Path: blob/master/servers/rendering/renderer_rd/effects/luminance.cpp
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/**************************************************************************/1/* luminance.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#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"3435using namespace RendererRD;3637Luminance::Luminance(bool p_prefer_raster_effects) {38prefer_raster_effects = p_prefer_raster_effects;3940if (prefer_raster_effects) {41Vector<String> luminance_reduce_modes;42luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST43luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT44luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL4546luminance_reduce_raster.shader.initialize(luminance_reduce_modes);47luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create();4849for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {50luminance_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);51}52} else {53// Initialize luminance_reduce54Vector<String> luminance_reduce_modes;55luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");56luminance_reduce_modes.push_back("\n");57luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n");5859luminance_reduce.shader.initialize(luminance_reduce_modes);60luminance_reduce.shader_version = luminance_reduce.shader.version_create();6162for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {63luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));64}6566for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {67luminance_reduce_raster.pipelines[i].clear();68}69}70}7172Luminance::~Luminance() {73if (prefer_raster_effects) {74luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);75} else {76luminance_reduce.shader.version_free(luminance_reduce.shader_version);77}78}7980void Luminance::LuminanceBuffers::set_prefer_raster_effects(bool p_prefer_raster_effects) {81prefer_raster_effects = p_prefer_raster_effects;82}8384void Luminance::LuminanceBuffers::configure(RenderSceneBuffersRD *p_render_buffers) {85Size2i internal_size = p_render_buffers->get_internal_size();86int w = internal_size.x;87int h = internal_size.y;8889while (true) {90w = MAX(w / 8, 1);91h = MAX(h / 8, 1);9293RD::TextureFormat tf;94tf.format = RD::DATA_FORMAT_R32_SFLOAT;95tf.width = w;96tf.height = h;9798bool final = w == 1 && h == 1;99100if (prefer_raster_effects) {101tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;102} else {103tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;104}105106if (final) {107tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;108}109110RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());111reduce.push_back(texture);112113if (final) {114current = RD::get_singleton()->texture_create(tf, RD::TextureView());115RD::get_singleton()->texture_clear(current, Color(0.0, 0.0, 0.0), 0u, 1u, 0u, 1u);116break;117}118}119}120121void Luminance::LuminanceBuffers::free_data() {122for (int i = 0; i < reduce.size(); i++) {123RD::get_singleton()->free(reduce[i]);124}125reduce.clear();126127if (current.is_valid()) {128RD::get_singleton()->free(current);129current = RID();130}131}132133Ref<Luminance::LuminanceBuffers> Luminance::get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers) {134if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) {135return p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS);136}137138Ref<LuminanceBuffers> buffers;139buffers.instantiate();140buffers->set_prefer_raster_effects(prefer_raster_effects);141buffers->configure(p_render_buffers.ptr());142143p_render_buffers->set_custom_data(RB_LUMINANCE_BUFFERS, buffers);144145return buffers;146}147148RID Luminance::get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers) {149if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) {150Ref<LuminanceBuffers> buffers = p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS);151return buffers->current;152}153154return RID();155}156157void 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) {158UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();159ERR_FAIL_NULL(uniform_set_cache);160MaterialStorage *material_storage = MaterialStorage::get_singleton();161ERR_FAIL_NULL(material_storage);162163// setup our uniforms164RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);165166if (prefer_raster_effects) {167LuminanceReduceRasterPushConstant push_constant;168memset(&push_constant, 0, sizeof(LuminanceReduceRasterPushConstant));169170push_constant.max_luminance = p_max_luminance;171push_constant.min_luminance = p_min_luminance;172push_constant.exposure_adjust = p_adjust;173174for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) {175push_constant.source_size[0] = i == 0 ? p_source_size.x : push_constant.dest_size[0];176push_constant.source_size[1] = i == 0 ? p_source_size.y : push_constant.dest_size[1];177push_constant.dest_size[0] = MAX(push_constant.source_size[0] / 8, 1);178push_constant.dest_size[1] = MAX(push_constant.source_size[1] / 8, 1);179180bool final = !p_set && (push_constant.dest_size[0] == 1) && (push_constant.dest_size[1] == 1);181LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT);182RID shader = luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, mode);183184RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_luminance_buffers->reduce[i]);185186RD::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] }));187188RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer);189RD::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)));190RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);191if (final) {192RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));193RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_current_texture), 1);194}195196RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(LuminanceReduceRasterPushConstant));197198RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);199RD::get_singleton()->draw_list_end();200}201} else {202LuminanceReducePushConstant push_constant;203memset(&push_constant, 0, sizeof(LuminanceReducePushConstant));204205push_constant.source_size[0] = p_source_size.x;206push_constant.source_size[1] = p_source_size.y;207push_constant.max_luminance = p_max_luminance;208push_constant.min_luminance = p_min_luminance;209push_constant.exposure_adjust = p_adjust;210211RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();212213for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) {214RID shader;215216if (i == 0) {217shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_READ);218RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_texture }));219220RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]);221RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);222} else {223RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done224225if (i == p_luminance_buffers->reduce.size() - 1 && !p_set) {226shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_WRITE);227RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));228229RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]);230RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_current_texture), 2);231} else {232shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE);233RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);234}235236RD::Uniform u_source_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i - 1]);237RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);238}239240RD::Uniform u_reduce_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i]);241RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_reduce_texture), 1);242243RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(LuminanceReducePushConstant));244245RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.source_size[0], push_constant.source_size[1], 1);246247push_constant.source_size[0] = MAX(push_constant.source_size[0] / 8, 1);248push_constant.source_size[1] = MAX(push_constant.source_size[1] / 8, 1);249}250251RD::get_singleton()->compute_list_end();252}253254SWAP(p_luminance_buffers->current, p_luminance_buffers->reduce.write[p_luminance_buffers->reduce.size() - 1]);255}256257258