1 | /**************************************************************************/ |
2 | /* luminance.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "luminance.h" |
32 | #include "../framebuffer_cache_rd.h" |
33 | #include "../uniform_set_cache_rd.h" |
34 | #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" |
35 | |
36 | using namespace RendererRD; |
37 | |
38 | Luminance::Luminance(bool p_prefer_raster_effects) { |
39 | prefer_raster_effects = p_prefer_raster_effects; |
40 | |
41 | if (prefer_raster_effects) { |
42 | Vector<String> luminance_reduce_modes; |
43 | luminance_reduce_modes.push_back("\n#define FIRST_PASS\n" ); // LUMINANCE_REDUCE_FRAGMENT_FIRST |
44 | luminance_reduce_modes.push_back("\n" ); // LUMINANCE_REDUCE_FRAGMENT |
45 | luminance_reduce_modes.push_back("\n#define FINAL_PASS\n" ); // LUMINANCE_REDUCE_FRAGMENT_FINAL |
46 | |
47 | luminance_reduce_raster.shader.initialize(luminance_reduce_modes); |
48 | luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create(); |
49 | |
50 | for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) { |
51 | 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); |
52 | } |
53 | } else { |
54 | // Initialize luminance_reduce |
55 | Vector<String> luminance_reduce_modes; |
56 | luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n" ); |
57 | luminance_reduce_modes.push_back("\n" ); |
58 | luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n" ); |
59 | |
60 | luminance_reduce.shader.initialize(luminance_reduce_modes); |
61 | luminance_reduce.shader_version = luminance_reduce.shader.version_create(); |
62 | |
63 | for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) { |
64 | luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i)); |
65 | } |
66 | |
67 | for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) { |
68 | luminance_reduce_raster.pipelines[i].clear(); |
69 | } |
70 | } |
71 | } |
72 | |
73 | Luminance::~Luminance() { |
74 | if (prefer_raster_effects) { |
75 | luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version); |
76 | } else { |
77 | luminance_reduce.shader.version_free(luminance_reduce.shader_version); |
78 | } |
79 | } |
80 | |
81 | void Luminance::LuminanceBuffers::set_prefer_raster_effects(bool p_prefer_raster_effects) { |
82 | prefer_raster_effects = p_prefer_raster_effects; |
83 | } |
84 | |
85 | void Luminance::LuminanceBuffers::configure(RenderSceneBuffersRD *p_render_buffers) { |
86 | Size2i internal_size = p_render_buffers->get_internal_size(); |
87 | int w = internal_size.x; |
88 | int h = internal_size.y; |
89 | |
90 | while (true) { |
91 | w = MAX(w / 8, 1); |
92 | h = MAX(h / 8, 1); |
93 | |
94 | RD::TextureFormat tf; |
95 | tf.format = RD::DATA_FORMAT_R32_SFLOAT; |
96 | tf.width = w; |
97 | tf.height = h; |
98 | |
99 | bool final = w == 1 && h == 1; |
100 | |
101 | if (prefer_raster_effects) { |
102 | tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; |
103 | } else { |
104 | tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; |
105 | if (final) { |
106 | tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT; |
107 | } |
108 | } |
109 | |
110 | RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); |
111 | reduce.push_back(texture); |
112 | |
113 | if (final) { |
114 | current = RD::get_singleton()->texture_create(tf, RD::TextureView()); |
115 | break; |
116 | } |
117 | } |
118 | } |
119 | |
120 | void Luminance::LuminanceBuffers::free_data() { |
121 | for (int i = 0; i < reduce.size(); i++) { |
122 | RD::get_singleton()->free(reduce[i]); |
123 | } |
124 | reduce.clear(); |
125 | |
126 | if (current.is_valid()) { |
127 | RD::get_singleton()->free(current); |
128 | current = RID(); |
129 | } |
130 | } |
131 | |
132 | Ref<Luminance::LuminanceBuffers> Luminance::get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers) { |
133 | if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) { |
134 | return p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS); |
135 | } |
136 | |
137 | Ref<LuminanceBuffers> buffers; |
138 | buffers.instantiate(); |
139 | buffers->set_prefer_raster_effects(prefer_raster_effects); |
140 | buffers->configure(p_render_buffers.ptr()); |
141 | |
142 | p_render_buffers->set_custom_data(RB_LUMINANCE_BUFFERS, buffers); |
143 | |
144 | return buffers; |
145 | } |
146 | |
147 | RID Luminance::get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers) { |
148 | if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) { |
149 | Ref<LuminanceBuffers> buffers = p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS); |
150 | return buffers->current; |
151 | } |
152 | |
153 | return RID(); |
154 | } |
155 | |
156 | void Luminance::luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) { |
