godot/servers/rendering/renderer_rd/effects_rd.cpp

381 lines
17 KiB
C++

/*************************************************************************/
/* effects_rd.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "effects_rd.h"
#include "core/config/project_settings.h"
#include "core/math/math_defs.h"
#include "core/os/os.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "thirdparty/misc/cubemap_coeffs.h"
bool EffectsRD::get_prefer_raster_effects() {
return prefer_raster_effects;
}
RID EffectsRD::_get_uniform_set_from_image(RID p_image) {
if (image_to_uniform_set_cache.has(p_image)) {
RID uniform_set = image_to_uniform_set_cache[p_image];
if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
return uniform_set;
}
}
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 0;
u.append_id(p_image);
uniforms.push_back(u);
//any thing with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 1);
image_to_uniform_set_cache[p_image] = uniform_set;
return uniform_set;
}
RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
if (texture_to_uniform_set_cache.has(p_texture)) {
RID uniform_set = texture_to_uniform_set_cache[p_texture];
if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
return uniform_set;
}
}
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
u.append_id(p_texture);
uniforms.push_back(u);
// anything with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, 0), 0);
texture_to_uniform_set_cache[p_texture] = uniform_set;
return uniform_set;
}
RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
if (texture_to_compute_uniform_set_cache.has(p_texture)) {
RID uniform_set = texture_to_compute_uniform_set_cache[p_texture];
if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
return uniform_set;
}
}
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
u.append_id(p_texture);
uniforms.push_back(u);
//any thing with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 0);
texture_to_compute_uniform_set_cache[p_texture] = uniform_set;
return uniform_set;
}
void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of luminance reduction with the mobile renderer.");
luminance_reduce.push_constant.source_size[0] = p_source_size.x;
luminance_reduce.push_constant.source_size[1] = p_source_size.y;
luminance_reduce.push_constant.max_luminance = p_max_luminance;
luminance_reduce.push_constant.min_luminance = p_min_luminance;
luminance_reduce.push_constant.exposure_adjust = p_adjust;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
for (int i = 0; i < p_reduce.size(); i++) {
if (i == 0) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_texture), 0);
} else {
RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done
if (i == p_reduce.size() - 1 && !p_set) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_prev_luminance), 2);
} else {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i - 1]), 0);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i]), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &luminance_reduce.push_constant, sizeof(LuminanceReducePushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, luminance_reduce.push_constant.source_size[0], luminance_reduce.push_constant.source_size[1], 1);
luminance_reduce.push_constant.source_size[0] = MAX(luminance_reduce.push_constant.source_size[0] / 8, 1);
luminance_reduce.push_constant.source_size[1] = MAX(luminance_reduce.push_constant.source_size[1] / 8, 1);
}
RD::get_singleton()->compute_list_end();
}
void EffectsRD::luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster version of luminance reduction with the clustered renderer.");
ERR_FAIL_COND_MSG(p_reduce.size() != p_fb.size(), "Incorrect frame buffer account for luminance reduction.");
luminance_reduce_raster.push_constant.max_luminance = p_max_luminance;
luminance_reduce_raster.push_constant.min_luminance = p_min_luminance;
luminance_reduce_raster.push_constant.exposure_adjust = p_adjust;
for (int i = 0; i < p_reduce.size(); i++) {
luminance_reduce_raster.push_constant.source_size[0] = i == 0 ? p_source_size.x : luminance_reduce_raster.push_constant.dest_size[0];
luminance_reduce_raster.push_constant.source_size[1] = i == 0 ? p_source_size.y : luminance_reduce_raster.push_constant.dest_size[1];
luminance_reduce_raster.push_constant.dest_size[0] = MAX(luminance_reduce_raster.push_constant.source_size[0] / 8, 1);
luminance_reduce_raster.push_constant.dest_size[1] = MAX(luminance_reduce_raster.push_constant.source_size[1] / 8, 1);
bool final = !p_set && (luminance_reduce_raster.push_constant.dest_size[0] == 1) && (luminance_reduce_raster.push_constant.dest_size[1] == 1);
LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT);
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, luminance_reduce_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_fb[i])));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(i == 0 ? p_source_texture : p_reduce[i - 1]), 0);
if (final) {
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_prev_luminance), 1);
}
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &luminance_reduce_raster.push_constant, sizeof(LuminanceReduceRasterPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
}
void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) {
roughness_limiter.push_constant.screen_size[0] = p_size.x;
roughness_limiter.push_constant.screen_size[1] = p_size.y;
