280 lines
14 KiB
C++
280 lines
14 KiB
C++
/*************************************************************************/
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/* tone_mapper.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "tone_mapper.h"
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#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
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using namespace RendererRD;
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ToneMapper::ToneMapper() {
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{
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// Initialize tonemapper
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Vector<String> tonemap_modes;
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tonemap_modes.push_back("\n");
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tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n");
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tonemap_modes.push_back("\n#define USE_1D_LUT\n");
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tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
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tonemap_modes.push_back("\n#define SUBPASS\n");
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tonemap_modes.push_back("\n#define SUBPASS\n#define USE_1D_LUT\n");
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// multiview versions of our shaders
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tonemap_modes.push_back("\n#define MULTIVIEW\n");
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tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n");
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tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_1D_LUT\n");
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tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
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tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n");
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tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n#define USE_1D_LUT\n");
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tonemap.shader.initialize(tonemap_modes);
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if (!RendererCompositorRD::singleton->is_xr_enabled()) {
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tonemap.shader.set_variant_enabled(TONEMAP_MODE_NORMAL_MULTIVIEW, false);
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tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, false);
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tonemap.shader.set_variant_enabled(TONEMAP_MODE_1D_LUT_MULTIVIEW, false);
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tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, false);
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tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_MULTIVIEW, false);
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tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW, false);
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}
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tonemap.shader_version = tonemap.shader.version_create();
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for (int i = 0; i < TONEMAP_MODE_MAX; i++) {
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if (tonemap.shader.is_variant_enabled(i)) {
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tonemap.pipelines[i].setup(tonemap.shader.version_get_shader(tonemap.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
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} else {
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tonemap.pipelines[i].clear();
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}
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}
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}
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// TODO maybe centralise this in mesh_storage?
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{ //create index array for copy shaders
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Vector<uint8_t> pv;
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pv.resize(6 * 4);
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{
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uint8_t *w = pv.ptrw();
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int *p32 = (int *)w;
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p32[0] = 0;
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p32[1] = 1;
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p32[2] = 2;
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p32[3] = 0;
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p32[4] = 2;
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p32[5] = 3;
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}
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index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
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index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
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}
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}
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ToneMapper::~ToneMapper() {
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RD::get_singleton()->free(index_buffer); //array gets freed as dependency
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tonemap.shader.version_free(tonemap.shader_version);
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}
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void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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ERR_FAIL_NULL(material_storage);
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memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
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tonemap.push_constant.use_bcs = p_settings.use_bcs;
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tonemap.push_constant.bcs[0] = p_settings.brightness;
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tonemap.push_constant.bcs[1] = p_settings.contrast;
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tonemap.push_constant.bcs[2] = p_settings.saturation;
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tonemap.push_constant.use_glow = p_settings.use_glow;
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tonemap.push_constant.glow_intensity = p_settings.glow_intensity;
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tonemap.push_constant.glow_map_strength = p_settings.glow_map_strength;
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tonemap.push_constant.glow_levels[0] = p_settings.glow_levels[0]; // clean this up to just pass by pointer or something
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tonemap.push_constant.glow_levels[1] = p_settings.glow_levels[1];
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tonemap.push_constant.glow_levels[2] = p_settings.glow_levels[2];
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tonemap.push_constant.glow_levels[3] = p_settings.glow_levels[3];
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tonemap.push_constant.glow_levels[4] = p_settings.glow_levels[4];
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tonemap.push_constant.glow_levels[5] = p_settings.glow_levels[5];
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tonemap.push_constant.glow_levels[6] = p_settings.glow_levels[6];
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tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x;
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tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y;
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tonemap.push_constant.glow_mode = p_settings.glow_mode;
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int mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
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if (p_settings.use_1d_color_correction) {
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mode += 2;
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}
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tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
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tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
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tonemap.push_constant.exposure = p_settings.exposure;
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tonemap.push_constant.white = p_settings.white;
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tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
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tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
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tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
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tonemap.push_constant.use_fxaa = p_settings.use_fxaa;
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tonemap.push_constant.use_debanding = p_settings.use_debanding;
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tonemap.push_constant.pixel_size[0] = 1.0 / p_settings.texture_size.x;
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tonemap.push_constant.pixel_size[1] = 1.0 / p_settings.texture_size.y;
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if (p_settings.view_count > 1) {
