Browse Source

Move luminance effect into its own class and use new buffers system

Bastiaan Olij 2 years ago
parent
commit
9b549231e4

+ 255 - 0
servers/rendering/renderer_rd/effects/luminance.cpp

@@ -0,0 +1,255 @@
+/**************************************************************************/
+/*  luminance.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 "luminance.h"
+#include "../framebuffer_cache_rd.h"
+#include "../uniform_set_cache_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+
+using namespace RendererRD;
+
+Luminance::Luminance(bool p_prefer_raster_effects) {
+	prefer_raster_effects = p_prefer_raster_effects;
+
+	if (prefer_raster_effects) {
+		Vector<String> luminance_reduce_modes;
+		luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST
+		luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT
+		luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL
+
+		luminance_reduce_raster.shader.initialize(luminance_reduce_modes);
+		luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create();
+
+		for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
+			luminance_reduce_raster.pipelines[i].setup(luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+		}
+	} else {
+		// Initialize luminance_reduce
+		Vector<String> luminance_reduce_modes;
+		luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");
+		luminance_reduce_modes.push_back("\n");
+		luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n");
+
+		luminance_reduce.shader.initialize(luminance_reduce_modes);
+		luminance_reduce.shader_version = luminance_reduce.shader.version_create();
+
+		for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {
+			luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));
+		}
+
+		for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
+			luminance_reduce_raster.pipelines[i].clear();
+		}
+	}
+}
+
+Luminance::~Luminance() {
+	if (prefer_raster_effects) {
+		luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
+	} else {
+		luminance_reduce.shader.version_free(luminance_reduce.shader_version);
+	}
+}
+
+void Luminance::LuminanceBuffers::set_prefer_raster_effects(bool p_prefer_raster_effects) {
+	prefer_raster_effects = p_prefer_raster_effects;
+}
+
+void Luminance::LuminanceBuffers::configure(RenderSceneBuffersRD *p_render_buffers) {
+	Size2i internal_size = p_render_buffers->get_internal_size();
+	int w = internal_size.x;
+	int h = internal_size.y;
+
+	while (true) {
+		w = MAX(w / 8, 1);
+		h = MAX(h / 8, 1);
+
+		RD::TextureFormat tf;
+		tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+		tf.width = w;
+		tf.height = h;
+
+		bool final = w == 1 && h == 1;
+
+		if (prefer_raster_effects) {
+			tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+		} else {
+			tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+			if (final) {
+				tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
+			}
+		}
+
+		RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+		reduce.push_back(texture);
+
+		if (final) {
+			current = RD::get_singleton()->texture_create(tf, RD::TextureView());
+			break;
+		}
+	}
+}
+
+void Luminance::LuminanceBuffers::free_data() {
+	for (int i = 0; i < reduce.size(); i++) {
+		RD::get_singleton()->free(reduce[i]);
+	}
+	reduce.clear();
+
+	if (current.is_valid()) {
+		RD::get_singleton()->free(current);
+		current = RID();
+	}
+}
+
+Ref<Luminance::LuminanceBuffers> Luminance::get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers) {
+	if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) {
+		return p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS);
+	}
+
+	Ref<LuminanceBuffers> buffers;
+	buffers.instantiate();
+	buffers->set_prefer_raster_effects(prefer_raster_effects);
+	buffers->configure(p_render_buffers.ptr());
+
+	p_render_buffers->set_custom_data(RB_LUMINANCE_BUFFERS, buffers);
+
+	return buffers;
+}
+
+RID Luminance::get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers) {
+	if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) {
+		Ref<LuminanceBuffers> buffers = p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS);
+		return buffers->current;
+	}
+
+	return RID();
+}
+
+void Luminance::luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
+	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+	ERR_FAIL_NULL(uniform_set_cache);
+	MaterialStorage *material_storage = MaterialStorage::get_singleton();
+	ERR_FAIL_NULL(material_storage);
+
+	// setup our uniforms
+	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+	if (prefer_raster_effects) {
+		LuminanceReduceRasterPushConstant push_constant;
+		memset(&push_constant, 0, sizeof(LuminanceReduceRasterPushConstant));
+
+		push_constant.max_luminance = p_max_luminance;
+		push_constant.min_luminance = p_min_luminance;
+		push_constant.exposure_adjust = p_adjust;
+
+		for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) {
+			push_constant.source_size[0] = i == 0 ? p_source_size.x : push_constant.dest_size[0];
+			push_constant.source_size[1] = i == 0 ? p_source_size.y : push_constant.dest_size[1];
+			push_constant.dest_size[0] = MAX(push_constant.source_size[0] / 8, 1);
+			push_constant.dest_size[1] = MAX(push_constant.source_size[1] / 8, 1);
+
+			bool final = !p_set && (push_constant.dest_size[0] == 1) && (push_constant.dest_size[1] == 1);
+			LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT);
+			RID shader = luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, mode);
+
+			RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_luminance_buffers->reduce[i]);
+
+			RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, i == 0 ? p_source_texture : p_luminance_buffers->reduce[i - 1] }));
+
+			RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, luminance_reduce_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
+			if (final) {
+				RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
+				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_current_texture), 1);
+			}
+			RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+			RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(LuminanceReduceRasterPushConstant));
+
+			RD::get_singleton()->draw_list_draw(draw_list, true);
+			RD::get_singleton()->draw_list_end();
+		}
+	} else {
+		LuminanceReducePushConstant push_constant;
+		memset(&push_constant, 0, sizeof(LuminanceReducePushConstant));
+
+		push_constant.source_size[0] = p_source_size.x;
+		push_constant.source_size[1] = p_source_size.y;
+		push_constant.max_luminance = p_max_luminance;
+		push_constant.min_luminance = p_min_luminance;
+		push_constant.exposure_adjust = p_adjust;
+
+		RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+		for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) {
+			RID shader;
+
+			if (i == 0) {
+				shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_READ);
+				RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_texture }));
+
+				RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]);
+				RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
+			} else {
+				RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done
+
+				if (i == p_luminance_buffers->reduce.size() - 1 && !p_set) {
+					shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_WRITE);
+					RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
+
+					RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]);
+					RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_current_texture), 2);
+				} else {
+					shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE);
+					RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);
+				}
+
+				RD::Uniform u_source_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i - 1]);
+				RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
+			}
+
+			RD::Uniform u_reduce_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i]);
+			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_reduce_texture), 1);
+
+			RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(LuminanceReducePushConstant));
+
+			RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.source_size[0], push_constant.source_size[1], 1);
+
+			push_constant.source_size[0] = MAX(push_constant.source_size[0] / 8, 1);
+			push_constant.source_size[1] = MAX(push_constant.source_size[1] / 8, 1);
+		}
+
+		RD::get_singleton()->compute_list_end();
+	}
+
+	SWAP(p_luminance_buffers->current, p_luminance_buffers->reduce.write[p_luminance_buffers->reduce.size() - 1]);
+}

