Godot Version
4.4 beta1
Question
I moved the project to a new version of godot, and got a problem when using the motion blur asset, specifically in this line render_scene_buffers.create_texture(context, texture_name, texture_format, usage_bits, RenderingDevice.TEXTURE_SAMPLES_1, render_size, 1, 1, true)
.
it asks for one more argument, I have 9 arguments and it needs 10, what argument should I add here, I don’t know, help me please, here is the shader script itself
extends CompositorEffect
var rd: RenderingDevice
var linear_sampler: RID
var nearest_sampler : RID
var context: StringName = "PostProcess"
var all_shader_stages : Dictionary
@export var debug : bool = false:
set(value):
if(debug == value):
return
debug = value
free_shaders.call_deferred()
generate_shaders.call_deferred()
var debug_1 : String = "debug_1"
var debug_2 : String = "debug_2"
var debug_3 : String = "debug_3"
var debug_4 : String = "debug_4"
var debug_5 : String = "debug_5"
var debug_6 : String = "debug_6"
var debug_7 : String = "debug_7"
var debug_8 : String = "debug_8"
var all_debug_images : Array[RID]
func _init():
RenderingServer.call_on_render_thread(_initialize_compute)
func _notification(what):
if what == NOTIFICATION_PREDELETE:
if !rd:
return
if linear_sampler.is_valid():
rd.free_rid(linear_sampler)
if nearest_sampler.is_valid():
rd.free_rid(nearest_sampler)
for shader_stage in all_shader_stages.keys():
if shader_stage.pipeline.is_valid():
rd.free_rid(shader_stage.pipeline)
if shader_stage.shader.is_valid():
rd.free_rid(shader_stage.shader)
func free_shaders():
for shader_stage in all_shader_stages.keys():
if shader_stage.pipeline.is_valid():
rd.free_rid(shader_stage.pipeline)
if shader_stage.shader.is_valid():
rd.free_rid(shader_stage.shader)
func generate_shaders():
for shader_stage in all_shader_stages.keys():
generate_shader_stage(shader_stage)
func subscirbe_shader_stage(shader_stage : ShaderStageResource):
if all_shader_stages.has(shader_stage):
return
all_shader_stages[shader_stage] = 1
if rd:
generate_shader_stage(shader_stage)
func unsubscribe_shader_stage(shader_stage : ShaderStageResource):
if all_shader_stages.has(shader_stage):
all_shader_stages.erase(shader_stage)
if !rd:
return
if shader_stage.shader.is_valid():
rd.free_rid(shader_stage.shader)
if shader_stage.pipeline.is_valid():
rd.free_rid(shader_stage.pipeline)
func _initialize_compute():
rd = RenderingServer.get_rendering_device()
if !rd:
return
var sampler_state := RDSamplerState.new()
sampler_state.min_filter = RenderingDevice.SAMPLER_FILTER_LINEAR
sampler_state.mag_filter = RenderingDevice.SAMPLER_FILTER_LINEAR
sampler_state.repeat_u = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
sampler_state.repeat_v = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
linear_sampler = rd.sampler_create(sampler_state)
sampler_state.min_filter = RenderingDevice.SAMPLER_FILTER_NEAREST
sampler_state.mag_filter = RenderingDevice.SAMPLER_FILTER_NEAREST
sampler_state.repeat_u = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
sampler_state.repeat_v = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
nearest_sampler = rd.sampler_create(sampler_state)
generate_shaders()
func generate_shader_stage(shader_stage : ShaderStageResource):
var shader_spirv : RDShaderSPIRV
if debug:
var file = FileAccess.open(shader_stage.shader_file.resource_path, FileAccess.READ)
var split_shader : PackedStringArray = file.get_as_text().split("#[compute]", true, 1)
var content : String = split_shader[min(1, split_shader.size() - 1)]
var all_split_parts : PackedStringArray = content.split("#version 450", true, 1)
content = str(all_split_parts[0],
"#version 450
#define DEBUG
layout(rgba16f, set = 0, binding = 10) uniform image2D debug_1_image;
layout(rgba16f, set = 0, binding = 11) uniform image2D debug_2_image;
layout(rgba16f, set = 0, binding = 12) uniform image2D debug_3_image;
layout(rgba16f, set = 0, binding = 13) uniform image2D debug_4_image;
layout(rgba16f, set = 0, binding = 14) uniform image2D debug_5_image;
layout(rgba16f, set = 0, binding = 15) uniform image2D debug_6_image;
layout(rgba16f, set = 0, binding = 16) uniform image2D debug_7_image;
layout(rgba16f, set = 0, binding = 17) uniform image2D debug_8_image;",
all_split_parts[1])
var shader_source : RDShaderSource = RDShaderSource.new()
shader_source.set_stage_source(RenderingDevice.SHADER_STAGE_COMPUTE, content)
