Path: blob/master/servers/rendering/renderer_rd/effects/taa.cpp
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/**************************************************************************/1/* taa.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 "taa.h"31#include "servers/rendering/renderer_rd/effects/copy_effects.h"32#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"33#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"3435using namespace RendererRD;3637TAA::TAA() {38Vector<String> taa_modes;39taa_modes.push_back("\n#define MODE_TAA_RESOLVE");40taa_shader.initialize(taa_modes);41shader_version = taa_shader.version_create();42pipeline = RD::get_singleton()->compute_pipeline_create(taa_shader.version_get_shader(shader_version, 0));43}4445TAA::~TAA() {46taa_shader.version_free(shader_version);47}4849void 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) {50UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();51ERR_FAIL_NULL(uniform_set_cache);52MaterialStorage *material_storage = MaterialStorage::get_singleton();53ERR_FAIL_NULL(material_storage);5455RID shader = taa_shader.version_get_shader(shader_version, 0);56ERR_FAIL_COND(shader.is_null());5758RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);5960TAAResolvePushConstant push_constant;61memset(&push_constant, 0, sizeof(TAAResolvePushConstant));62push_constant.resolution_width = p_resolution.width;63push_constant.resolution_height = p_resolution.height;64push_constant.disocclusion_threshold = 2.5f; // If velocity changes by less than this amount of texels we can retain the accumulation buffer.65push_constant.disocclusion_scale = 0.01f; // Scale the weight of this pixel calculated as (change in velocity - threshold) * scale.6667RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();68RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline);6970RD::Uniform u_frame_source(RD::UNIFORM_TYPE_IMAGE, 0, { p_frame });71RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, { default_sampler, p_depth });72RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 2, { p_velocity });73RD::Uniform u_prev_velocity(RD::UNIFORM_TYPE_IMAGE, 3, { p_prev_velocity });74RD::Uniform u_history(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 4, { default_sampler, p_history });75RD::Uniform u_frame_dest(RD::UNIFORM_TYPE_IMAGE, 5, { p_temp });7677RD::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);78RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(TAAResolvePushConstant));79RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_resolution.width, p_resolution.height, 1);80RD::get_singleton()->compute_list_end();81}8283void TAA::process(Ref<RenderSceneBuffersRD> p_render_buffers, RD::DataFormat p_format, float p_z_near, float p_z_far) {84CopyEffects *copy_effects = CopyEffects::get_singleton();8586uint32_t view_count = p_render_buffers->get_view_count();87Size2i internal_size = p_render_buffers->get_internal_size();88Size2i target_size = p_render_buffers->get_target_size();8990bool just_allocated = false;91if (!p_render_buffers->has_texture(SNAME("taa"), SNAME("history"))) {92uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;9394p_render_buffers->create_texture(SNAME("taa"), SNAME("history"), p_format, usage_bits);95p_render_buffers->create_texture(SNAME("taa"), SNAME("temp"), p_format, usage_bits);9697p_render_buffers->create_texture(SNAME("taa"), SNAME("prev_velocity"), RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits);9899just_allocated = true;100}101102RD::get_singleton()->draw_command_begin_label("TAA");103104for (uint32_t v = 0; v < view_count; v++) {105// Get our (cached) slices106RID internal_texture = p_render_buffers->get_internal_texture(v);107RID velocity_buffer = p_render_buffers->get_velocity_buffer(false, v);108RID taa_history = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("history"), v, 0);109RID taa_prev_velocity = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("prev_velocity"), v, 0);110111if (!just_allocated) {112RID depth_texture = p_render_buffers->get_depth_texture(v);113RID taa_temp = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("temp"), v, 0);114resolve(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);115copy_effects->copy_to_rect(taa_temp, internal_texture, Rect2(0, 0, internal_size.x, internal_size.y));116}117118copy_effects->copy_to_rect(internal_texture, taa_history, Rect2(0, 0, internal_size.x, internal_size.y));119copy_effects->copy_to_rect(velocity_buffer, taa_prev_velocity, Rect2(0, 0, target_size.x, target_size.y));120}121122RD::get_singleton()->draw_command_end_label();123}124125126