+ 120 - 0
servers/rendering/renderer_rd/effects/luminance.h

@@ -0,0 +1,120 @@
+/**************************************************************************/
+/*  luminance.h                                                           */
+/**************************************************************************/
+/*                         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.                 */
+/**************************************************************************/
+
+#ifndef LUMINANCE_RD_H
+#define LUMINANCE_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
+#include "servers/rendering/renderer_scene_render.h"
+
+#include "servers/rendering_server.h"
+
+#define RB_LUMINANCE_BUFFERS SNAME("luminance_buffers")
+
+namespace RendererRD {
+
+class Luminance {
+private:
+	bool prefer_raster_effects;
+
+	enum LuminanceReduceMode {
+		LUMINANCE_REDUCE_READ,
+		LUMINANCE_REDUCE,
+		LUMINANCE_REDUCE_WRITE,
+		LUMINANCE_REDUCE_MAX
+	};
+
+	struct LuminanceReducePushConstant {
+		int32_t source_size[2];
+		float max_luminance;
+		float min_luminance;
+		float exposure_adjust;
+		float pad[3];
+	};
+
+	struct LuminanceReduce {
+		LuminanceReduceShaderRD shader;
+		RID shader_version;
+		RID pipelines[LUMINANCE_REDUCE_MAX];
+	} luminance_reduce;
+
+	enum LuminanceReduceRasterMode {
+		LUMINANCE_REDUCE_FRAGMENT_FIRST,
+		LUMINANCE_REDUCE_FRAGMENT,
+		LUMINANCE_REDUCE_FRAGMENT_FINAL,
+		LUMINANCE_REDUCE_FRAGMENT_MAX
+	};
+
+	struct LuminanceReduceRasterPushConstant {
+		int32_t source_size[2];
+		int32_t dest_size[2];
+		float exposure_adjust;
+		float min_luminance;
+		float max_luminance;
+		uint32_t pad1;
+	};
+
+	struct LuminanceReduceFragment {
+		LuminanceReduceRasterShaderRD shader;
+		RID shader_version;
+		PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
+	} luminance_reduce_raster;
+
+public:
+	class LuminanceBuffers : public RenderBufferCustomDataRD {
+		GDCLASS(LuminanceBuffers, RenderBufferCustomDataRD);
+
+	private:
+		bool prefer_raster_effects;
+
+	public:
+		Vector<RID> reduce;
+		RID current;
+
+		virtual void configure(RenderSceneBuffersRD *p_render_buffers) override;
+		virtual void free_data() override;
+
+		void set_prefer_raster_effects(bool p_prefer_raster_effects);
+	};
+
+	Ref<LuminanceBuffers> get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers);
+	RID get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers);
+	void luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
+
+	Luminance(bool p_prefer_raster_effects);
+	~Luminance();
+};
+
+} // namespace RendererRD
+
+#endif // LUMINANCE_RD_H

