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-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.cpp25
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.h4
-rw-r--r--servers/rendering/renderer_rd/effects/fsr.cpp127
-rw-r--r--servers/rendering/renderer_rd/effects/fsr.h73
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.cpp104
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.h36
-rw-r--r--servers/rendering/renderer_rd/effects/taa.cpp138
-rw-r--r--servers/rendering/renderer_rd/effects/taa.h68
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.cpp41
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.h2
10 files changed, 562 insertions, 56 deletions
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp
index 70f5fc4a6a..53237c1dfb 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp
@@ -705,7 +705,7 @@ void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, con
RD::get_singleton()->compute_list_end();
}
-void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
+void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
@@ -713,6 +713,9 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
+ RID half_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_half_texture);
+ RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
+
memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
BlurRasterMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW;
@@ -737,14 +740,14 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
- RD::Uniform u_rd_texture_half(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_rd_texture_half }));
+ RD::Uniform u_half_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_half_texture }));
RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode);
ERR_FAIL_COND(shader.is_null());
//HORIZONTAL
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, 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, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half)));
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(half_framebuffer, 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, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(half_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
if (p_auto_exposure.is_valid() && p_first_pass) {
RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_auto_exposure }));
@@ -764,9 +767,9 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, float p_luminanc
ERR_FAIL_COND(shader.is_null());
//VERTICAL
- draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, 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, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_rd_texture_half), 0);
+ draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, 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, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
blur_raster.push_constant.flags = base_flags;
@@ -810,9 +813,11 @@ void CopyEffects::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const
RD::get_singleton()->compute_list_end();
}
-void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size) {
+void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap with the clustered renderer.");
+ RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
+
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
@@ -833,8 +838,8 @@ void CopyEffects::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebu
RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, 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, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, 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, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h
index f82726d654..0ddb60ebef 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.h
+++ b/servers/rendering/renderer_rd/effects/copy_effects.h
@@ -322,10 +322,10 @@ public:
void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false);
void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
- void gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
+ void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
- void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size);
+ void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
diff --git a/servers/rendering/renderer_rd/effects/fsr.cpp b/servers/rendering/renderer_rd/effects/fsr.cpp
new file mode 100644
index 0000000000..5fde24a926
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/fsr.cpp
@@ -0,0 +1,127 @@
+/*************************************************************************/
+/* fsr.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "fsr.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
+
+using namespace RendererRD;
+
+FSR::FSR() {
+ Vector<String> FSR_upscale_modes;
+
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
+ // MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though.
+ FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
+#else
+ // Everyone else can use normal mode when available.
+ if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) {
+ FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n");
+ } else {
+ FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
+ }
+#endif
+
+ fsr_shader.initialize(FSR_upscale_modes);
+
+ shader_version = fsr_shader.version_create();
+ pipeline = RD::get_singleton()->compute_pipeline_create(fsr_shader.version_get_shader(shader_version, 0));
+}
+
+FSR::~FSR() {
+ fsr_shader.version_free(shader_version);
+}
+
+void FSR::fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ Size2i internal_size = p_render_buffers->get_internal_size();
+ Size2i target_size = p_render_buffers->get_target_size();
+ float fsr_upscale_sharpness = p_render_buffers->get_fsr_sharpness();
+
+ if (!p_render_buffers->has_texture(SNAME("FSR"), SNAME("upscale_texture"))) {
+ RD::DataFormat format = p_render_buffers->get_base_data_format();
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ uint32_t layers = 1; // we only need one layer, in multiview we're processing one layer at a time.