roughness_limiter.push_constant.curve = p_curve;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness_limiter.pipeline);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_normal), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_roughness), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness_limiter.push_constant, sizeof(RoughnessLimiterPushConstant)); //not used but set anyway
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.x, p_size.y, 1);
RD::get_singleton()->compute_list_end();
}
void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
Sort::PushConstant push_constant;
push_constant.total_elements = p_size;
bool done = true;
int numThreadGroups = ((p_size - 1) >> 9) + 1;
if (numThreadGroups > 1) {
done = false;
}
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_BLOCK]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_uniform_set, 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
int presorted = 512;
while (!done) {
RD::get_singleton()->compute_list_add_barrier(compute_list);
done = true;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_STEP]);
numThreadGroups = 0;
if (p_size > presorted) {
if (p_size > presorted * 2) {
done = false;
}
int pow2 = presorted;
while (pow2 < p_size) {
pow2 *= 2;
}
numThreadGroups = pow2 >> 9;
}
unsigned int nMergeSize = presorted * 2;
for (unsigned int nMergeSubSize = nMergeSize >> 1; nMergeSubSize > 256; nMergeSubSize = nMergeSubSize >> 1) {
push_constant.job_params[0] = nMergeSubSize;
if (nMergeSubSize == nMergeSize >> 1) {
push_constant.job_params[1] = (2 * nMergeSubSize - 1);
push_constant.job_params[2] = -1;
} else {
push_constant.job_params[1] = nMergeSubSize;
push_constant.job_params[2] = 1;
}
push_constant.job_params[3] = 0;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_INNER]);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
presorted *= 2;
}
RD::get_singleton()->compute_list_end();
}
EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
prefer_raster_effects = p_prefer_raster_effects;
if (prefer_raster_effects) {
Vector<String> luminance_reduce_modes;
luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST
luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT
luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL
luminance_reduce_raster.shader.initialize(luminance_reduce_modes);
memset(&luminance_reduce_raster.push_constant, 0, sizeof(LuminanceReduceRasterPushConstant));
luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create();
for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
luminance_reduce_raster.pipelines[i].setup(luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
}
} else {
// Initialize luminance_reduce
Vector<String> luminance_reduce_modes;
luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");
luminance_reduce_modes.push_back("\n");
luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n");
luminance_reduce.shader.initialize(luminance_reduce_modes);
luminance_reduce.shader_version = luminance_reduce.shader.version_create();
for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {
luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));
}
for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
luminance_reduce_raster.pipelines[i].clear();
}
}
if (!prefer_raster_effects) {
// Initialize roughness limiter
Vector<String> shader_modes;
shader_modes.push_back("");
roughness_limiter.shader.initialize(shader_modes);
roughness_limiter.shader_version = roughness_limiter.shader.version_create();
roughness_limiter.pipeline = RD::get_singleton()->compute_pipeline_create(roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0));
}
{
Vector<String> sort_modes;
sort_modes.push_back("\n#define MODE_SORT_BLOCK\n");
sort_modes.push_back("\n#define MODE_SORT_STEP\n");
sort_modes.push_back("\n#define MODE_SORT_INNER\n");
sort.shader.initialize(sort_modes);
sort.shader_version = sort.shader.version_create();
for (int i = 0; i < SORT_MODE_MAX; i++) {
sort.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sort.shader.version_get_shader(sort.shader_version, i));
}
}
RD::SamplerState sampler;
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.max_lod = 0;
default_sampler = RD::get_singleton()->sampler_create(sampler);
RD::get_singleton()->set_resource_name(default_sampler, "Default Linear Sampler");
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.mip_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.max_lod = 1e20;
default_mipmap_sampler = RD::get_singleton()->sampler_create(sampler);
RD::get_singleton()->set_resource_name(default_mipmap_sampler, "Default MipMap Sampler");
{ //create index array for copy shaders
Vector<uint8_t> pv;
pv.resize(6 * 4);
{
uint8_t *w = pv.ptrw();
int *p32 = (int *)w;
p32[0] = 0;
p32[1] = 1;
p32[2] = 2;
p32[3] = 0;
p32[4] = 2;
p32[5] = 3;
}
index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
}
}
EffectsRD::~EffectsRD() {
RD::get_singleton()->free(default_sampler);
RD::get_singleton()->free(default_mipmap_sampler);
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
if (prefer_raster_effects) {
luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
} else {
luminance_reduce.shader.version_free(luminance_reduce.shader_version);
}
if (!prefer_raster_effects) {
roughness_limiter.shader.version_free(roughness_limiter.shader_version);
}
sort.shader.version_free(sort.shader_version);
}