+ 2 - 136
servers/rendering/renderer_rd/effects_rd.cpp

@@ -55,36 +55,13 @@ RID EffectsRD::_get_uniform_set_from_image(RID p_image) {
 	u.append_id(p_image);
 	uniforms.push_back(u);
 	//any thing with the same configuration (one texture in binding 0 for set 0), is good
-	RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 1);
+	RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0), 1);
 
 	image_to_uniform_set_cache[p_image] = uniform_set;
 
 	return uniform_set;
 }
 
-RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
-	if (texture_to_uniform_set_cache.has(p_texture)) {
-		RID uniform_set = texture_to_uniform_set_cache[p_texture];
-		if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
-			return uniform_set;
-		}
-	}
-
-	Vector<RD::Uniform> uniforms;
-	RD::Uniform u;
-	u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
-	u.binding = 0;
-	u.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
-	u.append_id(p_texture);
-	uniforms.push_back(u);
-	// anything with the same configuration (one texture in binding 0 for set 0), is good
-	RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, 0), 0);
-
-	texture_to_uniform_set_cache[p_texture] = uniform_set;
-
-	return uniform_set;
-}
-
 RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
 	if (texture_to_compute_uniform_set_cache.has(p_texture)) {
 		RID uniform_set = texture_to_compute_uniform_set_cache[p_texture];
@@ -101,86 +78,13 @@ RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_m
 	u.append_id(p_texture);
 	uniforms.push_back(u);
 	//any thing with the same configuration (one texture in binding 0 for set 0), is good
-	RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 0);
+	RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0), 0);
 
 	texture_to_compute_uniform_set_cache[p_texture] = uniform_set;
 
 	return uniform_set;
 }
 
-void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
-	ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of luminance reduction with the mobile renderer.");
-
-	luminance_reduce.push_constant.source_size[0] = p_source_size.x;
-	luminance_reduce.push_constant.source_size[1] = p_source_size.y;
-	luminance_reduce.push_constant.max_luminance = p_max_luminance;
-	luminance_reduce.push_constant.min_luminance = p_min_luminance;
-	luminance_reduce.push_constant.exposure_adjust = p_adjust;
-
-	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
-	for (int i = 0; i < p_reduce.size(); i++) {
-		if (i == 0) {
-			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]);
-			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_texture), 0);
-		} else {
-			RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done
-
-			if (i == p_reduce.size() - 1 && !p_set) {
-				RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]);
-				RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_prev_luminance), 2);
-			} else {
-				RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);
-			}
-
-			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i - 1]), 0);
-		}
-
-		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i]), 1);
-
-		RD::get_singleton()->compute_list_set_push_constant(compute_list, &luminance_reduce.push_constant, sizeof(LuminanceReducePushConstant));
-
-		RD::get_singleton()->compute_list_dispatch_threads(compute_list, luminance_reduce.push_constant.source_size[0], luminance_reduce.push_constant.source_size[1], 1);
-
-		luminance_reduce.push_constant.source_size[0] = MAX(luminance_reduce.push_constant.source_size[0] / 8, 1);
-		luminance_reduce.push_constant.source_size[1] = MAX(luminance_reduce.push_constant.source_size[1] / 8, 1);
-	}
-
-	RD::get_singleton()->compute_list_end();
-}
-
-void EffectsRD::luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
-	ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster version of luminance reduction with the clustered renderer.");
-	ERR_FAIL_COND_MSG(p_reduce.size() != p_fb.size(), "Incorrect frame buffer account for luminance reduction.");
-
-	luminance_reduce_raster.push_constant.max_luminance = p_max_luminance;
-	luminance_reduce_raster.push_constant.min_luminance = p_min_luminance;
-	luminance_reduce_raster.push_constant.exposure_adjust = p_adjust;
-
-	for (int i = 0; i < p_reduce.size(); i++) {
-		luminance_reduce_raster.push_constant.source_size[0] = i == 0 ? p_source_size.x : luminance_reduce_raster.push_constant.dest_size[0];
-		luminance_reduce_raster.push_constant.source_size[1] = i == 0 ? p_source_size.y : luminance_reduce_raster.push_constant.dest_size[1];
-		luminance_reduce_raster.push_constant.dest_size[0] = MAX(luminance_reduce_raster.push_constant.source_size[0] / 8, 1);
-		luminance_reduce_raster.push_constant.dest_size[1] = MAX(luminance_reduce_raster.push_constant.source_size[1] / 8, 1);
-
-		bool final = !p_set && (luminance_reduce_raster.push_constant.dest_size[0] == 1) && (luminance_reduce_raster.push_constant.dest_size[1] == 1);
-		LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT);
-
-		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
-		RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, luminance_reduce_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_fb[i])));
-		RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(i == 0 ? p_source_texture : p_reduce[i - 1]), 0);
-		if (final) {
-			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_prev_luminance), 1);
-		}
-		RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
-		RD::get_singleton()->draw_list_set_push_constant(draw_list, &luminance_reduce_raster.push_constant, sizeof(LuminanceReduceRasterPushConstant));
-
-		RD::get_singleton()->draw_list_draw(draw_list, true);
-		RD::get_singleton()->draw_list_end();
-	}
-}
-
 void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) {
 	roughness_limiter.push_constant.screen_size[0] = p_size.x;
 	roughness_limiter.push_constant.screen_size[1] = p_size.y;
@@ -270,39 +174,6 @@ void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
 EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
 	prefer_raster_effects = p_prefer_raster_effects;
 