+
+ p_render_buffers->create_texture(SNAME("FSR"), SNAME("upscale_texture"), format, usage_bits, RD::TEXTURE_SAMPLES_1, target_size, layers);
+ }
+
+ RID upscale_texture = p_render_buffers->get_texture(SNAME("FSR"), SNAME("upscale_texture"));
+
+ FSRUpscalePushConstant push_constant;
+ memset(&push_constant, 0, sizeof(FSRUpscalePushConstant));
+
+ int dispatch_x = (target_size.x + 15) / 16;
+ int dispatch_y = (target_size.y + 15) / 16;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline);
+
+ push_constant.resolution_width = internal_size.width;
+ push_constant.resolution_height = internal_size.height;
+ push_constant.upscaled_width = target_size.width;
+ push_constant.upscaled_height = target_size.height;
+ push_constant.sharpness = fsr_upscale_sharpness;
+
+ RID shader = fsr_shader.version_get_shader(shader_version, 0);
+ ERR_FAIL_COND(shader.is_null());
+
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ //FSR Easc
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, p_source_rd_texture });
+ RD::Uniform u_upscale_texture(RD::UNIFORM_TYPE_IMAGE, 0, { upscale_texture });
+
+ push_constant.pass = FSR_UPSCALE_PASS_EASU;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_upscale_texture), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //FSR Rcas
+ RD::Uniform u_upscale_texture_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, upscale_texture });
+ RD::Uniform u_destination_texture(RD::UNIFORM_TYPE_IMAGE, 0, { p_destination_texture });
+
+ push_constant.pass = FSR_UPSCALE_PASS_RCAS;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_texture_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_destination_texture), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
+
+ RD::get_singleton()->compute_list_end(compute_list);
+}
diff --git a/servers/rendering/renderer_rd/effects/fsr.h b/servers/rendering/renderer_rd/effects/fsr.h
new file mode 100644
index 0000000000..1adfba527a
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/fsr.h
@@ -0,0 +1,73 @@
+/*************************************************************************/
+/* fsr.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FSR_RD_H
+#define FSR_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
+#include "servers/rendering/renderer_scene_render.h"
+
+#include "servers/rendering_server.h"
+
+namespace RendererRD {
+
+class FSR {
+public:
+ FSR();
+ ~FSR();
+
+ void fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture);
+
+private:
+ enum FSRUpscalePass {
+ FSR_UPSCALE_PASS_EASU = 0,
+ FSR_UPSCALE_PASS_RCAS = 1
+ };
+
+ struct FSRUpscalePushConstant {
+ float resolution_width;
+ float resolution_height;
+ float upscaled_width;
+ float upscaled_height;
+ float sharpness;
+ int pass;
+ int _unused0, _unused1;
+ };
+
+ FsrUpscaleShaderRD fsr_shader;
+ RID shader_version;
+ RID pipeline;
+};
+
+} // namespace RendererRD
+
+#endif // FSR_RD_H
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp
index 874409b885..582c5abbdd 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp
@@ -32,6 +32,7 @@
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
using namespace RendererRD;
@@ -333,6 +334,22 @@ SSEffects::SSEffects() {
}
}
}
+
+ // Subsurface scattering
+ {
+ Vector<String> sss_modes;
+ sss_modes.push_back("\n#define USE_11_SAMPLES\n");
+ sss_modes.push_back("\n#define USE_17_SAMPLES\n");
+ sss_modes.push_back("\n#define USE_25_SAMPLES\n");
+
+ sss.shader.initialize(sss_modes);
+
+ sss.shader_version = sss.shader.version_create();
+
+ for (int i = 0; i < sss_modes.size(); i++) {
+ sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
+ }
+ }
}
SSEffects::~SSEffects() {
@@ -376,6 +393,11 @@ SSEffects::~SSEffects() {
RD::get_singleton()->free(ssao.importance_map_load_counter);
}
+ {
+ // Cleanup Subsurface scattering
+ sss.shader.version_free(sss.shader_version);
+ }
+
singleton = nullptr;
}
@@ -421,6 +443,11 @@ void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_
RD::get_singleton()->draw_command_begin_label("Downsample Depth");
if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) {
+ if (ss_effects.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects.downsample_uniform_set)) {
+ RD::get_singleton()->free(ss_effects.downsample_uniform_set);
+ ss_effects.downsample_uniform_set = RID();
+ }
+
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
@@ -494,6 +521,7 @@ void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_
ss_effects.used_full_mips_last_frame = use_full_mips;
ss_effects.used_half_size_last_frame = use_half_size;
+ ss_effects.used_mips_last_frame = use_mips;
}
/* SSIL */
@@ -1462,7 +1490,7 @@ void SSEffects::ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const Rend
}
}
-void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) {
+void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
@@ -1557,10 +1585,6 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].matrix[1][1]);
push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0];
push_constant.proj_info[3] = (1.0f + p_projections[v].matrix[1][2]) / p_projections[v].matrix[1][1];
- push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255);
- push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255);
- push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255);
- push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255);
ScreenSpaceReflectionMode mode = (p_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL;
RID shader = ssr.shader.version_get_shader(ssr.shader_version, mode);
@@ -1713,3 +1737,73 @@ void SSEffects::ssr_free(SSRRenderBuffers &p_ssr_buffers) {
p_ssr_buffers.normal_scaled = RID();
}
}
+
+/* Subsurface scattering */
+
+void SSEffects::sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ // Our intermediate buffer is only created if we haven't created it already.
