250 lines
8.2 KiB
C++
250 lines
8.2 KiB
C++
/*************************************************************************/
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/* effects_rd.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EFFECTS_RD_H
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#define EFFECTS_RD_H
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#include "core/math/camera_matrix.h"
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/fsr_upscale.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/taa_resolve.glsl.gen.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering_server.h"
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class EffectsRD {
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private:
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bool prefer_raster_effects;
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enum FSRUpscalePass {
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FSR_UPSCALE_PASS_EASU = 0,
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FSR_UPSCALE_PASS_RCAS = 1
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};
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struct FSRUpscalePushConstant {
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float resolution_width;
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float resolution_height;
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float upscaled_width;
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float upscaled_height;
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float sharpness;
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int pass;
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int _unused0, _unused1;
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};
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struct FSRUpscale {
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FSRUpscalePushConstant push_constant;
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FsrUpscaleShaderRD shader;
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RID shader_version;
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RID pipeline;
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} FSR_upscale;
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struct TAAResolvePushConstant {
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float resolution_width;
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float resolution_height;
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float disocclusion_threshold;
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float disocclusion_scale;
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};
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struct TAAResolve {
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TAAResolvePushConstant push_constant;
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TaaResolveShaderRD shader;
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RID shader_version;
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RID pipeline;
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} TAA_resolve;
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enum LuminanceReduceMode {
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LUMINANCE_REDUCE_READ,
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LUMINANCE_REDUCE,
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LUMINANCE_REDUCE_WRITE,
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LUMINANCE_REDUCE_MAX
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};
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struct LuminanceReducePushConstant {
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int32_t source_size[2];
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float max_luminance;
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float min_luminance;
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float exposure_adjust;
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float pad[3];
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};
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struct LuminanceReduce {
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LuminanceReducePushConstant push_constant;
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LuminanceReduceShaderRD shader;
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RID shader_version;
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RID pipelines[LUMINANCE_REDUCE_MAX];
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} luminance_reduce;
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enum LuminanceReduceRasterMode {
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LUMINANCE_REDUCE_FRAGMENT_FIRST,
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LUMINANCE_REDUCE_FRAGMENT,
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LUMINANCE_REDUCE_FRAGMENT_FINAL,
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LUMINANCE_REDUCE_FRAGMENT_MAX
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};
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struct LuminanceReduceRasterPushConstant {
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int32_t source_size[2];
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int32_t dest_size[2];
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float exposure_adjust;
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float min_luminance;
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float max_luminance;
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uint32_t pad1;
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};
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struct LuminanceReduceFragment {
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LuminanceReduceRasterPushConstant push_constant;
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LuminanceReduceRasterShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
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} luminance_reduce_raster;
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struct RoughnessLimiterPushConstant {
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int32_t screen_size[2];
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float curve;
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uint32_t pad;
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};
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struct RoughnessLimiter {
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RoughnessLimiterPushConstant push_constant;
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RoughnessLimiterShaderRD shader;
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RID shader_version;
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RID pipeline;
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} roughness_limiter;
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struct SubSurfaceScatteringPushConstant {
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int32_t screen_size[2];
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float camera_z_far;
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float camera_z_near;
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uint32_t vertical;
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uint32_t orthogonal;
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float unit_size;
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float scale;
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float depth_scale;
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uint32_t pad[3];
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};
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struct SubSurfaceScattering {
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SubSurfaceScatteringPushConstant push_constant;
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SubsurfaceScatteringShaderRD shader;
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RID shader_version;
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RID pipelines[3]; //3 quality levels
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} sss;
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enum SortMode {
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SORT_MODE_BLOCK,
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SORT_MODE_STEP,
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SORT_MODE_INNER,
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SORT_MODE_MAX
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};
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struct Sort {
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struct PushConstant {
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uint32_t total_elements;
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uint32_t pad[3];
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int32_t job_params[4];
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};
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SortShaderRD shader;
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RID shader_version;
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RID pipelines[SORT_MODE_MAX];
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} sort;
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RID default_sampler;
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RID default_mipmap_sampler;
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RID index_buffer;
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RID index_array;
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HashMap<RID, RID> texture_to_uniform_set_cache;
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HashMap<RID, RID> input_to_uniform_set_cache;
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HashMap<RID, RID> image_to_uniform_set_cache;
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struct TexturePair {
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RID texture1;
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RID texture2;
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_FORCE_INLINE_ bool operator<(const TexturePair &p_pair) const {
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if (texture1 == p_pair.texture1) {
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return texture2 < p_pair.texture2;
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} else {
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return texture1 < p_pair.texture1;
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}
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}
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};
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struct TextureSamplerPair {
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RID texture;
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RID sampler;
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_FORCE_INLINE_ bool operator<(const TextureSamplerPair &p_pair) const {
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if (texture == p_pair.texture) {
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return sampler < p_pair.sampler;
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} else {
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return texture < p_pair.texture;
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}
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}
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};
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RBMap<TexturePair, RID> texture_pair_to_uniform_set_cache;
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RBMap<RID, RID> texture_to_compute_uniform_set_cache;
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RBMap<TexturePair, RID> texture_pair_to_compute_uniform_set_cache;
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RBMap<TexturePair, RID> image_pair_to_compute_uniform_set_cache;
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RBMap<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
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RID _get_uniform_set_from_image(RID p_texture);
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RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
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RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
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public:
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bool get_prefer_raster_effects();
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void fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness);
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void taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far);
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void 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 = false);
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void 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 = false);
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void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
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void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
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void sort_buffer(RID p_uniform_set, int p_size);
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EffectsRD(bool p_prefer_raster_effects);
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~EffectsRD();
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};
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#endif // !RASTERIZER_EFFECTS_RD_H
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