screen**.

Hence the rename of the variable from `p_swap_buffers` to `p_present`
(which slightly alters its behavior).
If we want `RendererCompositorRD::end_frame(false)` to do nothing, then
we should not call it at all.

This PR reflects such change: When we're minimized **_and_**
`has_pending_resources_for_processing()` returns false, we don't call
`RendererCompositorRD::end_frame()` at all.

But if `has_pending_resources_for_processing()` returns true, we will
call it, but with `p_present = false` because we're minimized.

There's still the issue that Godot keeps processing work (logic,
scripts, physics) while minimized, which we shouldn't do by default. But
that's work for follow up PR.
2024-12-11 14:13:29 -03:00
devloglogan 3deb5884d7 Renderer agnostic motion vector rendering/OpenXR changes 2024-12-10 15:59:17 -06:00
Thaddeus Crews cf038deb10
Merge pull request #100222 from DarioSamo/partial-coverage-fix
Fix incorrect return value on partial coverage detection.
2024-12-10 14:16:13 -06:00
Thaddeus Crews 25122e7dd3
Merge pull request #100081 from clayjohn/rd-clearcoat
Ensure schlick is available when using clearcoat with GGX
2024-12-10 14:16:07 -06:00
Thaddeus Crews 66dea152b5
Merge pull request #99257 from darksylinc/matias-TheForge-pr04-excluded-ubo+render_opt
Improvements from TheForge
2024-12-10 14:15:55 -06:00
Thaddeus Crews a167afd70a
Merge pull request #96771 from clayjohn/RD-static-lighting
Avoid calculating dynamic lights when lights are already baked using the static bake mode in the Forward+ renderer
2024-12-10 14:15:41 -06:00
Dario 56645f466c Fix incorrect return value on partial coverage detection. 2024-12-09 19:29:59 -03:00
Thaddeus Crews a3656083ca
Merge pull request #100065 from clayjohn/mesh-aabb-clear
Clear AABB when Mesh is cleared
2024-12-09 14:33:32 -06:00
Thaddeus Crews a607bca2fd
Merge pull request #100024 from Ivorforce/optimize-string-single-char
Optimize string single char contains calls.
2024-12-09 14:33:24 -06:00
Thaddeus Crews 5f5f86bff0
Merge pull request #100128 from clayjohn/rd-shader-spam
Avoid error spam when shaders fail to compile by freeing shader_data version when compilation fails
2024-12-09 14:33:16 -06:00
Thaddeus Crews 75a425f1d3
Merge pull request #99995 from clayjohn/RD-batch-ptrw
Optimize batch uniform set creation by caching ptrw when creating batch uniform
2024-12-09 14:33:14 -06:00
clayjohn fce34f22a2 Avoid error spam when shaders fail to compile by freeing shader_data version when compilation fails 2024-12-09 10:51:57 -08:00
Dario be1dce1071 Improve thread-safety of pipeline hash map. 2024-12-09 15:12:40 -03:00
Matias N. Goldberg c77cbf096b Improvements from TheForge (see description)
The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.

This is the most "risky" PR so far because the previous ones have been
miscellaneous stuff aimed at either [improve
debugging](https://github.com/godotengine/godot/pull/90993) (e.g. device
lost), [improve Android
experience](https://github.com/godotengine/godot/pull/96439) (add Swappy
for better Frame Pacing + Pre-Transformed Swapchains for slightly better
performance), or harmless [ASTC
improvements](https://github.com/godotengine/godot/pull/96045) (better
performance by simply toggling a feature when available).

However this PR contains larger modifications aimed at improving
performance or reducing memory fragmentation. With greater
modifications, come greater risks of bugs or breakage.

Changes introduced by this PR:

TBDR GPUs (e.g. most of Android + iOS + M1 Apple) support rendering to
Render Targets that are not backed by actual GPU memory (everything
stays in cache). This works as long as load action isn't `LOAD`, and
store action must be `DONT_CARE`. This saves VRAM (it also makes
painfully obvious when a mistake introduces a performance regression).
Of particular usefulness is when doing MSAA and keeping the raw MSAA
content is not necessary.