+ RD::DataFormat format = p_render_buffers->get_base_data_format();
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ uint32_t layers = 1; // We only need one layer, we're handling one view at a time
+ uint32_t mipmaps = 1; // Image::get_image_required_mipmaps(p_screen_size.x, p_screen_size.y, Image::FORMAT_RGBAH);
+ RID intermediate = p_render_buffers->create_texture(SNAME("SSR"), SNAME("intermediate"), format, usage_bits, RD::TEXTURE_SAMPLES_1, p_screen_size, layers, mipmaps);
+
+ Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
+ p.normal /= p.d;
+ float unit_size = p.normal.x;
+
+ { //scale color and depth to half
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ sss.push_constant.camera_z_far = p_camera.get_z_far();
+ sss.push_constant.camera_z_near = p_camera.get_z_near();
+ sss.push_constant.orthogonal = p_camera.is_orthogonal();
+ sss.push_constant.unit_size = unit_size;
+ sss.push_constant.screen_size[0] = p_screen_size.x;
+ sss.push_constant.screen_size[1] = p_screen_size.y;
+ sss.push_constant.vertical = false;
+ sss.push_constant.scale = p_scale;
+ sss.push_constant.depth_scale = p_depth_scale;
+
+ RID shader = sss.shader.version_get_shader(sss.shader_version, p_quality - 1);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]);
+
+ RD::Uniform u_diffuse_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse }));
+ RD::Uniform u_diffuse(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_diffuse }));
+ RD::Uniform u_intermediate_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, intermediate }));
+ RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
+ RD::Uniform u_depth_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth }));
+
+ // horizontal
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ // vertical
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_diffuse), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_depth_with_sampler), 2);
+
+ sss.push_constant.vertical = true;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+
+ RD::get_singleton()->compute_list_end();
+ }
+}
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h
index c31271ffd2..d50319c46f 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.h
+++ b/servers/rendering/renderer_rd/effects/ss_effects.h
@@ -44,9 +44,12 @@
#include "servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
+class RenderSceneBuffersRD;
+
namespace RendererRD {
class SSEffects {
@@ -165,9 +168,12 @@ public:
};
void ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const Size2i &p_screen_size, const uint32_t p_view_count);
- void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const Color &p_metallic_mask, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets);
+ void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets);
void ssr_free(SSRRenderBuffers &p_ssr_buffers);
+ /* subsurface scattering */
+ void sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
+
private:
/* SS Downsampler */
@@ -459,10 +465,7 @@ private:
uint32_t orthogonal; // 4 - 52
float filter_mipmap_levels; // 4 - 56
uint32_t use_half_res; // 4 - 60
- uint8_t metallic_mask[4]; // 4 - 64
-
- uint32_t view_index; // 4 - 68
- uint32_t pad[3]; // 12 - 80
+ uint32_t view_index; // 4 - 64
// float projection[16]; // this is in our ScreenSpaceReflectionSceneData now
};
@@ -501,6 +504,29 @@ private:
RID shader_version;
RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_FILTER_MAX];
} ssr_filter;
+
+ /* Subsurface scattering */
+
+ struct SubSurfaceScatteringPushConstant {
+ int32_t screen_size[2];
+ float camera_z_far;
+ float camera_z_near;
+
+ uint32_t vertical;
+ uint32_t orthogonal;
+ float unit_size;
+ float scale;
+
+ float depth_scale;
+ uint32_t pad[3];
+ };
+
+ struct SubSurfaceScattering {
+ SubSurfaceScatteringPushConstant push_constant;
+ SubsurfaceScatteringShaderRD shader;
+ RID shader_version;
+ RID pipelines[3]; //3 quality levels
+ } sss;
};
} // namespace RendererRD
diff --git a/servers/rendering/renderer_rd/effects/taa.cpp b/servers/rendering/renderer_rd/effects/taa.cpp
new file mode 100644
index 0000000000..657385a509
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/taa.cpp
@@ -0,0 +1,138 @@
