/**************************************************************************/ /* luminance.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "luminance.h" #include "../framebuffer_cache_rd.h" #include "../uniform_set_cache_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" using namespace RendererRD; Luminance::Luminance(bool p_prefer_raster_effects) { prefer_raster_effects = p_prefer_raster_effects; if (prefer_raster_effects) { Vector 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); 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 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(); } } } Luminance::~Luminance() { 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); } } void Luminance::LuminanceBuffers::set_prefer_raster_effects(bool p_prefer_raster_effects) { prefer_raster_effects = p_prefer_raster_effects; } void Luminance::LuminanceBuffers::configure(RenderSceneBuffersRD *p_render_buffers) { Size2i internal_size = p_render_buffers->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 (prefer_raster_effects) { tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; } else { tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; if (final) { tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT; } } RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); reduce.push_back(texture); if (final) { current = RD::get_singleton()->texture_create(tf, RD::TextureView()); break; } } } void Luminance::LuminanceBuffers::free_data() { for (int i = 0; i < reduce.size(); i++) { RD::get_singleton()->free(reduce[i]); } reduce.clear(); if (current.is_valid()) { RD::get_singleton()->free(current); current = RID(); } } Ref Luminance::get_luminance_buffers(Ref p_render_buffers) { if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) { return p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS); } Ref buffers; buffers.instantiate(); buffers->set_prefer_raster_effects(prefer_raster_effects); buffers->configure(p_render_buffers.ptr()); p_render_buffers->set_custom_data(RB_LUMINANCE_BUFFERS, buffers); return buffers; } RID Luminance::get_current_luminance_buffer(Ref p_render_buffers) { if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) { Ref buffers = p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS); return buffers->current; } return RID(); } void Luminance::luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); // setup our uniforms RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); if (prefer_raster_effects) { LuminanceReduceRasterPushConstant push_constant; memset(&push_constant, 0, sizeof(LuminanceReduceRasterPushConstant)); push_constant.max_luminance = p_max_luminance; push_constant.min_luminance = p_min_luminance; push_constant.exposure_adjust = p_adjust; for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) { push_constant.source_size[0] = i == 0 ? p_source_size.x : push_constant.dest_size[0]; push_constant.source_size[1] = i == 0 ? p_source_size.y : push_constant.dest_size[1]; push_constant.dest_size[0] = MAX(push_constant.source_size[0] / 8, 1); push_constant.dest_size[1] = MAX(push_constant.source_size[1] / 8, 1); bool final = !p_set && (push_constant.dest_size[0] == 1) && (push_constant.dest_size[1] == 1); LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT); RID shader = luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, mode); RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_luminance_buffers->reduce[i]); RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, i == 0 ? p_source_texture : p_luminance_buffers->reduce[i - 1] })); 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); 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))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0); if (final) { RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_luminance_buffers->current })); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_current_texture), 1); } 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, &push_constant, sizeof(LuminanceReduceRasterPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } } else { LuminanceReducePushConstant push_constant; memset(&push_constant, 0, sizeof(LuminanceReducePushConstant)); push_constant.source_size[0] = p_source_size.x; push_constant.source_size[1] = p_source_size.y; push_constant.max_luminance = p_max_luminance; push_constant.min_luminance = p_min_luminance; push_constant.exposure_adjust = p_adjust; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) { RID shader; if (i == 0) { shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_READ); RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_source_texture })); 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, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0); } else { RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done if (i == p_luminance_buffers->reduce.size() - 1 && !p_set) { shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_WRITE); RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_luminance_buffers->current })); 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, uniform_set_cache->get_cache(shader, 2, u_current_texture), 2); } else { shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]); } RD::Uniform u_source_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i - 1]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0); } RD::Uniform u_reduce_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_reduce_texture), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(LuminanceReducePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.source_size[0], push_constant.source_size[1], 1); push_constant.source_size[0] = MAX(push_constant.source_size[0] / 8, 1); push_constant.source_size[1] = MAX(push_constant.source_size[1] / 8, 1); } RD::get_singleton()->compute_list_end(); } SWAP(p_luminance_buffers->current, p_luminance_buffers->reduce.write[p_luminance_buffers->reduce.size() - 1]); }