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268 lines
13 KiB
C++
268 lines
13 KiB
C++
/**************************************************************************/
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/* smaa.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 "smaa.h"
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#include "core/config/project_settings.h"
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#include "core/io/image_loader.h"
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#include "servers/rendering/renderer_rd/effects/smaa_area_tex.gen.h"
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#include "servers/rendering/renderer_rd/effects/smaa_search_tex.gen.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/storage_rd/render_scene_buffers_rd.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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SMAA::SMAA() {
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{
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// Initialize edge detection.
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Vector<String> smaa_modes;
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smaa_modes.push_back("\n");
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smaa.edge_shader.initialize(smaa_modes);
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smaa.edge_shader_version = smaa.edge_shader.version_create();
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RD::PipelineDepthStencilState stencil_state = RD::PipelineDepthStencilState();
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stencil_state.enable_stencil = true;
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stencil_state.back_op.reference = 0xff;
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stencil_state.back_op.write_mask = 0xff;
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stencil_state.back_op.compare_mask = 0xff;
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stencil_state.back_op.pass = RD::STENCIL_OP_REPLACE;
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stencil_state.front_op.reference = 0xff;
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stencil_state.front_op.write_mask = 0xff;
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stencil_state.front_op.compare_mask = 0xff;
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stencil_state.front_op.pass = RD::STENCIL_OP_REPLACE;
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for (int i = SMAA_EDGE_DETECTION_COLOR; i <= SMAA_EDGE_DETECTION_COLOR; i++) {
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smaa.pipelines[i].setup(smaa.edge_shader.version_get_shader(smaa.edge_shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
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}
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edge_detection_threshold = GLOBAL_GET("rendering/anti_aliasing/quality/smaa_edge_detection_threshold");
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}
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{
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// Initialize weight calculation.
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Vector<String> smaa_modes;
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smaa_modes.push_back("\n");
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smaa.weight_shader.initialize(smaa_modes);
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smaa.weight_shader_version = smaa.weight_shader.version_create();
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RD::PipelineDepthStencilState stencil_state;
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stencil_state.enable_stencil = true;
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stencil_state.back_op.reference = 0xff;
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stencil_state.back_op.compare_mask = 0xff;
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stencil_state.back_op.compare = RD::COMPARE_OP_EQUAL;
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stencil_state.front_op.reference = 0xff;
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stencil_state.front_op.compare_mask = 0xff;
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stencil_state.front_op.compare = RD::COMPARE_OP_EQUAL;
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for (int i = SMAA_WEIGHT_FULL; i <= SMAA_WEIGHT_FULL; i++) {
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smaa.pipelines[i].setup(smaa.weight_shader.version_get_shader(smaa.weight_shader_version, i - SMAA_WEIGHT_FULL), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
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}
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}
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{
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// Initialize color blending.
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Vector<String> smaa_modes;
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smaa_modes.push_back("\n");
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smaa.blend_shader.initialize(smaa_modes);
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smaa.blend_shader_version = smaa.blend_shader.version_create();
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for (int i = SMAA_BLENDING; i <= SMAA_BLENDING; i++) {
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smaa.pipelines[i].setup(smaa.blend_shader.version_get_shader(smaa.blend_shader_version, i - SMAA_BLENDING), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
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}
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}
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{
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// Initialize SearchTex.
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RD::TextureFormat tf;
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tf.format = RD::DATA_FORMAT_R8_UNORM;
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tf.width = SEARCHTEX_WIDTH;
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tf.height = SEARCHTEX_HEIGHT;
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tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
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smaa.search_tex = RD::get_singleton()->texture_create(tf, RD::TextureView(), Vector<Vector<unsigned char>>{ Image(search_tex_png).get_data() });
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}
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{
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// Initialize AreaTex.
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RD::TextureFormat tf;
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tf.format = RD::DATA_FORMAT_R8G8_UNORM;
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tf.width = AREATEX_WIDTH;
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tf.height = AREATEX_HEIGHT;
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tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
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smaa.area_tex = RD::get_singleton()->texture_create(tf, RD::TextureView(), Vector<Vector<unsigned char>>{ Image(area_tex_png).get_data() });
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}
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{
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// Find smallest stencil texture format.
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if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D16_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
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smaa.stencil_format = RD::DATA_FORMAT_D16_UNORM_S8_UINT;
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} else if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
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smaa.stencil_format = RD::DATA_FORMAT_D24_UNORM_S8_UINT;
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} else {
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smaa.stencil_format = RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
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}
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}
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}
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SMAA::~SMAA() {
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RD::get_singleton()->free(smaa.search_tex);
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RD::get_singleton()->free(smaa.area_tex);
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smaa.edge_shader.version_free(smaa.edge_shader_version);
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smaa.weight_shader.version_free(smaa.weight_shader_version);
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smaa.blend_shader.version_free(smaa.blend_shader_version);
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}
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void SMAA::allocate_render_targets(Ref<RenderSceneBuffersRD> p_render_buffers) {
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Size2i full_size = p_render_buffers->get_internal_size();
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// As we're not clearing these, and render buffers will return the cached texture if it already exists,
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// we don't first check has_texture here.
