You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-04 12:00:25 +00:00
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.
270 lines
14 KiB
C++
270 lines
14 KiB
C++
/**************************************************************************/
|
|
/* smaa.cpp */
|
|
/**************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/**************************************************************************/
|
|
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of 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. */
|
|
/* */
|
|
/* 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. */
|
|
/**************************************************************************/
|
|
|
|
#include "smaa.h"
|
|
|
|
#include "core/config/project_settings.h"
|
|
#include "core/io/image_loader.h"
|
|
#include "servers/rendering/renderer_rd/effects/smaa_area_tex.gen.h"
|
|
#include "servers/rendering/renderer_rd/effects/smaa_search_tex.gen.h"
|
|
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
|
|
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
|
|
#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
|
|
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
|
|
|
|
using namespace RendererRD;
|
|
|
|
SMAA::SMAA() {
|
|
{
|
|
// Initialize edge detection.
|
|
Vector<String> smaa_modes;
|
|
smaa_modes.push_back("\n");
|
|
smaa.edge_shader.initialize(smaa_modes);
|
|
|
|
smaa.edge_shader_version = smaa.edge_shader.version_create();
|
|
|
|
RD::PipelineDepthStencilState stencil_state = RD::PipelineDepthStencilState();
|
|
stencil_state.enable_stencil = true;
|
|
stencil_state.back_op.reference = 0xff;
|
|
stencil_state.back_op.write_mask = 0xff;
|
|
stencil_state.back_op.compare_mask = 0xff;
|
|
stencil_state.back_op.pass = RD::STENCIL_OP_REPLACE;
|
|
stencil_state.front_op.reference = 0xff;
|
|
stencil_state.front_op.write_mask = 0xff;
|
|
stencil_state.front_op.compare_mask = 0xff;
|
|
stencil_state.front_op.pass = RD::STENCIL_OP_REPLACE;
|
|
|
|
for (int i = SMAA_EDGE_DETECTION_COLOR; i <= SMAA_EDGE_DETECTION_COLOR; i++) {
|
|
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);
|
|
}
|
|
|
|
edge_detection_threshold = GLOBAL_GET("rendering/anti_aliasing/quality/smaa_edge_detection_threshold");
|
|
}
|
|
|
|
{
|
|
// Initialize weight calculation.
|
|
Vector<String> smaa_modes;
|
|
smaa_modes.push_back("\n");
|
|
smaa.weight_shader.initialize(smaa_modes);
|
|
|
|
smaa.weight_shader_version = smaa.weight_shader.version_create();
|
|
|
|
RD::PipelineDepthStencilState stencil_state;
|
|
stencil_state.enable_stencil = true;
|
|
stencil_state.back_op.reference = 0xff;
|
|
stencil_state.back_op.compare_mask = 0xff;
|
|
stencil_state.back_op.compare = RD::COMPARE_OP_EQUAL;
|
|
stencil_state.front_op.reference = 0xff;
|
|
stencil_state.front_op.compare_mask = 0xff;
|
|
stencil_state.front_op.compare = RD::COMPARE_OP_EQUAL;
|
|
|
|
for (int i = SMAA_WEIGHT_FULL; i <= SMAA_WEIGHT_FULL; i++) {
|
|
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);
|
|
}
|
|
}
|
|
|
|
{
|
|
// Initialize color blending.
|
|
Vector<String> smaa_modes;
|
|
smaa_modes.push_back("\n");
|
|
smaa.blend_shader.initialize(smaa_modes);
|
|
|
|
smaa.blend_shader_version = smaa.blend_shader.version_create();
|
|
|
|
for (int i = SMAA_BLENDING; i <= SMAA_BLENDING; i++) {
|
|
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);
|
|
}
|
|
}
|
|
|
|
{
|
|
// Initialize SearchTex.
