Add option to enable HDR rendering in 2D

This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance

Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
This commit is contained in:
clayjohn 2023-08-03 14:10:01 +02:00
parent 237bd0a615
commit 57eb762bae
40 changed files with 309 additions and 105 deletions

View file

@ -363,7 +363,7 @@ void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RI
bool use_normal;
bool use_specular;
bool success = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
bool success = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, bool(push_constant.flags & FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR), uniform_set, size, specular_shininess, use_normal, use_specular);
//something odd happened
if (!success) {
_bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
@ -421,6 +421,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
_update_transform_2d_to_mat2x3(base_transform, push_constant.world);
Color base_color = p_item->final_modulate;
bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_render_target);
for (int i = 0; i < 4; i++) {
push_constant.modulation[i] = 0;
@ -441,6 +442,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
push_constant.lights[3] = 0;
uint32_t base_flags = 0;
base_flags |= use_linear_colors ? FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR : 0;
uint16_t light_count = 0;
PipelineLightMode light_mode;
@ -566,10 +568,15 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
push_constant.flags |= FLAGS_USE_LCD;
}
push_constant.modulation[0] = rect->modulate.r * base_color.r;
push_constant.modulation[1] = rect->modulate.g * base_color.g;
push_constant.modulation[2] = rect->modulate.b * base_color.b;
push_constant.modulation[3] = rect->modulate.a * base_color.a;
Color modulated = rect->modulate * base_color;
if (use_linear_colors) {
modulated = modulated.srgb_to_linear();
}
push_constant.modulation[0] = modulated.r;
push_constant.modulation[1] = modulated.g;
push_constant.modulation[2] = modulated.b;
push_constant.modulation[3] = modulated.a;
push_constant.src_rect[0] = src_rect.position.x;
push_constant.src_rect[1] = src_rect.position.y;
@ -618,10 +625,15 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
}
}
push_constant.modulation[0] = np->color.r * base_color.r;
push_constant.modulation[1] = np->color.g * base_color.g;
push_constant.modulation[2] = np->color.b * base_color.b;
push_constant.modulation[3] = np->color.a * base_color.a;
Color modulated = np->color * base_color;
if (use_linear_colors) {
modulated = modulated.srgb_to_linear();
}
push_constant.modulation[0] = modulated.r;
push_constant.modulation[1] = modulated.g;
push_constant.modulation[2] = modulated.b;
push_constant.modulation[3] = modulated.a;
push_constant.src_rect[0] = src_rect.position.x;
push_constant.src_rect[1] = src_rect.position.y;
@ -676,10 +688,15 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
_bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
push_constant.modulation[0] = base_color.r;
push_constant.modulation[1] = base_color.g;
push_constant.modulation[2] = base_color.b;
push_constant.modulation[3] = base_color.a;
Color color = base_color;
if (use_linear_colors) {
color = color.srgb_to_linear();
}
push_constant.modulation[0] = color.r;
push_constant.modulation[1] = color.g;
push_constant.modulation[2] = color.b;
push_constant.modulation[3] = color.a;
for (int j = 0; j < 4; j++) {
push_constant.src_rect[j] = 0;
@ -718,6 +735,9 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y;
Color col = primitive->colors[j] * base_color;
if (use_linear_colors) {
col = col.srgb_to_linear();
}
push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
}
@ -732,6 +752,9 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
Color col = primitive->colors[j + 1] * base_color;
if (use_linear_colors) {
col = col.srgb_to_linear();
}
push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
}
@ -849,10 +872,15 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
static const PipelineVariant variant[RS::PRIMITIVE_MAX] = { PIPELINE_VARIANT_ATTRIBUTE_POINTS, PIPELINE_VARIANT_ATTRIBUTE_LINES, PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP };
push_constant.modulation[0] = base_color.r * modulate.r;
push_constant.modulation[1] = base_color.g * modulate.g;
push_constant.modulation[2] = base_color.b * modulate.b;
push_constant.modulation[3] = base_color.a * modulate.a;
Color modulated = modulate * base_color;
if (use_linear_colors) {
modulated = modulated.srgb_to_linear();
}
push_constant.modulation[0] = modulated.r;
push_constant.modulation[1] = modulated.g;
push_constant.modulation[2] = modulated.b;
push_constant.modulation[3] = modulated.a;
for (int j = 0; j < 4; j++) {
push_constant.src_rect[j] = 0;
@ -1113,8 +1141,9 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
pipeline_variants = &material_data->shader_data->pipeline_variants;
// Update uniform set.
if (material_data->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
RID uniform_set = texture_storage->render_target_is_using_hdr(p_to_render_target) ? material_data->uniform_set : material_data->uniform_set_srgb;
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set, MATERIAL_UNIFORM_SET);
material_data->set_as_used();
}
} else {
@ -2235,12 +2264,14 @@ RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_
bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET, false);
bool uniform_set_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET, true, false, RD::BARRIER_MASK_ALL_BARRIERS);
bool uniform_set_srgb_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set_srgb, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET, false, false, RD::BARRIER_MASK_ALL_BARRIERS);
return uniform_set_changed || uniform_set_srgb_changed;
}
RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() {
free_parameters_uniform_set(uniform_set);
free_parameters_uniform_set(uniform_set_srgb);
}
RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {