/**************************************************************************/ /* roughness_limiter.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 "roughness_limiter.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" using namespace RendererRD; RoughnessLimiter::RoughnessLimiter() { // Initialize roughness limiter Vector shader_modes; shader_modes.push_back(""); shader.initialize(shader_modes); shader_version = shader.version_create(); pipeline = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, 0)); } RoughnessLimiter::~RoughnessLimiter() { shader.version_free(shader_version); } void RoughnessLimiter::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); push_constant.screen_size[0] = p_size.x; push_constant.screen_size[1] = p_size.y; push_constant.curve = p_curve; RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); RID rl_shader = shader.version_get_shader(shader_version, 0); RD::Uniform u_source_normal(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_source_normal })); RD::Uniform u_roughness(RD::UNIFORM_TYPE_IMAGE, 0, Vector({ p_roughness })); RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(rl_shader, 0, u_source_normal), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(rl_shader, 1, u_roughness), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RoughnessLimiterPushConstant)); //not used but set anyway RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.x, p_size.y, 1); RD::get_singleton()->compute_list_end(); }