d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
184 lines
6.3 KiB
C++
184 lines
6.3 KiB
C++
/**************************************************************************/
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/* effects_rd.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef EFFECTS_RD_H
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#define EFFECTS_RD_H
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#include "core/math/projection.h"
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering_server.h"
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class EffectsRD {
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private:
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bool prefer_raster_effects;
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enum LuminanceReduceMode {
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LUMINANCE_REDUCE_READ,
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LUMINANCE_REDUCE,
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LUMINANCE_REDUCE_WRITE,
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LUMINANCE_REDUCE_MAX
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};
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struct LuminanceReducePushConstant {
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int32_t source_size[2];
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float max_luminance;
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float min_luminance;
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float exposure_adjust;
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float pad[3];
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};
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struct LuminanceReduce {
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LuminanceReducePushConstant push_constant;
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LuminanceReduceShaderRD shader;
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RID shader_version;
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RID pipelines[LUMINANCE_REDUCE_MAX];
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} luminance_reduce;
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enum LuminanceReduceRasterMode {
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LUMINANCE_REDUCE_FRAGMENT_FIRST,
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LUMINANCE_REDUCE_FRAGMENT,
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LUMINANCE_REDUCE_FRAGMENT_FINAL,
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LUMINANCE_REDUCE_FRAGMENT_MAX
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};
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struct LuminanceReduceRasterPushConstant {
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int32_t source_size[2];
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int32_t dest_size[2];
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float exposure_adjust;
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float min_luminance;
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float max_luminance;
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uint32_t pad1;
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};
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struct LuminanceReduceFragment {
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LuminanceReduceRasterPushConstant push_constant;
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LuminanceReduceRasterShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
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} luminance_reduce_raster;
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struct RoughnessLimiterPushConstant {
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int32_t screen_size[2];
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float curve;
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uint32_t pad;
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};
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struct RoughnessLimiter {
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RoughnessLimiterPushConstant push_constant;
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RoughnessLimiterShaderRD shader;
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RID shader_version;
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RID pipeline;
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} roughness_limiter;
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enum SortMode {
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SORT_MODE_BLOCK,
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SORT_MODE_STEP,
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SORT_MODE_INNER,
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SORT_MODE_MAX
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};
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struct Sort {
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struct PushConstant {
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uint32_t total_elements;
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uint32_t pad[3];
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int32_t job_params[4];
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};
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SortShaderRD shader;
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RID shader_version;
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RID pipelines[SORT_MODE_MAX];
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} sort;
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RID default_sampler;
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RID default_mipmap_sampler;
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RID index_buffer;
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RID index_array;
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HashMap<RID, RID> texture_to_uniform_set_cache;
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HashMap<RID, RID> input_to_uniform_set_cache;
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HashMap<RID, RID> image_to_uniform_set_cache;
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struct TexturePair {
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RID texture1;
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RID texture2;
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_FORCE_INLINE_ bool operator<(const TexturePair &p_pair) const {
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if (texture1 == p_pair.texture1) {
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return texture2 < p_pair.texture2;
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} else {
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return texture1 < p_pair.texture1;
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}
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}
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};
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struct TextureSamplerPair {
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RID texture;
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RID sampler;
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_FORCE_INLINE_ bool operator<(const TextureSamplerPair &p_pair) const {
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if (texture == p_pair.texture) {
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return sampler < p_pair.sampler;
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} else {
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return texture < p_pair.texture;
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}
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}
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};
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RBMap<TexturePair, RID> texture_pair_to_uniform_set_cache;
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RBMap<RID, RID> texture_to_compute_uniform_set_cache;
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RBMap<TexturePair, RID> texture_pair_to_compute_uniform_set_cache;
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RBMap<TexturePair, RID> image_pair_to_compute_uniform_set_cache;
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RBMap<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
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RID _get_uniform_set_from_image(RID p_texture);
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RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
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RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
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public:
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bool get_prefer_raster_effects();
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void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
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void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
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void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
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void sort_buffer(RID p_uniform_set, int p_size);
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EffectsRD(bool p_prefer_raster_effects);
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~EffectsRD();
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};
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#endif // EFFECTS_RD_H
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