shader_spirv = rd.shader_compile_spirv_from_source(shader_source, false)
print(content)
else:
shader_spirv = shader_stage.shader_file.get_spirv()
shader_stage.shader = rd.shader_create_from_spirv(shader_spirv)
shader_stage.pipeline = rd.compute_pipeline_create(shader_stage.shader)
func _render_callback(p_effect_callback_type, p_render_data):
if !rd:
return
var render_scene_buffers: RenderSceneBuffersRD = p_render_data.get_render_scene_buffers()
var render_scene_data: RenderSceneDataRD = p_render_data.get_render_scene_data()
if !render_scene_buffers or !render_scene_data:
return
var render_size: Vector2i = render_scene_buffers.get_internal_size()
if render_size.x == 0 or render_size.y == 0:
return
if debug:
ensure_texture(debug_1, render_scene_buffers)
ensure_texture(debug_2, render_scene_buffers)
ensure_texture(debug_3, render_scene_buffers)
ensure_texture(debug_4, render_scene_buffers)
ensure_texture(debug_5, render_scene_buffers)
ensure_texture(debug_6, render_scene_buffers)
ensure_texture(debug_7, render_scene_buffers)
ensure_texture(debug_8, render_scene_buffers)
var view_count = render_scene_buffers.get_view_count()
for view in range(view_count):
all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_1, view, 0, 1, 1))
all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_2, view, 0, 1, 1))
all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_3, view, 0, 1, 1))
all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_4, view, 0, 1, 1))
all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_5, view, 0, 1, 1))
all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_6, view, 0, 1, 1))
all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_7, view, 0, 1, 1))
all_debug_images.append(render_scene_buffers.get_texture_slice(context, debug_8, view, 0, 1, 1))
_render_callback_2(render_size, render_scene_buffers, render_scene_data)
all_debug_images.clear()
func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD):
pass
func ensure_texture(texture_name : StringName, render_scene_buffers : RenderSceneBuffersRD, texture_format : RenderingDevice.DataFormat = RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, render_size_multiplier : Vector2 = Vector2(1, 1)):
var render_size : Vector2i = Vector2(render_scene_buffers.get_internal_size()) * render_size_multiplier
if render_scene_buffers.has_texture(context, texture_name):
var tf: RDTextureFormat = render_scene_buffers.get_texture_format(context, texture_name)
if tf.width != render_size.x or tf.height != render_size.y:
render_scene_buffers.clear_context(context)
if !render_scene_buffers.has_texture(context, texture_name):
var usage_bits: int = RenderingDevice.TEXTURE_USAGE_SAMPLING_BIT | RenderingDevice.TEXTURE_USAGE_STORAGE_BIT
render_scene_buffers.create_texture(context, texture_name, texture_format, usage_bits, RenderingDevice.TEXTURE_SAMPLES_1, render_size, 1, 1, true, false)
func get_image_uniform(image: RID, binding: int) -> RDUniform:
var uniform: RDUniform = RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
uniform.binding = binding
uniform.add_id(image)
return uniform
func get_sampler_uniform(image: RID, binding: int, linear : bool = true) -> RDUniform:
var uniform: RDUniform = RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_SAMPLER_WITH_TEXTURE
uniform.binding = binding
uniform.add_id(linear_sampler if linear else nearest_sampler)
uniform.add_id(image)
return uniform
func dispatch_stage(stage : ShaderStageResource, uniforms : Array[RDUniform], push_constants : PackedByteArray, dispatch_size : Vector3i, label : String = "DefaultLabel", view : int = 0, color : Color = Color(1, 1, 1, 1)):
rd.draw_command_begin_label(label + " " + str(view), color)
if debug:
for i in 8:
var debug_image_index = i + view * 8;
uniforms.append(get_image_uniform(all_debug_images[debug_image_index], 10 + i))
var tex_uniform_set = UniformSetCacheRD.get_cache(stage.shader, 0, uniforms)
var compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, stage.pipeline)
rd.compute_list_bind_uniform_set(compute_list, tex_uniform_set, 0)
if !push_constants.is_empty():
rd.compute_list_set_push_constant(compute_list, push_constants, push_constants.size())
rd.compute_list_dispatch(compute_list, dispatch_size.x, dispatch_size.y, dispatch_size.z)
rd.compute_list_end()
rd.draw_command_end_label()