Some GPUs get faster when the sampler settings are hard-coded into the
GLSL shaders (instead of being dynamically bound at runtime). This
required changes to the GLSL shaders, PSO creation routines, Descriptor
creation routines, and Descriptor binding routines.

 - `bool immutable_samplers_enabled = true`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

Immutable samplers requires that the samplers stay... immutable, hence
this boolean is useful if the promise gets broken. We might want to turn
this into a `GLOBAL_DEF` setting.

Instead of creating dozen/hundreds/thousands of `VkDescriptorSet` every
frame that need to be freed individually when they are no longer needed,
they all get freed at once by resetting the whole pool. Once the whole
pool is no longer in use by the GPU, it gets reset and its memory
recycled. Descriptor sets that are created to be kept around for longer
or forever (i.e. not created and freed within the same frame) **must
not** use linear pools. There may be more than one pool per frame. How
many pools per frame Godot ends up with depends on its capacity, and
that is controlled by
`rendering/rendering_device/vulkan/max_descriptors_per_pool`.

- **Possible improvement for later:** It should be possible for Godot
to adapt to how many descriptors per pool are needed on a per-key basis
(i.e. grow their capacity like `std::vector` does) after rendering a few
frames; which would be better than the current solution of having a
single global value for all pools (`max_descriptors_per_pool`) that the
user needs to tweak.

 - `bool linear_descriptor_pools_enabled = true`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.
Setting it to false is required when workarounding driver bugs (e.g.
Adreno 730).

A ridiculous optimization. Ridiculous because the original code
should've done this in the first place. Previously Godot was doing the
following:

  1. Create a command buffer **pool**. One per frame.
  2. Create multiple command buffers from the pool in point 1.
3. Call `vkBeginCommandBuffer` on the cmd buffer in point 2. This
resets the cmd buffer because Godot requests the
`VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT` flag.
  4. Add commands to the cmd buffers from point 2.
  5. Submit those commands.
6. On frame N + 2, recycle the buffer pool and cmd buffers from pt 1 &
2, and repeat from step 3.

The problem here is that step 3 resets each command buffer individually.
Initially Godot used to have 1 cmd buffer per pool, thus the impact is
very low.

But not anymore (specially with Adreno workarounds to force splitting
compute dispatches into a new cmd buffer, more on this later). However
Godot keeps around a very low amount of command buffers per frame.

The recommended method is to reset the whole pool, to reset all cmd
buffers at once. Hence the new steps would be:

  1. Create a command buffer **pool**. One per frame.
  2. Create multiple command buffers from the pool in point 1.
3. Call `vkBeginCommandBuffer` on the cmd buffer in point 2, which is
already reset/empty (see step 6).
  4. Add commands to the cmd buffers from point 2.
  5. Submit those commands.
6. On frame N + 2, recycle the buffer pool and cmd buffers from pt 1 &
2, call `vkResetCommandPool` and repeat from step 3.

**Possible issues:** @dariosamo added `transfer_worker` which creates a
command buffer pool:

```cpp
transfer_worker->command_pool =
driver->command_pool_create(transfer_queue_family,
RDD::COMMAND_BUFFER_TYPE_PRIMARY);
```

As expected, validation was complaining that command buffers were being
reused without being reset (that's good, we now know Validation Layers
will warn us of wrong use).
I fixed it by adding:

```cpp
void RenderingDevice::_wait_for_transfer_worker(TransferWorker
*p_transfer_worker) {
	driver->fence_wait(p_transfer_worker->command_fence);
	driver->command_pool_reset(p_transfer_worker->command_pool); //
! New line !
```

**Secondary cmd buffers are subject to the same issue but I didn't alter
them. I talked this with Dario and he is aware of this.**
Secondary cmd buffers are currently disabled due to other issues (it's
disabled on master).

 - `bool RenderingDeviceCommons::command_pool_reset_enabled`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

There's no other reason for this boolean. Possibly once it becomes well
tested, the boolean could be removed entirely.

Adds `command_bind_render_uniform_sets` and
`add_draw_list_bind_uniform_sets` (+ compute variants).

It performs the same as `add_draw_list_bind_uniform_set` (notice
singular vs plural), but on multiple consecutive uniform sets, thus
reducing graph and draw call overhead.

