1/**************************************************************************/
2/* taa.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 "taa.h"
32#include "servers/rendering/renderer_rd/effects/copy_effects.h"
33#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
34#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
35
36using namespace RendererRD;
37
38TAA::TAA() {
39 Vector<String> taa_modes;
40 taa_modes.push_back("\n#define MODE_TAA_RESOLVE");
41 taa_shader.initialize(taa_modes);
42 shader_version = taa_shader.version_create();
43 pipeline = RD::get_singleton()->compute_pipeline_create(taa_shader.version_get_shader(shader_version, 0));
44}
45
46TAA::~TAA() {
47 taa_shader.version_free(shader_version);
48}
49
50void TAA::msaa_resolve(Ref<RenderSceneBuffersRD> p_render_buffers) {
51 if (!p_render_buffers->has_velocity_buffer(true)) {
52 // nothing to resolve
53 return;
54 }
55
56 for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) {
57 RID velocity_buffer_msaa = p_render_buffers->get_velocity_buffer(true, v);
58 RID velocity_buffer = p_render_buffers->get_velocity_buffer(false, v);
59
60 RD::get_singleton()->texture_resolve_multisample(velocity_buffer_msaa, velocity_buffer);
61 }
62}
63
64void 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) {
65 UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
66 ERR_FAIL_NULL(uniform_set_cache);
67 MaterialStorage *material_storage = MaterialStorage::get_singleton();
68 ERR_FAIL_NULL(material_storage);
69
70 RID shader = taa_shader.version_get_shader(shader_version, 0);
71 ERR_FAIL_COND(shader.is_null());
72
73 RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
74
75 TAAResolvePushConstant push_constant;
76 memset(&push_constant, 0, sizeof(TAAResolvePushConstant));
77 push_constant.resolution_width = p_resolution.width;
78 push_constant.resolution_height = p_resolution.height;
79 push_constant.disocclusion_threshold = 0.025f;
80 push_constant.disocclusion_scale = 10.0f;
81
82 RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
83 RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline);
84
85 RD::Uniform u_frame_source(RD::UNIFORM_TYPE_IMAGE, 0, { p_frame });
86 RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, { default_sampler, p_depth });
87 RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 2, { p_velocity });
88 RD::Uniform u_prev_velocity(RD::UNIFORM_TYPE_IMAGE, 3, { p_prev_velocity });
89 RD::Uniform u_history(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 4, { default_sampler, p_history });
90 RD::Uniform u_frame_dest(RD::UNIFORM_TYPE_IMAGE, 5, { p_temp });
91
92 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);
93 RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(TAAResolvePushConstant));
94 RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_resolution.width, p_resolution.height, 1);
95 RD::get_singleton()->compute_list_end();
96}
97
98void TAA::process(Ref<RenderSceneBuffersRD> p_render_buffers, RD::DataFormat p_format, float p_z_near, float p_z_far) {
99 CopyEffects *copy_effects = CopyEffects::get_singleton();
100
101 uint32_t view_count = p_render_buffers->get_view_count();
102 Size2i internal_size = p_render_buffers->get_internal_size();
103 Size2i target_size = p_render_buffers->get_target_size();
104
105 bool just_allocated = false;
106 if (!p_render_buffers->has_texture(SNAME("taa"), SNAME("history"))) {
107 uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
108
109 p_render_buffers->create_texture(SNAME("taa"), SNAME("history"), p_format, usage_bits);
110 p_render_buffers->create_texture(SNAME("taa"), SNAME("temp"), p_format, usage_bits);
111
112 p_render_buffers->create_texture(SNAME("taa"), SNAME("prev_velocity"), RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits);
113
114 just_allocated = true;
115 }
116
117 RD::get_singleton()->draw_command_begin_label("TAA");
118
119 for (uint32_t v = 0; v < view_count; v++) {
120 // Get our (cached) slices
121 RID internal_texture = p_render_buffers->get_internal_texture(v);
122 RID velocity_buffer = p_render_buffers->get_velocity_buffer(false, v);
123 RID taa_history = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("history"), v, 0);
124 RID taa_prev_velocity = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("prev_velocity"), v, 0);
125
126 if (!just_allocated) {
127 RID depth_texture = p_render_buffers->get_depth_texture(v);
128 RID taa_temp = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("temp"), v, 0);
129 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);
130 copy_effects->copy_to_rect(taa_temp, internal_texture, Rect2(0, 0, internal_size.x, internal_size.y));
131 }
132
133 copy_effects->copy_to_rect(internal_texture, taa_history, Rect2(0, 0, internal_size.x, internal_size.y));
134 copy_effects->copy_to_rect(velocity_buffer, taa_prev_velocity, Rect2(0, 0, target_size.x, target_size.y));
135 }
136
137 RD::get_singleton()->draw_command_end_label();
138}
139