| 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 | |
| 36 | using namespace RendererRD; |
| 37 | |
| 38 | TAA::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 | |
| 46 | TAA::~TAA() { |
| 47 | taa_shader.version_free(shader_version); |
| 48 | } |
| 49 | |
| 50 | void 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 | |
| 64 | 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) { |
| 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 | |
| 98 | void 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 | |