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Move luminance effect into its own class and use new buffers system
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servers/rendering/renderer_rd/effects/luminance.cpp
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255
servers/rendering/renderer_rd/effects/luminance.cpp
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/**************************************************************************/
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/* luminance.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "luminance.h"
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#include "../framebuffer_cache_rd.h"
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#include "../uniform_set_cache_rd.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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using namespace RendererRD;
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Luminance::Luminance(bool p_prefer_raster_effects) {
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prefer_raster_effects = p_prefer_raster_effects;
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if (prefer_raster_effects) {
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Vector<String> luminance_reduce_modes;
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luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST
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luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT
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luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL
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luminance_reduce_raster.shader.initialize(luminance_reduce_modes);
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luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create();
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for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
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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);
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}
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} else {
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// Initialize luminance_reduce
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Vector<String> luminance_reduce_modes;
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luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");
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luminance_reduce_modes.push_back("\n");
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luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n");
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luminance_reduce.shader.initialize(luminance_reduce_modes);
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luminance_reduce.shader_version = luminance_reduce.shader.version_create();
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for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {
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luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));
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}
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for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
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luminance_reduce_raster.pipelines[i].clear();
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}
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}
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}
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Luminance::~Luminance() {
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if (prefer_raster_effects) {
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luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
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} else {
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luminance_reduce.shader.version_free(luminance_reduce.shader_version);
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}
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}
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void Luminance::LuminanceBuffers::set_prefer_raster_effects(bool p_prefer_raster_effects) {
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prefer_raster_effects = p_prefer_raster_effects;
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}
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void Luminance::LuminanceBuffers::configure(RenderSceneBuffersRD *p_render_buffers) {
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Size2i internal_size = p_render_buffers->get_internal_size();
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int w = internal_size.x;
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int h = internal_size.y;
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while (true) {
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w = MAX(w / 8, 1);
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h = MAX(h / 8, 1);
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RD::TextureFormat tf;
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tf.format = RD::DATA_FORMAT_R32_SFLOAT;
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tf.width = w;
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tf.height = h;
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bool final = w == 1 && h == 1;
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if (prefer_raster_effects) {
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tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
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} else {
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tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
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if (final) {
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tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
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}
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}
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RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
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reduce.push_back(texture);
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if (final) {
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current = RD::get_singleton()->texture_create(tf, RD::TextureView());
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break;
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}
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}
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}
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void Luminance::LuminanceBuffers::free_data() {
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for (int i = 0; i < reduce.size(); i++) {
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RD::get_singleton()->free(reduce[i]);
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}
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reduce.clear();
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if (current.is_valid()) {
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RD::get_singleton()->free(current);
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current = RID();
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}
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}
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Ref<Luminance::LuminanceBuffers> Luminance::get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers) {
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if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) {
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return p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS);
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}
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Ref<LuminanceBuffers> buffers;
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buffers.instantiate();
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buffers->set_prefer_raster_effects(prefer_raster_effects);
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buffers->configure(p_render_buffers.ptr());
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p_render_buffers->set_custom_data(RB_LUMINANCE_BUFFERS, buffers);