157 | UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); |
158 | ERR_FAIL_NULL(uniform_set_cache); |
159 | MaterialStorage *material_storage = MaterialStorage::get_singleton(); |
160 | ERR_FAIL_NULL(material_storage); |
161 | |
162 | // setup our uniforms |
163 | RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); |
164 | |
165 | if (prefer_raster_effects) { |
166 | LuminanceReduceRasterPushConstant push_constant; |
167 | memset(&push_constant, 0, sizeof(LuminanceReduceRasterPushConstant)); |
168 | |
169 | push_constant.max_luminance = p_max_luminance; |
170 | push_constant.min_luminance = p_min_luminance; |
171 | push_constant.exposure_adjust = p_adjust; |
172 | |
173 | for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) { |
174 | push_constant.source_size[0] = i == 0 ? p_source_size.x : push_constant.dest_size[0]; |
175 | push_constant.source_size[1] = i == 0 ? p_source_size.y : push_constant.dest_size[1]; |
176 | push_constant.dest_size[0] = MAX(push_constant.source_size[0] / 8, 1); |
177 | push_constant.dest_size[1] = MAX(push_constant.source_size[1] / 8, 1); |
178 | |
179 | bool final = !p_set && (push_constant.dest_size[0] == 1) && (push_constant.dest_size[1] == 1); |
180 | LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT); |
181 | RID shader = luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, mode); |
182 | |
183 | RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_luminance_buffers->reduce[i]); |
184 | |
185 | RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, i == 0 ? p_source_texture : p_luminance_buffers->reduce[i - 1] })); |
186 | |
187 | 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); |
188 | 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))); |
189 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0); |
190 | if (final) { |
191 | RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current })); |
192 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_current_texture), 1); |
193 | } |
194 | |
195 | RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(LuminanceReduceRasterPushConstant)); |
196 | |
197 | RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); |
198 | RD::get_singleton()->draw_list_end(); |
199 | } |
200 | } else { |
201 | LuminanceReducePushConstant push_constant; |
202 | memset(&push_constant, 0, sizeof(LuminanceReducePushConstant)); |
203 | |
204 | push_constant.source_size[0] = p_source_size.x; |
205 | push_constant.source_size[1] = p_source_size.y; |
206 | push_constant.max_luminance = p_max_luminance; |
207 | push_constant.min_luminance = p_min_luminance; |
208 | push_constant.exposure_adjust = p_adjust; |
209 | |
210 | RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); |
211 | |
212 | for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) { |
213 | RID shader; |
214 | |
215 | if (i == 0) { |
216 | shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_READ); |
217 | RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_texture })); |
218 | |
219 | RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]); |
220 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0); |
221 | } else { |
222 | RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done |
223 | |
224 | if (i == p_luminance_buffers->reduce.size() - 1 && !p_set) { |
225 | shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_WRITE); |
226 | RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current })); |
227 | |
228 | RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]); |
229 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_current_texture), 2); |
230 | } else { |
231 | shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE); |
232 | RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]); |
233 | } |
234 | |
235 | RD::Uniform u_source_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i - 1]); |
236 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0); |
237 | } |
238 | |
239 | RD::Uniform u_reduce_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i]); |
240 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_reduce_texture), 1); |
241 | |
242 | RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(LuminanceReducePushConstant)); |
243 | |
244 | RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.source_size[0], push_constant.source_size[1], 1); |
245 | |
246 | push_constant.source_size[0] = MAX(push_constant.source_size[0] / 8, 1); |
247 | push_constant.source_size[1] = MAX(push_constant.source_size[1] / 8, 1); |
248 | } |
249 | |
250 | RD::get_singleton()->compute_list_end(); |
251 | } |
252 | |
253 | SWAP(p_luminance_buffers->current, p_luminance_buffers->reduce.write[p_luminance_buffers->reduce.size() - 1]); |
254 | } |
255 | |