|
|
RD::TextureFormat tf;
|
|
tf.format = RD::DATA_FORMAT_R8_UNORM;
|
|
tf.width = SEARCHTEX_WIDTH;
|
|
tf.height = SEARCHTEX_HEIGHT;
|
|
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
|
|
|
|
smaa.search_tex = RD::get_singleton()->texture_create(tf, RD::TextureView(), Vector<Vector<unsigned char>>{ Image(search_tex_png).get_data() });
|
|
}
|
|
|
|
{
|
|
// Initialize AreaTex.
|
|
RD::TextureFormat tf;
|
|
tf.format = RD::DATA_FORMAT_R8G8_UNORM;
|
|
tf.width = AREATEX_WIDTH;
|
|
tf.height = AREATEX_HEIGHT;
|
|
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
|
|
|
|
smaa.area_tex = RD::get_singleton()->texture_create(tf, RD::TextureView(), Vector<Vector<unsigned char>>{ Image(area_tex_png).get_data() });
|
|
}
|
|
|
|
{
|
|
// Find smallest stencil texture format.
|
|
if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D16_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
|
|
smaa.stencil_format = RD::DATA_FORMAT_D16_UNORM_S8_UINT;
|
|
} 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)) {
|
|
smaa.stencil_format = RD::DATA_FORMAT_D24_UNORM_S8_UINT;
|
|
} else {
|
|
smaa.stencil_format = RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
|
|
}
|
|
}
|
|
}
|
|
|
|
SMAA::~SMAA() {
|
|
RD::get_singleton()->free_rid(smaa.search_tex);
|
|
RD::get_singleton()->free_rid(smaa.area_tex);
|
|
|
|
smaa.edge_shader.version_free(smaa.edge_shader_version);
|
|
smaa.weight_shader.version_free(smaa.weight_shader_version);
|
|
smaa.blend_shader.version_free(smaa.blend_shader_version);
|
|
}
|
|
|
|
void SMAA::allocate_render_targets(Ref<RenderSceneBuffersRD> p_render_buffers) {
|
|
Size2i full_size = p_render_buffers->get_internal_size();
|
|
|
|
// As we're not clearing these, and render buffers will return the cached texture if it already exists,
|
|
// we don't first check has_texture here.
|
|
|
|
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);
|
|
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);
|
|
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);
|
|
}
|
|
|
|
void SMAA::process(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_color, RID p_dst_framebuffer, bool p_use_debanding) {
|
|
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
|
|
ERR_FAIL_NULL(uniform_set_cache);
|
|
MaterialStorage *material_storage = MaterialStorage::get_singleton();
|
|
ERR_FAIL_NULL(material_storage);
|
|
|
|
memset(&smaa.edge_push_constant, 0, sizeof(SMAAEdgePushConstant));
|
|
memset(&smaa.weight_push_constant, 0, sizeof(SMAAWeightPushConstant));
|
|
memset(&smaa.blend_push_constant, 0, sizeof(SMAABlendPushConstant));
|
|
|
|
Size2i size = p_render_buffers->get_internal_size();
|
|
Size2 inv_size = Size2(1.0f / (float)size.x, 1.0f / (float)size.y);
|
|
|
|
smaa.edge_push_constant.inv_size[0] = inv_size.x;
|
|
smaa.edge_push_constant.inv_size[1] = inv_size.y;
|
|
smaa.edge_push_constant.threshold = edge_detection_threshold;
|
|
|
|
smaa.weight_push_constant.inv_size[0] = inv_size.x;
|
|
smaa.weight_push_constant.inv_size[1] = inv_size.y;
|
|
smaa.weight_push_constant.size[0] = size.x;
|
|
smaa.weight_push_constant.size[1] = size.y;
|
|
|
|
smaa.blend_push_constant.inv_size[0] = inv_size.x;
|
|
smaa.blend_push_constant.inv_size[1] = inv_size.y;
|
|
smaa.blend_push_constant.use_debanding = p_use_debanding;
|
|
|
|
RID linear_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
|
|
allocate_render_targets(p_render_buffers);
|
|
RID edges_tex = p_render_buffers->get_texture(RB_SCOPE_SMAA, RB_EDGES);
|
|
RID blend_tex = p_render_buffers->get_texture(RB_SCOPE_SMAA, RB_BLEND);