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return buffers;
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}
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RID Luminance::get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers) {
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if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) {
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Ref<LuminanceBuffers> buffers = p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS);
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return buffers->current;
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}
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return RID();
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}
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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) {
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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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ERR_FAIL_NULL(material_storage);
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// setup our uniforms
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RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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if (prefer_raster_effects) {
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LuminanceReduceRasterPushConstant push_constant;
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memset(&push_constant, 0, sizeof(LuminanceReduceRasterPushConstant));
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push_constant.max_luminance = p_max_luminance;
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push_constant.min_luminance = p_min_luminance;
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push_constant.exposure_adjust = p_adjust;
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for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) {
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push_constant.source_size[0] = i == 0 ? p_source_size.x : push_constant.dest_size[0];
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push_constant.source_size[1] = i == 0 ? p_source_size.y : push_constant.dest_size[1];
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push_constant.dest_size[0] = MAX(push_constant.source_size[0] / 8, 1);
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push_constant.dest_size[1] = MAX(push_constant.source_size[1] / 8, 1);
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bool final = !p_set && (push_constant.dest_size[0] == 1) && (push_constant.dest_size[1] == 1);
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LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT);
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RID shader = luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, mode);
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RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_luminance_buffers->reduce[i]);
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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] }));
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
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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)));
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
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if (final) {
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RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_current_texture), 1);
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}
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RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
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RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(LuminanceReduceRasterPushConstant));
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RD::get_singleton()->draw_list_draw(draw_list, true);
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RD::get_singleton()->draw_list_end();
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}
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} else {
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LuminanceReducePushConstant push_constant;
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memset(&push_constant, 0, sizeof(LuminanceReducePushConstant));
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push_constant.source_size[0] = p_source_size.x;
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push_constant.source_size[1] = p_source_size.y;
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push_constant.max_luminance = p_max_luminance;
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push_constant.min_luminance = p_min_luminance;
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push_constant.exposure_adjust = p_adjust;
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) {
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RID shader;
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if (i == 0) {
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shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_READ);
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RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_texture }));
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
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} else {
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RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done
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if (i == p_luminance_buffers->reduce.size() - 1 && !p_set) {
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shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_WRITE);
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RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_current_texture), 2);
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} else {
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shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE);
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);
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}
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RD::Uniform u_source_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i - 1]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
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}
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RD::Uniform u_reduce_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_reduce_texture), 1);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(LuminanceReducePushConstant));
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.source_size[0], push_constant.source_size[1], 1);
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push_constant.source_size[0] = MAX(push_constant.source_size[0] / 8, 1);
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push_constant.source_size[1] = MAX(push_constant.source_size[1] / 8, 1);
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}
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RD::get_singleton()->compute_list_end();
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}
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SWAP(p_luminance_buffers->current, p_luminance_buffers->reduce.write[p_luminance_buffers->reduce.size() - 1]);
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}
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120
servers/rendering/renderer_rd/effects/luminance.h
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120
servers/rendering/renderer_rd/effects/luminance.h
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/**************************************************************************/
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/* luminance.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
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/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* 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 */
|
||||
/* 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 LUMINANCE_RD_H
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#define LUMINANCE_RD_H
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl.gen.h"
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#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.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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#define RB_LUMINANCE_BUFFERS SNAME("luminance_buffers")