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p_render_buffers->create_texture(RB_SCOPE_SMAA, RB_EDGES, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, full_size, 1, 1, true, true);
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p_render_buffers->create_texture(RB_SCOPE_SMAA, RB_BLEND, RD::DATA_FORMAT_R8G8B8A8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, full_size, 1, 1, true, true);
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p_render_buffers->create_texture(RB_SCOPE_SMAA, RB_STENCIL, smaa.stencil_format, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, full_size, 1, 1, true, true);
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}
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void SMAA::process(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_color, RID p_dst_framebuffer) {
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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(&smaa.edge_push_constant, 0, sizeof(SMAAEdgePushConstant));
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memset(&smaa.weight_push_constant, 0, sizeof(SMAAWeightPushConstant));
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memset(&smaa.blend_push_constant, 0, sizeof(SMAABlendPushConstant));
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Size2i size = p_render_buffers->get_internal_size();
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Size2 inv_size = Size2(1.0f / (float)size.x, 1.0f / (float)size.y);
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smaa.edge_push_constant.inv_size[0] = inv_size.x;
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smaa.edge_push_constant.inv_size[1] = inv_size.y;
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smaa.edge_push_constant.threshold = edge_detection_threshold;
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smaa.weight_push_constant.inv_size[0] = inv_size.x;
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smaa.weight_push_constant.inv_size[1] = inv_size.y;
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smaa.weight_push_constant.size[0] = size.x;
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smaa.weight_push_constant.size[1] = size.y;
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smaa.blend_push_constant.inv_size[0] = inv_size.x;
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smaa.blend_push_constant.inv_size[1] = inv_size.y;
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RID linear_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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allocate_render_targets(p_render_buffers);
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RID edges_tex = p_render_buffers->get_texture(RB_SCOPE_SMAA, RB_EDGES);
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RID blend_tex = p_render_buffers->get_texture(RB_SCOPE_SMAA, RB_BLEND);
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RID stencil_buffer = p_render_buffers->get_texture(RB_SCOPE_SMAA, RB_STENCIL);
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RID edges_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(edges_tex, stencil_buffer);
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RID blend_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(blend_tex, stencil_buffer);
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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(linear_sampler);
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u_source_color.append_id(p_source_color);
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RD::Uniform u_edges_texture;
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u_edges_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_edges_texture.binding = 0;
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u_edges_texture.append_id(linear_sampler);
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u_edges_texture.append_id(edges_tex);
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RD::Uniform u_area_texture;
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u_area_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_area_texture.binding = 0;
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u_area_texture.append_id(linear_sampler);
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u_area_texture.append_id(smaa.area_tex);
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RD::Uniform u_search_texture;
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u_search_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_search_texture.binding = 1;
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u_search_texture.append_id(linear_sampler);
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u_search_texture.append_id(smaa.search_tex);
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RD::Uniform u_blend_texture;
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u_blend_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_blend_texture.binding = 0;
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u_blend_texture.append_id(linear_sampler);
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u_blend_texture.append_id(blend_tex);
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{
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int mode = SMAA_EDGE_DETECTION_COLOR;
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RID shader = smaa.edge_shader.version_get_shader(smaa.edge_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(edges_framebuffer, RD::DRAW_CLEAR_COLOR_0 | RD::DRAW_CLEAR_STENCIL, Vector<Color>({ Color(0, 0, 0, 0) }), 1.0f, 0);
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, smaa.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(edges_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_set_push_constant(draw_list, &smaa.edge_push_constant, sizeof(SMAAEdgePushConstant));
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RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
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RD::get_singleton()->draw_list_end();
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}
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{
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int mode = SMAA_WEIGHT_FULL;
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RID shader = smaa.weight_shader.version_get_shader(smaa.weight_shader_version, mode - SMAA_WEIGHT_FULL);
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ERR_FAIL_COND(shader.is_null());
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(blend_framebuffer, RD::DRAW_CLEAR_COLOR_0, Vector<Color>({ Color(0, 0, 0, 0) }));
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, smaa.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(blend_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_edges_texture), 0);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_area_texture, u_search_texture), 1);
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RD::get_singleton()->draw_list_set_push_constant(draw_list, &smaa.weight_push_constant, sizeof(SMAAWeightPushConstant));
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RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
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RD::get_singleton()->draw_list_end();
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}
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{
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int mode = SMAA_BLENDING;
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RID shader = smaa.blend_shader.version_get_shader(smaa.blend_shader_version, mode - SMAA_BLENDING);
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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::DRAW_IGNORE_COLOR_0);
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, smaa.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_blend_texture), 1);
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RD::get_singleton()->draw_list_set_push_constant(draw_list, &smaa.blend_push_constant, sizeof(SMAABlendPushConstant));
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RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
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RD::get_singleton()->draw_list_end();
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}
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}
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