|
|
RID stencil_buffer = p_render_buffers->get_texture(RB_SCOPE_SMAA, RB_STENCIL);
|
|
|
|
RID edges_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(edges_tex, stencil_buffer);
|
|
RID blend_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(blend_tex, stencil_buffer);
|
|
|
|
RD::Uniform u_source_color;
|
|
u_source_color.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
|
|
u_source_color.binding = 0;
|
|
u_source_color.append_id(linear_sampler);
|
|
u_source_color.append_id(p_source_color);
|
|
|
|
RD::Uniform u_edges_texture;
|
|
u_edges_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
|
|
u_edges_texture.binding = 0;
|
|
u_edges_texture.append_id(linear_sampler);
|
|
u_edges_texture.append_id(edges_tex);
|
|
|
|
RD::Uniform u_area_texture;
|
|
u_area_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
|
|
u_area_texture.binding = 0;
|
|
u_area_texture.append_id(linear_sampler);
|
|
u_area_texture.append_id(smaa.area_tex);
|
|
|
|
RD::Uniform u_search_texture;
|
|
u_search_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
|
|
u_search_texture.binding = 1;
|
|
u_search_texture.append_id(linear_sampler);
|
|
u_search_texture.append_id(smaa.search_tex);
|
|
|
|
RD::Uniform u_blend_texture;
|
|
u_blend_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
|
|
u_blend_texture.binding = 0;
|
|
u_blend_texture.append_id(linear_sampler);
|
|
u_blend_texture.append_id(blend_tex);
|
|
|
|
{
|
|
int mode = SMAA_EDGE_DETECTION_COLOR;
|
|
RID shader = smaa.edge_shader.version_get_shader(smaa.edge_shader_version, mode);
|
|
ERR_FAIL_COND(shader.is_null());
|
|
|
|
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);
|
|
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()));
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_color), 0);
|
|
|
|
RD::get_singleton()->draw_list_set_push_constant(draw_list, &smaa.edge_push_constant, sizeof(SMAAEdgePushConstant));
|
|
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
|
RD::get_singleton()->draw_list_end();
|
|
}
|
|
|
|
{
|
|
int mode = SMAA_WEIGHT_FULL;
|
|
RID shader = smaa.weight_shader.version_get_shader(smaa.weight_shader_version, mode - SMAA_WEIGHT_FULL);
|
|
ERR_FAIL_COND(shader.is_null());
|
|
|
|
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(blend_framebuffer, RD::DRAW_CLEAR_COLOR_0, Vector<Color>({ Color(0, 0, 0, 0) }));
|
|
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()));
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_edges_texture), 0);
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_area_texture, u_search_texture), 1);
|
|
|
|
RD::get_singleton()->draw_list_set_push_constant(draw_list, &smaa.weight_push_constant, sizeof(SMAAWeightPushConstant));
|
|
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
|
RD::get_singleton()->draw_list_end();
|
|
}
|
|
|
|
{
|
|
int mode = SMAA_BLENDING;
|
|
RID shader = smaa.blend_shader.version_get_shader(smaa.blend_shader_version, mode - SMAA_BLENDING);
|
|
ERR_FAIL_COND(shader.is_null());
|
|
|
|
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::DRAW_IGNORE_COLOR_0);
|
|
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()));
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_color), 0);
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_blend_texture), 1);
|
|
|
|
RD::get_singleton()->draw_list_set_push_constant(draw_list, &smaa.blend_push_constant, sizeof(SMAABlendPushConstant));
|
|
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
|
|
RD::get_singleton()->draw_list_end();
|
|
}
|
|
}
|