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namespace RendererRD {
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class Luminance {
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private:
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bool prefer_raster_effects;
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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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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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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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public:
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class LuminanceBuffers : public RenderBufferCustomDataRD {
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GDCLASS(LuminanceBuffers, RenderBufferCustomDataRD);
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private:
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bool prefer_raster_effects;
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public:
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Vector<RID> reduce;
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RID current;
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virtual void configure(RenderSceneBuffersRD *p_render_buffers) override;
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virtual void free_data() override;
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void set_prefer_raster_effects(bool p_prefer_raster_effects);
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};
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Ref<LuminanceBuffers> get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers);
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||||
RID get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers);
|
||||
void 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 = false);
|
||||
|
||||
Luminance(bool p_prefer_raster_effects);
|
||||
~Luminance();
|
||||
};
|
||||
|
||||
} // namespace RendererRD
|
||||
|
||||
#endif // LUMINANCE_RD_H
|
@ -55,36 +55,13 @@ RID EffectsRD::_get_uniform_set_from_image(RID p_image) {
|
||||
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);
|
||||
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, roughness_limiter.shader.version_get_shader(roughness_limiter.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];
|
||||
@ -101,86 +78,13 @@ RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_m
|
||||
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);
|
||||
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, roughness_limiter.shader.version_get_shader(roughness_limiter.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;
|
||||
@ -270,39 +174,6 @@ void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
|
||||
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;
|
||||
@ -368,11 +239,6 @@ EffectsRD::~EffectsRD() {
|
||||
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);
|
||||
}
|
||||
|
@ -33,8 +33,6 @@
|
||||
|
||||
#include "core/math/projection.h"
|
||||
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_scene_render.h"
|
||||
@ -45,51 +43,6 @@ class EffectsRD {
|
||||
private:
|
||||
bool prefer_raster_effects;
|
||||
|
||||
enum LuminanceReduceMode {
|
||||
LUMINANCE_REDUCE_READ,
|
||||
LUMINANCE_REDUCE,
|
||||
LUMINANCE_REDUCE_WRITE,
|
||||
LUMINANCE_REDUCE_MAX
|
||||
};
|
||||
|
||||
struct LuminanceReducePushConstant {
|
||||
int32_t source_size[2];
|
||||
float max_luminance;
|
||||
float min_luminance;
|
||||
float exposure_adjust;
|
||||
float pad[3];
|
||||
};
|
||||
|
||||
struct LuminanceReduce {
|
||||
LuminanceReducePushConstant push_constant;
|
||||
LuminanceReduceShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[LUMINANCE_REDUCE_MAX];
|
||||
} luminance_reduce;
|
||||
|
||||
enum LuminanceReduceRasterMode {
|
||||
LUMINANCE_REDUCE_FRAGMENT_FIRST,
|
||||
LUMINANCE_REDUCE_FRAGMENT,
|
||||
LUMINANCE_REDUCE_FRAGMENT_FINAL,
|
||||
LUMINANCE_REDUCE_FRAGMENT_MAX
|
||||
};
|
||||
|
||||
struct LuminanceReduceRasterPushConstant {
|
||||
int32_t source_size[2];
|
||||
int32_t dest_size[2];
|
||||
float exposure_adjust;
|
||||
float min_luminance;
|
||||
float max_luminance;
|
||||
uint32_t pad1;
|
||||
};
|
||||
|
||||
struct LuminanceReduceFragment {
|
||||
LuminanceReduceRasterPushConstant push_constant;
|
||||
LuminanceReduceRasterShaderRD shader;
|
||||
RID shader_version;
|
||||
PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
|
||||
} luminance_reduce_raster;
|
||||
|
||||
struct RoughnessLimiterPushConstant {
|
||||
int32_t screen_size[2];
|
||||
float curve;
|
||||
@ -164,15 +117,11 @@ private:
|
||||
RBMap<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
|
||||
|
||||
RID _get_uniform_set_from_image(RID p_texture);
|
||||
RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
|
||||
RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
|
||||
|
||||
public:
|
||||
bool get_prefer_raster_effects();
|
||||
|
||||
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);
|
||||
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);
|
||||
|
||||
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
|
||||
|
||||
void sort_buffer(RID p_uniform_set, int p_size);
|
||||
|
@ -249,57 +249,6 @@ Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {
|
||||
return rb;
|
||||
}
|
||||
|
||||
void RendererSceneRenderRD::_allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb) {
|
||||
ERR_FAIL_COND(!rb->luminance.current.is_null());
|
||||
|
||||
Size2i internal_size = rb->get_internal_size();
|
||||
int w = internal_size.x;
|
||||
int h = internal_size.y;
|
||||
|
||||
while (true) {
|
||||
w = MAX(w / 8, 1);
|
||||
h = MAX(h / 8, 1);
|
||||
|
||||
RD::TextureFormat tf;
|
||||
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
|
||||
tf.width = w;
|
||||
tf.height = h;
|
||||
|
||||
bool final = w == 1 && h == 1;
|
||||
|
||||
if (_render_buffers_can_be_storage()) {
|
||||
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
|
||||
if (final) {
|
||||
tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
|
||||
}
|
||||
} else {
|
||||
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
|
||||
}
|
||||
|
||||
RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
||||
|
||||
rb->luminance.reduce.push_back(texture);
|
||||
if (!_render_buffers_can_be_storage()) {
|
||||
Vector<RID> fb;
|
||||
fb.push_back(texture);
|
||||
|
||||
rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
|
||||
}
|
||||
|
||||
if (final) {
|
||||
rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
||||
|
||||
if (!_render_buffers_can_be_storage()) {
|
||||
Vector<RID> fb;
|
||||
fb.push_back(rb->luminance.current);
|
||||
|
||||
rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
|
||||
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
|
||||
ERR_FAIL_COND(rb.is_null());
|
||||
@ -443,9 +392,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
|
||||
RENDER_TIMESTAMP("Auto exposure");
|
||||
|
||||
RD::get_singleton()->draw_command_begin_label("Auto exposure");
|
||||
if (rb->luminance.current.is_null()) {
|
||||
_allocate_luminance_textures(rb);
|
||||
}
|
||||
|
||||
Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);
|
||||
|
||||
uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
|
||||
bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
|
||||
rb->set_auto_exposure_version(auto_exposure_version);
|
||||
@ -453,16 +402,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
|
||||
double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
|
||||
float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
|
||||
float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
|
||||
if (can_use_storage) {
|
||||
RendererCompositorRD::singleton->get_effects()->luminance_reduction(internal_texture, internal_size, rb->luminance.reduce, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
|
||||
} else {
|
||||
RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(internal_texture, internal_size, rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
|
||||
}
|
||||
luminance->luminance_reduction(internal_texture, internal_size, luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
|
||||
|
||||
// Swap final reduce with prev luminance.
