/**************************************************************************/ /* taa.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 "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 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 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 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(); }