/**************************************************************************/
/*  resolve.cpp                                                           */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "resolve.h"

#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"

using namespace RendererRD;

Resolve::Resolve(bool p_prefer_raster_effects) {
	prefer_raster_effects = p_prefer_raster_effects;

	if (prefer_raster_effects) {
		Vector<String> resolve_modes;
		resolve_modes.push_back("");

		resolve_raster.shader.initialize(resolve_modes);
		resolve_raster.shader_version = resolve_raster.shader.version_create();
		resolve_raster.pipeline.setup(resolve_raster.shader.version_get_shader(resolve_raster.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
	} else {
		Vector<String> resolve_modes;
		resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
		resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
		resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");

		resolve.shader.initialize(resolve_modes);

		resolve.shader_version = resolve.shader.version_create();

		for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
			resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
		}
	}
}

Resolve::~Resolve() {
	if (prefer_raster_effects) {
		resolve_raster.shader.version_free(resolve_raster.shader_version);
	} else {
		resolve.shader.version_free(resolve.shader_version);
	}
}

void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples) {
	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute shader resolve with the mobile renderer.");

	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
	ERR_FAIL_NULL(uniform_set_cache);
	MaterialStorage *material_storage = MaterialStorage::get_singleton();
	ERR_FAIL_NULL(material_storage);

	ResolvePushConstant push_constant;
	push_constant.screen_size[0] = p_screen_size.x;
	push_constant.screen_size[1] = p_screen_size.y;
	push_constant.samples = p_samples;

	// setup our uniforms
	RID default_sampler = material_storage->sampler_rd_get_default(RSE::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RSE::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);

	RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));
	RD::Uniform u_source_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_source_normal_roughness }));
	RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_depth }));
	RD::Uniform u_dest_normal_roughness(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_dest_normal_roughness }));

	ResolveMode mode = p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI;
	RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);
	ERR_FAIL_COND(shader.is_null());

	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth, u_source_normal_roughness), 0);
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth, u_dest_normal_roughness), 1);
	if (p_source_voxel_gi.is_valid()) {
		RD::Uniform u_source_voxel_gi(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_voxel_gi }));
		RD::Uniform u_dest_voxel_gi(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_voxel_gi);

		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_source_voxel_gi), 2);
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_voxel_gi), 3);
	}

	RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));

	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);

	RD::get_singleton()->compute_list_end();
}

void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples) {
	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute shader resolve with the mobile renderer.");

	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
	ERR_FAIL_NULL(uniform_set_cache);
	MaterialStorage *material_storage = MaterialStorage::get_singleton();
	ERR_FAIL_NULL(material_storage);

	ResolvePushConstant push_constant;
	push_constant.screen_size[0] = p_screen_size.x;
	push_constant.screen_size[1] = p_screen_size.y;
	push_constant.samples = p_samples;

	// setup our uniforms
	RID default_sampler = material_storage->sampler_rd_get_default(RSE::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RSE::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);

	RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));
	RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_depth);

	ResolveMode mode = RESOLVE_MODE_DEPTH;
	RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);
	ERR_FAIL_COND(shader.is_null());

	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth), 0);
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth), 1);

	RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));

	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);

	RD::get_singleton()->compute_list_end();
}

void Resolve::resolve_depth_raster(RID p_source_rd_texture, RID p_dest_framebuffer, int p_samples) {
	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();

	memset(&resolve_raster.push_constant, 0, sizeof(ResolvePushConstant));
	resolve_raster.push_constant.samples = p_samples;

	RID default_sampler = material_storage->sampler_rd_get_default(RSE::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RSE::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);

	RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));

	RID shader = resolve_raster.shader.version_get_shader(resolve_raster.shader_version, 0);
	ERR_FAIL_COND(shader.is_null());

	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer);
	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, resolve_raster.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);

	RD::get_singleton()->draw_list_set_push_constant(draw_list, &resolve_raster.push_constant, sizeof(ResolvePushConstant));

	RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
	RD::get_singleton()->draw_list_end();
}
