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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_rd/effects/taa.cpp
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/**************************************************************************/
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/* taa.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 "taa.h"
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#include "servers/rendering/renderer_rd/effects/copy_effects.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
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using namespace RendererRD;
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TAA::TAA() {
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Vector<String> taa_modes;
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taa_modes.push_back("\n#define MODE_TAA_RESOLVE");
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taa_shader.initialize(taa_modes);
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shader_version = taa_shader.version_create();
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pipeline = RD::get_singleton()->compute_pipeline_create(taa_shader.version_get_shader(shader_version, 0));
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}
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TAA::~TAA() {
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taa_shader.version_free(shader_version);
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}
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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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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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RID shader = taa_shader.version_get_shader(shader_version, 0);
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ERR_FAIL_COND(shader.is_null());
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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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TAAResolvePushConstant push_constant;
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memset(&push_constant, 0, sizeof(TAAResolvePushConstant));
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push_constant.resolution_width = p_resolution.width;
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push_constant.resolution_height = p_resolution.height;
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push_constant.disocclusion_threshold = 2.5f; // If velocity changes by less than this amount of texels we can retain the accumulation buffer.
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push_constant.disocclusion_scale = 0.01f; // Scale the weight of this pixel calculated as (change in velocity - threshold) * scale.
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline);
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RD::Uniform u_frame_source(RD::UNIFORM_TYPE_IMAGE, 0, { p_frame });
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RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, { default_sampler, p_depth });
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RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 2, { p_velocity });
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RD::Uniform u_prev_velocity(RD::UNIFORM_TYPE_IMAGE, 3, { p_prev_velocity });
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RD::Uniform u_history(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 4, { default_sampler, p_history });
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RD::Uniform u_frame_dest(RD::UNIFORM_TYPE_IMAGE, 5, { p_temp });
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_frame_source, u_depth, u_velocity, u_prev_velocity, u_history, u_frame_dest), 0);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(TAAResolvePushConstant));
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_resolution.width, p_resolution.height, 1);
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RD::get_singleton()->compute_list_end();
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}
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void TAA::process(Ref<RenderSceneBuffersRD> p_render_buffers, RD::DataFormat p_format, float p_z_near, float p_z_far) {
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CopyEffects *copy_effects = CopyEffects::get_singleton();
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uint32_t view_count = p_render_buffers->get_view_count();
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Size2i internal_size = p_render_buffers->get_internal_size();
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Size2i target_size = p_render_buffers->get_target_size();
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bool just_allocated = false;
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if (!p_render_buffers->has_texture(SNAME("taa"), SNAME("history"))) {
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uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
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p_render_buffers->create_texture(SNAME("taa"), SNAME("history"), p_format, usage_bits);
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p_render_buffers->create_texture(SNAME("taa"), SNAME("temp"), p_format, usage_bits);
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p_render_buffers->create_texture(SNAME("taa"), SNAME("prev_velocity"), RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits);
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just_allocated = true;
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}
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RD::get_singleton()->draw_command_begin_label("TAA");
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for (uint32_t v = 0; v < view_count; v++) {
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// Get our (cached) slices
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RID internal_texture = p_render_buffers->get_internal_texture(v);
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RID velocity_buffer = p_render_buffers->get_velocity_buffer(false, v);
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RID taa_history = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("history"), v, 0);
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RID taa_prev_velocity = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("prev_velocity"), v, 0);
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if (!just_allocated) {
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RID depth_texture = p_render_buffers->get_depth_texture(v);
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RID taa_temp = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("temp"), v, 0);
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resolve(internal_texture, taa_temp, depth_texture, velocity_buffer, taa_prev_velocity, taa_history, Size2(internal_size.x, internal_size.y), p_z_near, p_z_far);
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copy_effects->copy_to_rect(taa_temp, internal_texture, Rect2(0, 0, internal_size.x, internal_size.y));
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}
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copy_effects->copy_to_rect(internal_texture, taa_history, Rect2(0, 0, internal_size.x, internal_size.y));
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copy_effects->copy_to_rect(velocity_buffer, taa_prev_velocity, Rect2(0, 0, target_size.x, target_size.y));
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}
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RD::get_singleton()->draw_command_end_label();
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}
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