luminance.cpp 12 KB

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  1. /**************************************************************************/
  2. /* luminance.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "luminance.h"
  31. #include "../framebuffer_cache_rd.h"
  32. #include "../uniform_set_cache_rd.h"
  33. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  34. using namespace RendererRD;
  35. Luminance::Luminance(bool p_prefer_raster_effects) {
  36. prefer_raster_effects = p_prefer_raster_effects;
  37. if (prefer_raster_effects) {
  38. Vector<String> luminance_reduce_modes;
  39. luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST
  40. luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT
  41. luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL
  42. luminance_reduce_raster.shader.initialize(luminance_reduce_modes);
  43. luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create();
  44. for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
  45. 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);
  46. }
  47. } else {
  48. // Initialize luminance_reduce
  49. Vector<String> luminance_reduce_modes;
  50. luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");
  51. luminance_reduce_modes.push_back("\n");
  52. luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n");
  53. luminance_reduce.shader.initialize(luminance_reduce_modes);
  54. luminance_reduce.shader_version = luminance_reduce.shader.version_create();
  55. for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {
  56. luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));
  57. }
  58. for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
  59. luminance_reduce_raster.pipelines[i].clear();
  60. }
  61. }
  62. }
  63. Luminance::~Luminance() {
  64. if (prefer_raster_effects) {
  65. luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
  66. } else {
  67. luminance_reduce.shader.version_free(luminance_reduce.shader_version);
  68. }
  69. }
  70. void Luminance::LuminanceBuffers::set_prefer_raster_effects(bool p_prefer_raster_effects) {
  71. prefer_raster_effects = p_prefer_raster_effects;
  72. }
  73. void Luminance::LuminanceBuffers::configure(RenderSceneBuffersRD *p_render_buffers) {
  74. Size2i internal_size = p_render_buffers->get_internal_size();
  75. int w = internal_size.x;
  76. int h = internal_size.y;
  77. while (true) {
  78. w = MAX(w / 8, 1);
  79. h = MAX(h / 8, 1);
  80. RD::TextureFormat tf;
  81. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  82. tf.width = w;
  83. tf.height = h;
  84. bool final = w == 1 && h == 1;
  85. if (prefer_raster_effects) {
  86. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  87. } else {
  88. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  89. if (final) {
  90. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  91. }
  92. }
  93. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  94. reduce.push_back(texture);
  95. if (final) {
  96. current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  97. break;
  98. }
  99. }
  100. }
  101. void Luminance::LuminanceBuffers::free_data() {
  102. for (int i = 0; i < reduce.size(); i++) {
  103. RD::get_singleton()->free(reduce[i]);
  104. }
  105. reduce.clear();
  106. if (current.is_valid()) {
  107. RD::get_singleton()->free(current);
  108. current = RID();
  109. }
  110. }
  111. Ref<Luminance::LuminanceBuffers> Luminance::get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers) {
  112. if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) {
  113. return p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS);
  114. }
  115. Ref<LuminanceBuffers> buffers;
  116. buffers.instantiate();
  117. buffers->set_prefer_raster_effects(prefer_raster_effects);
  118. buffers->configure(p_render_buffers.ptr());
  119. p_render_buffers->set_custom_data(RB_LUMINANCE_BUFFERS, buffers);
  120. return buffers;
  121. }
  122. RID Luminance::get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers) {
  123. if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) {
  124. Ref<LuminanceBuffers> buffers = p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS);
  125. return buffers->current;
  126. }
  127. return RID();
  128. }
  129. void Luminance::luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
  130. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  131. ERR_FAIL_NULL(uniform_set_cache);
  132. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  133. ERR_FAIL_NULL(material_storage);
  134. // setup our uniforms
  135. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  136. if (prefer_raster_effects) {
  137. LuminanceReduceRasterPushConstant push_constant;
  138. memset(&push_constant, 0, sizeof(LuminanceReduceRasterPushConstant));
  139. push_constant.max_luminance = p_max_luminance;
  140. push_constant.min_luminance = p_min_luminance;
  141. push_constant.exposure_adjust = p_adjust;
  142. for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) {
  143. push_constant.source_size[0] = i == 0 ? p_source_size.x : push_constant.dest_size[0];
  144. push_constant.source_size[1] = i == 0 ? p_source_size.y : push_constant.dest_size[1];
  145. push_constant.dest_size[0] = MAX(push_constant.source_size[0] / 8, 1);
  146. push_constant.dest_size[1] = MAX(push_constant.source_size[1] / 8, 1);
  147. bool final = !p_set && (push_constant.dest_size[0] == 1) && (push_constant.dest_size[1] == 1);
  148. LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT);
  149. RID shader = luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, mode);
  150. RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_luminance_buffers->reduce[i]);
  151. RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, i == 0 ? p_source_texture : p_luminance_buffers->reduce[i - 1] }));
  152. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD);
  153. 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(framebuffer)));
  154. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
  155. if (final) {
  156. RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
  157. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_current_texture), 1);
  158. }
  159. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(LuminanceReduceRasterPushConstant));
  160. RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
  161. RD::get_singleton()->draw_list_end();
  162. }
  163. } else {
  164. LuminanceReducePushConstant push_constant;
  165. memset(&push_constant, 0, sizeof(LuminanceReducePushConstant));
  166. push_constant.source_size[0] = p_source_size.x;
  167. push_constant.source_size[1] = p_source_size.y;
  168. push_constant.max_luminance = p_max_luminance;
  169. push_constant.min_luminance = p_min_luminance;
  170. push_constant.exposure_adjust = p_adjust;
  171. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  172. for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) {
  173. RID shader;
  174. if (i == 0) {
  175. shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_READ);
  176. RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_texture }));
  177. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]);
  178. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
  179. } else {
  180. RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done
  181. if (i == p_luminance_buffers->reduce.size() - 1 && !p_set) {
  182. shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_WRITE);
  183. RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
  184. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]);
  185. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_current_texture), 2);
  186. } else {
  187. shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE);
  188. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);
  189. }
  190. RD::Uniform u_source_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i - 1]);
  191. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
  192. }
  193. RD::Uniform u_reduce_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i]);
  194. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_reduce_texture), 1);
  195. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(LuminanceReducePushConstant));
  196. RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.source_size[0], push_constant.source_size[1], 1);
  197. push_constant.source_size[0] = MAX(push_constant.source_size[0] / 8, 1);
  198. push_constant.source_size[1] = MAX(push_constant.source_size[1] / 8, 1);
  199. }
  200. RD::get_singleton()->compute_list_end();
  201. }
  202. SWAP(p_luminance_buffers->current, p_luminance_buffers->reduce.write[p_luminance_buffers->reduce.size() - 1]);
  203. }