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057367bf4f
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
125 lines
6.8 KiB
C++
125 lines
6.8 KiB
C++
/**************************************************************************/
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/* taa.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) 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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#include "taa.h"
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#include "servers/rendering/renderer_rd/effects/copy_effects.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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TAA::TAA() {
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Vector<String> taa_modes;
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taa_modes.push_back("\n#define MODE_TAA_RESOLVE");
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taa_shader.initialize(taa_modes);
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shader_version = taa_shader.version_create();
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pipeline = RD::get_singleton()->compute_pipeline_create(taa_shader.version_get_shader(shader_version, 0));
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}
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TAA::~TAA() {
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taa_shader.version_free(shader_version);
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}
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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) {
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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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RID shader = taa_shader.version_get_shader(shader_version, 0);
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ERR_FAIL_COND(shader.is_null());
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RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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TAAResolvePushConstant push_constant;
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memset(&push_constant, 0, sizeof(TAAResolvePushConstant));
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push_constant.resolution_width = p_resolution.width;
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push_constant.resolution_height = p_resolution.height;
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push_constant.disocclusion_threshold = 0.025f;
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push_constant.disocclusion_scale = 10.0f;
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline);
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RD::Uniform u_frame_source(RD::UNIFORM_TYPE_IMAGE, 0, { p_frame });
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RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, { default_sampler, p_depth });
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RD::Uniform u_velocity(RD::UNIFORM_TYPE_IMAGE, 2, { p_velocity });
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RD::Uniform u_prev_velocity(RD::UNIFORM_TYPE_IMAGE, 3, { p_prev_velocity });
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RD::Uniform u_history(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 4, { default_sampler, p_history });
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RD::Uniform u_frame_dest(RD::UNIFORM_TYPE_IMAGE, 5, { p_temp });
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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);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(TAAResolvePushConstant));
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_resolution.width, p_resolution.height, 1);
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RD::get_singleton()->compute_list_end();
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}
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void TAA::process(Ref<RenderSceneBuffersRD> p_render_buffers, RD::DataFormat p_format, float p_z_near, float p_z_far) {
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CopyEffects *copy_effects = CopyEffects::get_singleton();
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uint32_t view_count = p_render_buffers->get_view_count();
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Size2i internal_size = p_render_buffers->get_internal_size();
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Size2i target_size = p_render_buffers->get_target_size();
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bool just_allocated = false;
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if (!p_render_buffers->has_texture(SNAME("taa"), SNAME("history"))) {
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uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
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p_render_buffers->create_texture(SNAME("taa"), SNAME("history"), p_format, usage_bits);
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p_render_buffers->create_texture(SNAME("taa"), SNAME("temp"), p_format, usage_bits);
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p_render_buffers->create_texture(SNAME("taa"), SNAME("prev_velocity"), RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits);
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just_allocated = true;
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}
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RD::get_singleton()->draw_command_begin_label("TAA");
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for (uint32_t v = 0; v < view_count; v++) {
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// Get our (cached) slices
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RID internal_texture = p_render_buffers->get_internal_texture(v);
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RID velocity_buffer = p_render_buffers->get_velocity_buffer(false, v);
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RID taa_history = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("history"), v, 0);
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RID taa_prev_velocity = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("prev_velocity"), v, 0);
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if (!just_allocated) {
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RID depth_texture = p_render_buffers->get_depth_texture(v);
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RID taa_temp = p_render_buffers->get_texture_slice(SNAME("taa"), SNAME("temp"), v, 0);
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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);
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copy_effects->copy_to_rect(taa_temp, internal_texture, Rect2(0, 0, internal_size.x, internal_size.y));
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}
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copy_effects->copy_to_rect(internal_texture, taa_history, Rect2(0, 0, internal_size.x, internal_size.y));
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copy_effects->copy_to_rect(velocity_buffer, taa_prev_velocity, Rect2(0, 0, target_size.x, target_size.y));
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}
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RD::get_singleton()->draw_command_end_label();
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}
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