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godot/servers/rendering/renderer_rd/shaders/effects/smaa_blending.glsl
clayjohn 2e59cb41f4 Optimize glow and tonemap gather step in the mobile renderer
Mobile devices are typically bandwidth bound which means we need to do as few texture samples as possible.

They typically use TBDR GPUs which means that all rendering takes place on special optimized tiles. As a side effect, reading back memory from tile to VRAM is really slow, especially on Mali devices.

This commit uses a technique where you do a small blur while downsampling, and then another small blur while upsampling to get really high quality glow. While this doesn't reduce the renderpass count very much, it does reduce the texture read bandwidth by almost 10 times. Overall glow was more texture-read bound than memory write, bound, so this was a huge win.

A side effect of this new technique is that we can gather the glow as we upsample instead of gathering the glow in the final tonemap pass. Doing so allows us to significantly reduce the cost of the tonemap pass as well.
2025-10-30 21:56:26 -07:00

148 lines
5.4 KiB
GLSL

/**
* Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
* Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
* Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
* Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
* Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is furnished to
* do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software. As clarification, there
* is no requirement that the copyright notice and permission be included in
* binary distributions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#[vertex]
#version 450
layout(location = 0) out vec2 tex_coord;
layout(location = 1) out vec4 offset;
layout(push_constant, std430) uniform Params {
vec2 inv_size;
vec2 pad;
}
params;
void main() {
vec2 vertex_base;
if (gl_VertexIndex == 0) {
vertex_base = vec2(-1.0, -1.0);
} else if (gl_VertexIndex == 1) {
vertex_base = vec2(-1.0, 3.0);
} else {
vertex_base = vec2(3.0, -1.0);
}
gl_Position = vec4(vertex_base, 0.0, 1.0);
tex_coord = clamp(vertex_base, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
offset = fma(params.inv_size.xyxy, vec4(1.0, 0.0, 0.0, 1.0), tex_coord.xyxy);
}
#[fragment]
#version 450
layout(location = 0) in vec2 tex_coord;
layout(location = 1) in vec4 offset;
layout(set = 0, binding = 0) uniform sampler2D color_tex;
layout(set = 1, binding = 0) uniform sampler2D blend_tex;
layout(location = 0) out vec4 out_color;
#define FLAG_USE_8_BIT_DEBANDING (1 << 0)
#define FLAG_USE_10_BIT_DEBANDING (1 << 1)
layout(push_constant, std430) uniform Params {
vec2 inv_size;
uint use_debanding;
float pad;
}
params;
#define textureLinear(tex, uv) srgb_to_linear(textureLod(tex, uv, 0.0).rgb)
vec3 linear_to_srgb(vec3 color) {
// If going to srgb, clamp from 0 to 1.
color = clamp(color, vec3(0.0), vec3(1.0));
const vec3 a = vec3(0.055f);
return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
}
vec3 srgb_to_linear(vec3 color) {
return mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045)));
}
void SMAAMovc(bvec2 cond, inout vec2 variable, vec2 value) {
if (cond.x) {
variable.x = value.x;
}
if (cond.y) {
variable.y = value.y;
}
}
void SMAAMovc(bvec4 cond, inout vec4 variable, vec4 value) {
SMAAMovc(cond.xy, variable.xy, value.xy);
SMAAMovc(cond.zw, variable.zw, value.zw);
}
// From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
// This dithering must be applied after encoding changes (linear/nonlinear) have been applied
// as the final step before quantization from floating point to integer values.
vec3 screen_space_dither(vec2 frag_coord, float bit_alignment_diviser) {
// Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
// Removed the time component to avoid passing time into this shader.
vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
// Subtract 0.5 to avoid slightly brightening the whole viewport.
// Use a dither strength of 100% rather than the 37.5% suggested by the original source.
return (dither.rgb - 0.5) / bit_alignment_diviser;
}
void main() {
vec4 a;
a.x = texture(blend_tex, offset.xy).a;
a.y = texture(blend_tex, offset.zw).g;
a.wz = texture(blend_tex, tex_coord).xz;
if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
out_color = textureLod(color_tex, tex_coord, 0.0);
} else {
bool h = max(a.x, a.z) > max(a.y, a.w);
vec4 blending_offset = vec4(0.0, a.y, 0.0, a.w);
vec2 blending_weight = a.yw;
SMAAMovc(bvec4(h, h, h, h), blending_offset, vec4(a.x, 0.0, a.z, 0.0));
SMAAMovc(bvec2(h, h), blending_weight, a.xz);
blending_weight /= dot(blending_weight, vec2(1.0, 1.0));
vec4 blending_coord = fma(blending_offset, vec4(params.inv_size.xy, -params.inv_size.xy), tex_coord.xyxy);
out_color.rgb = blending_weight.x * textureLinear(color_tex, blending_coord.xy);
out_color.rgb += blending_weight.y * textureLinear(color_tex, blending_coord.zw);
out_color.rgb = linear_to_srgb(out_color.rgb);
out_color.a = texture(color_tex, tex_coord).a;
}
if (bool(params.use_debanding)) {
// Divide by 255 to align to 8-bit quantization.
out_color.rgb += screen_space_dither(gl_FragCoord.xy, 255.0);
}
}