 - `bool descriptor_set_batching = true;`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

There's no other reason for this boolean. Possibly once it becomes well
tested, the boolean could be removed entirely.

Godot currently does the following:

 1. Fill the entire cmd buffer with commands.
 2. `submit()`
    - Wait with a semaphore for the swapchain.
- Trigger a semaphore to indicate when we're done (so the swapchain
can submit).
 3. `present()`

The optimization opportunity here is that 95% of Godot's rendering is
done offscreen.
Then a fullscreen pass copies everything to the swapchain. Godot doesn't
practically render directly to the swapchain.

The problem with this is that the GPU has to wait for the swapchain to
be released **to start anything**, when we could start *much earlier*.
Only the final blit pass must wait for the swapchain.

TheForge changed it to the following (more complicated, I'm simplifying
the idea):

 1. Fill the entire cmd buffer with commands.
 2. In `screen_prepare_for_drawing` do `submit()`
    - There are no semaphore waits for the swapchain.
    - Trigger a semaphore to indicate when we're done.
3. Fill a new cmd buffer that only does the final blit to the
swapchain.
 4. `submit()`
    - Wait with a semaphore for the submit() from step 2.
- Wait with a semaphore for the swapchain (so the swapchain can
submit).
- Trigger a semaphore to indicate when we're done (so the swapchain
can submit).
 5. `present()`

Dario discovered this problem independently while working on a different
platform.

**However TheForge's solution had to be rewritten from scratch:** The
complexity to achieve the solution was high and quite difficult to
maintain with the way Godot works now (after Übershaders PR).
But on the other hand, re-implementing the solution became much simpler
because Dario already had to do something similar: To fix an Adreno 730
driver bug, he had to implement splitting command buffers. **This is
exactly what we need!**. Thus it was re-written using this existing
functionality for a new purpose.

To achieve this, I added a new argument, `bool p_split_cmd_buffer`, to
`RenderingDeviceGraph::add_draw_list_begin`, which is only set to true
by `RenderingDevice::draw_list_begin_for_screen`.

The graph will split the draw list into its own command buffer.

 - `bool split_swapchain_into_its_own_cmd_buffer = true;`

Setting it to false enforces the old behavior. This might be necessary
for consoles which follow an alternate solution to the same problem.
If not, then we should consider removing it.

PR #90993 added `shader_destroy_modules()` but it was not actually in
use.

This PR adds several places where `shader_destroy_modules()` is called
after initialization to free up memory of SPIR-V structures that are no
longer needed.
2024-12-09 11:49:28 -03:00
Chaosus a7bb85d2b7 Fix shader crash when using varyings with non-`flat` integer type 2024-12-09 12:52:01 +03:00
Lukas Tenbrink b5c31ebb41 Add contains_char() for single-character 'contains' calls. 2024-12-06 20:23:35 +01:00
clayjohn 9320865796 Avoid calculating dynamic lights when lights are baked into LightmapGI using the static bake mode 2024-12-06 10:17:44 -08:00
clayjohn f92018288f Ensure schlick is available when using clearcoat with GGX 2024-12-05 19:11:03 -08:00
landervr 05010180ce ReflectionProbe add Blend Distance 2024-12-05 23:29:47 +01:00
Thaddeus Crews 637239e979
Merge pull request #94193 from BastiaanOlij/buildin_includes
Add ability to include built-in include files
2024-12-05 14:12:23 -06:00
Thaddeus Crews 8e01601123
Merge pull request #100064 from clayjohn/atlas-realloc-time
Correctly check time since shadow was allocated in atlas to avoid unnecessary re-allocations
2024-12-05 14:12:19 -06:00
Thaddeus Crews f5d82af1fd
Merge pull request #99136 from DarioSamo/light-compute-attenuation-skip
Improve performance of shader lighting code in Forward renderers.
2024-12-05 14:12:08 -06:00
Thaddeus Crews a4c2e16c19
Merge pull request #100028 from clayjohn/rd-lights-array
Use a vector instead of an array in canvas shader instance buffer
2024-12-05 14:12:05 -06:00