|
||||
SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
|
||||
if (!can_use_storage) {
|
||||
SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
|
||||
}
|
||||
|
||||
auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
|
||||
|
||||
@ -496,8 +438,8 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
|
||||
|
||||
if (i == 0) {
|
||||
RID luminance_texture;
|
||||
if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
|
||||
luminance_texture = rb->luminance.current;
|
||||
if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
|
||||
luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer
|
||||
}
|
||||
RID source = rb->get_internal_texture(l);
|
||||
RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
|
||||
@ -530,9 +472,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
|
||||
|
||||
RendererRD::ToneMapper::TonemapSettings tonemap;
|
||||
|
||||
if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
|
||||
tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);
|
||||
if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {
|
||||
tonemap.use_auto_exposure = true;
|
||||
tonemap.exposure_texture = rb->luminance.current;
|
||||
tonemap.auto_exposure_scale = auto_exposure_scale;
|
||||
} else {
|
||||
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
|
||||
@ -746,10 +688,11 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD>
|
||||
}
|
||||
|
||||
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
|
||||
if (p_render_buffers->luminance.current.is_valid()) {
|
||||
RID luminance_texture = luminance->get_current_luminance_buffer(p_render_buffers);
|
||||
if (luminance_texture.is_valid()) {
|
||||
Size2i rtsize = texture_storage->render_target_get_size(render_target);
|
||||
|
||||
copy_effects->copy_to_fb_rect(p_render_buffers->luminance.current, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
|
||||
copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1334,6 +1277,7 @@ void RendererSceneRenderRD::init() {
|
||||
bool can_use_vrs = is_vrs_supported();
|
||||
bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
|
||||
copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
|
||||
luminance = memnew(RendererRD::Luminance(!can_use_storage));
|
||||
tone_mapper = memnew(RendererRD::ToneMapper);
|
||||
if (can_use_vrs) {
|
||||
vrs = memnew(RendererRD::VRS);
|
||||
@ -1354,6 +1298,9 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
|
||||
if (copy_effects) {
|
||||
memdelete(copy_effects);
|
||||
}
|
||||
if (luminance) {
|
||||
memdelete(luminance);
|
||||
}
|
||||
if (tone_mapper) {
|
||||
memdelete(tone_mapper);
|
||||
}
|
||||
|
@ -38,6 +38,7 @@
|
||||
#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
|
||||
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
|
||||
#include "servers/rendering/renderer_rd/effects/fsr.h"
|
||||
#include "servers/rendering/renderer_rd/effects/luminance.h"
|
||||
#include "servers/rendering/renderer_rd/effects/tone_mapper.h"
|
||||
#include "servers/rendering/renderer_rd/effects/vrs.h"
|
||||
#include "servers/rendering/renderer_rd/environment/fog.h"
|
||||
@ -105,6 +106,7 @@ protected:
|
||||
RendererRD::ForwardIDStorage *forward_id_storage = nullptr;
|
||||
RendererRD::BokehDOF *bokeh_dof = nullptr;
|
||||
RendererRD::CopyEffects *copy_effects = nullptr;
|
||||
RendererRD::Luminance *luminance = nullptr;
|
||||
RendererRD::ToneMapper *tone_mapper = nullptr;
|
||||
RendererRD::FSR *fsr = nullptr;
|
||||
RendererRD::VRS *vrs = nullptr;
|
||||
@ -180,9 +182,6 @@ private:
|
||||
|
||||
/* RENDER BUFFERS */
|
||||
|
||||
// TODO move into effects/luminance.h/cpp
|
||||
void _allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb);
|
||||
|
||||
/* GI */
|
||||
bool screen_space_roughness_limiter = false;
|
||||
float screen_space_roughness_limiter_amount = 0.25;
|
||||
|
@ -94,28 +94,6 @@ void RenderSceneBuffersRD::cleanup() {
|
||||
free_named_texture(E.value);
|
||||
}
|
||||
named_textures.clear();
|
||||
|
||||
// old stuff, to be re-evaluated...
|
||||
|
||||
for (int i = 0; i < luminance.fb.size(); i++) {
|
||||
RD::get_singleton()->free(luminance.fb[i]);
|
||||
}
|
||||
luminance.fb.clear();
|
||||
|
||||
for (int i = 0; i < luminance.reduce.size(); i++) {
|
||||
RD::get_singleton()->free(luminance.reduce[i]);
|
||||
}
|
||||
luminance.reduce.clear();
|
||||
|
||||
if (luminance.current_fb.is_valid()) {
|
||||
RD::get_singleton()->free(luminance.current_fb);
|
||||
luminance.current_fb = RID();
|
||||
}
|
||||
|
||||
if (luminance.current.is_valid()) {
|
||||
RD::get_singleton()->free(luminance.current);
|
||||
luminance.current = RID();
|
||||
}
|
||||
}
|
||||
|
||||
void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
|
||||
|
@ -213,15 +213,6 @@ public:
|
||||
|
||||
// 2 full size, 2 half size
|
||||
WeightBuffers weight_buffers[4]; // Only used in raster
|
||||
|
||||
struct Luminance {
|
||||
Vector<RID> reduce;
|
||||
RID current;
|
||||
|
||||
// used only on mobile renderer
|
||||
Vector<RID> fb;
|
||||
RID current_fb;
|
||||
} luminance;
|
||||
};
|
||||
|
||||
#endif // RENDER_SCENE_BUFFERS_RD_H
|
||||
|
Loading…
Reference in New Issue
Block a user