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https://github.com/sphynx-owner/JFA_driven_motion_blur_addon.git
synced 2025-09-19 04:06:08 +08:00
ran formatter
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@ -4,31 +4,31 @@ var rd: RenderingDevice
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var linear_sampler: RID
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var nearest_sampler : RID
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var nearest_sampler: RID
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var context: StringName = "PostProcess"
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var all_shader_stages : Dictionary
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var all_shader_stages: Dictionary
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@export var debug : bool = false:
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@export var debug: bool = false:
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set(value):
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if(debug == value):
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if (debug == value):
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return
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debug = value
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free_shaders.call_deferred()
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generate_shaders.call_deferred()
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var debug_1 : String = "debug_1"
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var debug_2 : String = "debug_2"
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var debug_3 : String = "debug_3"
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var debug_4 : String = "debug_4"
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var debug_5 : String = "debug_5"
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var debug_6 : String = "debug_6"
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var debug_7 : String = "debug_7"
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var debug_8 : String = "debug_8"
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var debug_1: String = "debug_1"
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var debug_2: String = "debug_2"
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var debug_3: String = "debug_3"
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var debug_4: String = "debug_4"
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var debug_5: String = "debug_5"
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var debug_6: String = "debug_6"
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var debug_7: String = "debug_7"
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var debug_8: String = "debug_8"
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var all_debug_images : Array[RID]
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var all_debug_images: Array[RID]
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func _init():
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RenderingServer.call_on_render_thread(_initialize_compute)
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@ -59,7 +59,7 @@ func generate_shaders():
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generate_shader_stage(shader_stage)
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func subscirbe_shader_stage(shader_stage : ShaderStageResource):
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func subscirbe_shader_stage(shader_stage: ShaderStageResource):
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if all_shader_stages.has(shader_stage):
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return
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@ -68,7 +68,7 @@ func subscirbe_shader_stage(shader_stage : ShaderStageResource):
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if rd:
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generate_shader_stage(shader_stage)
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func unsubscribe_shader_stage(shader_stage : ShaderStageResource):
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func unsubscribe_shader_stage(shader_stage: ShaderStageResource):
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if all_shader_stages.has(shader_stage):
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all_shader_stages.erase(shader_stage)
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if !rd:
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@ -104,13 +104,13 @@ func _initialize_compute():
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generate_shaders()
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func generate_shader_stage(shader_stage : ShaderStageResource):
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var shader_spirv : RDShaderSPIRV
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func generate_shader_stage(shader_stage: ShaderStageResource):
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var shader_spirv: RDShaderSPIRV
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if debug:
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var file = FileAccess.open(shader_stage.shader_file.resource_path, FileAccess.READ)
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var split_shader : PackedStringArray = file.get_as_text().split("#[compute]", true, 1)
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var content : String = split_shader[min(1, split_shader.size() - 1)]
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var all_split_parts : PackedStringArray = content.split("#version 450", true, 1)
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var split_shader: PackedStringArray = file.get_as_text().split("#[compute]", true, 1)
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var content: String = split_shader[min(1, split_shader.size() - 1)]
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var all_split_parts: PackedStringArray = content.split("#version 450", true, 1)
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content = str(all_split_parts[0],
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"#version 450
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#define DEBUG
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@ -123,7 +123,7 @@ layout(rgba16f, set = 0, binding = 15) uniform image2D debug_6_image;
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layout(rgba16f, set = 0, binding = 16) uniform image2D debug_7_image;
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layout(rgba16f, set = 0, binding = 17) uniform image2D debug_8_image;",
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all_split_parts[1])
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var shader_source : RDShaderSource = RDShaderSource.new()
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var shader_source: RDShaderSource = RDShaderSource.new()
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shader_source.set_stage_source(RenderingDevice.SHADER_STAGE_COMPUTE, content)
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shader_spirv = rd.shader_compile_spirv_from_source(shader_source, false)
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print(content)
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@ -173,11 +173,11 @@ func _render_callback(p_effect_callback_type, p_render_data):
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all_debug_images.clear()
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func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD):
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func _render_callback_2(render_size: Vector2i, render_scene_buffers: RenderSceneBuffersRD, render_scene_data: RenderSceneDataRD):
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pass
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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)):
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var render_size : Vector2i = Vector2(render_scene_buffers.get_internal_size()) * render_size_multiplier
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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)):
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var render_size: Vector2i = Vector2(render_scene_buffers.get_internal_size()) * render_size_multiplier
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if render_scene_buffers.has_texture(context, texture_name):
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var tf: RDTextureFormat = render_scene_buffers.get_texture_format(context, texture_name)
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@ -195,7 +195,7 @@ func get_image_uniform(image: RID, binding: int) -> RDUniform:
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uniform.add_id(image)
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return uniform
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func get_sampler_uniform(image: RID, binding: int, linear : bool = true) -> RDUniform:
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func get_sampler_uniform(image: RID, binding: int, linear: bool = true) -> RDUniform:
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var uniform: RDUniform = RDUniform.new()
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uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_SAMPLER_WITH_TEXTURE
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uniform.binding = binding
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@ -203,7 +203,7 @@ func get_sampler_uniform(image: RID, binding: int, linear : bool = true) -> RDUn
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uniform.add_id(image)
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return uniform
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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)):
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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)):
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rd.draw_command_begin_label(label + " " + str(view), color)
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if debug:
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