+/*************************************************************************/
+/* taa.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "taa.h"
+#include "servers/rendering/renderer_rd/effects/copy_effects.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
+
+using namespace RendererRD;
+
+TAA::TAA() {
+ Vector<String> taa_modes;
+ taa_modes.push_back("\n#define MODE_TAA_RESOLVE");
+ taa_shader.initialize(taa_modes);
+ shader_version = taa_shader.version_create();
+ pipeline = RD::get_singleton()->compute_pipeline_create(taa_shader.version_get_shader(shader_version, 0));
+}
+
+TAA::~TAA() {
+ taa_shader.version_free(shader_version);
+}
+
+void TAA::msaa_resolve(Ref<RenderSceneBuffersRD> p_render_buffers) {
+ if (!p_render_buffers->has_velocity_buffer(true)) {
+ // nothing to resolve
+ return;
+ }
+
+ for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) {
+ RID velocity_buffer_msaa = p_render_buffers->get_velocity_buffer(true, v);
+ RID velocity_buffer = p_render_buffers->get_velocity_buffer(false, v);
+
+ RD::get_singleton()->texture_resolve_multisample(velocity_buffer_msaa, velocity_buffer);
+ }
+}
+
+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) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ RID shader = taa_shader.version_get_shader(shader_version, 0);
+ ERR_FAIL_COND(shader.is_null());
+
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ TAAResolvePushConstant push_constant;
+ memset(&push_constant, 0, sizeof(TAAResolvePushConstant));
+ push_constant.resolution_width = p_resolution.width;
+ push_constant.resolution_height = p_resolution.height;
+ push_constant.disocclusion_threshold = 0.025f;
+ push_constant.disocclusion_scale = 10.0f;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline);
+
+ RD::Uniform u_frame_source(RD::UNIFORM_TYPE_IMAGE, 0, { p_frame });
+ RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, { default_sampler, p_depth });
+ RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 2, { p_velocity });
+ RD::Uniform u_prev_velocity(RD::UNIFORM_TYPE_IMAGE, 3, { p_prev_velocity });
+ RD::Uniform u_history(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 4, { default_sampler, p_history });
+ RD::Uniform u_frame_dest(RD::UNIFORM_TYPE_IMAGE, 5, { p_temp });
+
+ 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);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(TAAResolvePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_resolution.width, p_resolution.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void TAA::process(Ref<RenderSceneBuffersRD> p_render_buffers, RD::DataFormat p_format, float p_z_near, float p_z_far) {
+ CopyEffects *copy_effects = CopyEffects::get_singleton();
+
+ uint32_t view_count = p_render_buffers->get_view_count();
+ Size2i internal_size = p_render_buffers->get_internal_size();
+ Size2i target_size = p_render_buffers->get_target_size();
+
+ bool just_allocated = false;
+ if (!p_render_buffers->has_texture(SNAME("taa"), SNAME("history"))) {
+ uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ p_render_buffers->create_texture(SNAME("taa"), SNAME("history"), p_format, usage_bits);
+ p_render_buffers->create_texture(SNAME("taa"), SNAME("temp"), p_format, usage_bits);
+
+ p_render_buffers->create_texture(SNAME("taa"), SNAME("prev_velocity"), RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits);
+
+ just_allocated = true;
+ }
+
+ RD::get_singleton()->draw_command_begin_label("TAA");
+
+ for (uint32_t v = 0; v < view_count; v++) {
+ // Get our (cached) slices
+ RID internal_texture = p_render_buffers->get_internal_texture(v);
+ RID velocity_buffer = p_render_buffers->get_velocity_buffer(false, v);
+ RID taa_history = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("history"), v, 0);
+ RID taa_prev_velocity = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("prev_velocity"), v, 0);
+
+ if (!just_allocated) {
+ RID depth_texture = p_render_buffers->get_depth_texture(v);
+ RID taa_temp = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("temp"), v, 0);
+ 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);
+ copy_effects->copy_to_rect(taa_temp, internal_texture, Rect2(0, 0, internal_size.x, internal_size.y));
