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 | |