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// Use MULTIVIEW versions
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mode += 6;
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}
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RID default_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RID default_mipmap_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RD::Uniform u_source_color;
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u_source_color.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_source_color.binding = 0;
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u_source_color.append_id(default_shader);
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u_source_color.append_id(p_source_color);
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RD::Uniform u_exposure_texture;
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u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_exposure_texture.binding = 0;
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u_exposure_texture.append_id(default_shader);
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u_exposure_texture.append_id(p_settings.exposure_texture);
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RD::Uniform u_glow_texture;
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u_glow_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_glow_texture.binding = 0;
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u_glow_texture.append_id(default_mipmap_shader);
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u_glow_texture.append_id(p_settings.glow_texture);
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RD::Uniform u_glow_map;
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u_glow_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_glow_map.binding = 1;
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u_glow_map.append_id(default_mipmap_shader);
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u_glow_map.append_id(p_settings.glow_map);
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RD::Uniform u_color_correction_texture;
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u_color_correction_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_color_correction_texture.binding = 0;
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u_color_correction_texture.append_id(default_shader);
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u_color_correction_texture.append_id(p_settings.color_correction_texture);
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RID shader = tonemap.shader.version_get_shader(tonemap.shader_version, mode);
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ERR_FAIL_COND(shader.is_null());
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer), false, RD::get_singleton()->draw_list_get_current_pass()));
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_color), 0);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
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RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
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RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
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RD::get_singleton()->draw_list_draw(draw_list, true);
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RD::get_singleton()->draw_list_end();
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}
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void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings) {
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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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ERR_FAIL_NULL(material_storage);
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memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
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tonemap.push_constant.use_bcs = p_settings.use_bcs;
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tonemap.push_constant.bcs[0] = p_settings.brightness;
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tonemap.push_constant.bcs[1] = p_settings.contrast;
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tonemap.push_constant.bcs[2] = p_settings.saturation;
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ERR_FAIL_COND_MSG(p_settings.use_glow, "Glow is not supported when using subpasses.");
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tonemap.push_constant.use_glow = p_settings.use_glow;
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int mode = p_settings.use_1d_color_correction ? TONEMAP_MODE_SUBPASS_1D_LUT : TONEMAP_MODE_SUBPASS;
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if (p_settings.view_count > 1) {
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// Use MULTIVIEW versions
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mode += 6;
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}
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tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
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tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
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tonemap.push_constant.exposure = p_settings.exposure;
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tonemap.push_constant.white = p_settings.white;
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tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
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tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
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tonemap.push_constant.use_debanding = p_settings.use_debanding;
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tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
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RID default_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RID default_mipmap_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RD::Uniform u_source_color;
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u_source_color.uniform_type = RD::UNIFORM_TYPE_INPUT_ATTACHMENT;
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u_source_color.binding = 0;
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u_source_color.append_id(p_source_color);
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RD::Uniform u_exposure_texture;
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u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_exposure_texture.binding = 0;
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u_exposure_texture.append_id(default_shader);
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u_exposure_texture.append_id(p_settings.exposure_texture);
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RD::Uniform u_glow_texture;
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u_glow_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_glow_texture.binding = 0;
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u_glow_texture.append_id(default_mipmap_shader);
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u_glow_texture.append_id(p_settings.glow_texture);
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RD::Uniform u_glow_map;
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u_glow_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_glow_map.binding = 1;
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u_glow_map.append_id(default_mipmap_shader);
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u_glow_map.append_id(p_settings.glow_map);
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RD::Uniform u_color_correction_texture;
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u_color_correction_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_color_correction_texture.binding = 0;
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u_color_correction_texture.append_id(default_shader);
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u_color_correction_texture.append_id(p_settings.color_correction_texture);
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RID shader = tonemap.shader.version_get_shader(tonemap.shader_version, mode);
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ERR_FAIL_COND(shader.is_null());
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RD::get_singleton()->draw_list_bind_render_pipeline(p_subpass_draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, p_dst_format_id, false, RD::get_singleton()->draw_list_get_current_pass()));
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RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 0, u_source_color), 0);
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RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1); // should be set to a default texture, it's ignored
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RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2); // should be set to a default texture, it's ignored
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RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
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RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, index_array);
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RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
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RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true);
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}
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