+ }
+
+ copy_effects->copy_to_rect(internal_texture, taa_history, Rect2(0, 0, internal_size.x, internal_size.y));
+ copy_effects->copy_to_rect(velocity_buffer, taa_prev_velocity, Rect2(0, 0, target_size.x, target_size.y));
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
diff --git a/servers/rendering/renderer_rd/effects/taa.h b/servers/rendering/renderer_rd/effects/taa.h
new file mode 100644
index 0000000000..ce4af18866
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/taa.h
@@ -0,0 +1,68 @@
+/*************************************************************************/
+/* taa.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef TAA_RD_H
+#define TAA_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
+#include "servers/rendering/renderer_scene_render.h"
+
+#include "servers/rendering_server.h"
+
+namespace RendererRD {
+
+class TAA {
+public:
+ TAA();
+ ~TAA();
+
+ void msaa_resolve(Ref<RenderSceneBuffersRD> p_render_buffers);
+ void process(Ref<RenderSceneBuffersRD> p_render_buffers, RD::DataFormat p_format, float p_z_near, float p_z_far);
+
+private:
+ struct TAAResolvePushConstant {
+ float resolution_width;
+ float resolution_height;
+ float disocclusion_threshold;
+ float disocclusion_scale;
+ };
+
+ TaaResolveShaderRD taa_shader;
+ RID shader_version;
+ RID pipeline;
+
+ void 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);
+};
+
+} // namespace RendererRD
+
+#endif // TAA_RD_H
diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp
index 68cfd43d90..5ff00aa94c 100644
--- a/servers/rendering/renderer_rd/effects/vrs.cpp
+++ b/servers/rendering/renderer_rd/effects/vrs.cpp
@@ -91,47 +91,22 @@ void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multi
RD::get_singleton()->draw_list_end();
}
-void VRS::create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb) {
- // TODO find a way to skip this if VRS is not supported, but we don't have access to VulkanContext here, even though we're in vulkan.. hmmm
-
+Size2i VRS::get_vrs_texture_size(const Size2i p_base_size) const {
// TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we
// obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating
// our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size
// of the VRS buffer to supply.
Size2i texel_size = Size2i(16, 16);
- RD::TextureFormat tf;
- if (p_view_count > 1) {
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- } else {
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- }
- tf.format = RD::DATA_FORMAT_R8_UINT;
- tf.width = p_base_width / texel_size.x;
- if (p_base_width % texel_size.x != 0) {
- tf.width++;
+ int width = p_base_size.x / texel_size.x;
+ if (p_base_size.x % texel_size.x != 0) {
+ width++;
}
- tf.height = p_base_height / texel_size.y;
- if (p_base_height % texel_size.y != 0) {
- tf.height++;
+ int height = p_base_size.y / texel_size.y;
+ if (p_base_size.y % texel_size.y != 0) {
+ height++;
}
- tf.array_layers = p_view_count; // create a layer for every view
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- tf.samples = RD::TEXTURE_SAMPLES_1;
-
- p_vrs_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- // by default VRS is assumed to be our VRS attachment, but if we need to write into it, we need a bit more control
- Vector<RID> fb;
- fb.push_back(p_vrs_texture);
-
- RD::FramebufferPass pass;
- pass.color_attachments.push_back(0);
-
- Vector<RD::FramebufferPass> passes;
- passes.push_back(pass);
-
- p_vrs_fb = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, p_view_count);
+ return Size2i(width, height);
}
void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) {
diff --git a/servers/rendering/renderer_rd/effects/vrs.h b/servers/rendering/renderer_rd/effects/vrs.h
index dd15df615e..7125c6455d 100644
--- a/servers/rendering/renderer_rd/effects/vrs.h
+++ b/servers/rendering/renderer_rd/effects/vrs.h
@@ -66,7 +66,7 @@ public:
void copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview = false);
- void create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb);
+ Size2i get_vrs_texture_size(const Size2i p_base_size) const;
void update_vrs_texture(RID p_vrs_fb, RID p_render_target);
};