-	if (prefer_raster_effects) {
-		Vector<String> luminance_reduce_modes;
-		luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST
-		luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT
-		luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL
-
-		luminance_reduce_raster.shader.initialize(luminance_reduce_modes);
-		memset(&luminance_reduce_raster.push_constant, 0, sizeof(LuminanceReduceRasterPushConstant));
-		luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create();
-
-		for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
-			luminance_reduce_raster.pipelines[i].setup(luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
-		}
-	} else {
-		// Initialize luminance_reduce
-		Vector<String> luminance_reduce_modes;
-		luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");
-		luminance_reduce_modes.push_back("\n");
-		luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n");
-
-		luminance_reduce.shader.initialize(luminance_reduce_modes);
-
-		luminance_reduce.shader_version = luminance_reduce.shader.version_create();
-
-		for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {
-			luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));
-		}
-
-		for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
-			luminance_reduce_raster.pipelines[i].clear();
-		}
-	}
-
 	if (!prefer_raster_effects) {
 		// Initialize roughness limiter
 		Vector<String> shader_modes;
@@ -368,11 +239,6 @@ EffectsRD::~EffectsRD() {
 	RD::get_singleton()->free(default_mipmap_sampler);
 	RD::get_singleton()->free(index_buffer); //array gets freed as dependency
 
-	if (prefer_raster_effects) {
-		luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
-	} else {
-		luminance_reduce.shader.version_free(luminance_reduce.shader_version);
-	}
 	if (!prefer_raster_effects) {
 		roughness_limiter.shader.version_free(roughness_limiter.shader_version);
 	}

+ 0 - 51
servers/rendering/renderer_rd/effects_rd.h

@@ -33,8 +33,6 @@
 
 #include "core/math/projection.h"
 #include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
-#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h"
 #include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
 #include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
 #include "servers/rendering/renderer_scene_render.h"
@@ -45,51 +43,6 @@ class EffectsRD {
 private:
 	bool prefer_raster_effects;
 
-	enum LuminanceReduceMode {
-		LUMINANCE_REDUCE_READ,
-		LUMINANCE_REDUCE,
-		LUMINANCE_REDUCE_WRITE,
-		LUMINANCE_REDUCE_MAX
-	};
-
-	struct LuminanceReducePushConstant {
-		int32_t source_size[2];
-		float max_luminance;
-		float min_luminance;
-		float exposure_adjust;
-		float pad[3];
-	};
-
-	struct LuminanceReduce {
-		LuminanceReducePushConstant push_constant;
-		LuminanceReduceShaderRD shader;
-		RID shader_version;
-		RID pipelines[LUMINANCE_REDUCE_MAX];
-	} luminance_reduce;
-
-	enum LuminanceReduceRasterMode {
-		LUMINANCE_REDUCE_FRAGMENT_FIRST,
-		LUMINANCE_REDUCE_FRAGMENT,
-		LUMINANCE_REDUCE_FRAGMENT_FINAL,
-		LUMINANCE_REDUCE_FRAGMENT_MAX
-	};
-
-	struct LuminanceReduceRasterPushConstant {
-		int32_t source_size[2];
-		int32_t dest_size[2];
-		float exposure_adjust;
-		float min_luminance;
-		float max_luminance;
-		uint32_t pad1;
-	};
-
-	struct LuminanceReduceFragment {
-		LuminanceReduceRasterPushConstant push_constant;
-		LuminanceReduceRasterShaderRD shader;
-		RID shader_version;
-		PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
-	} luminance_reduce_raster;
-
 	struct RoughnessLimiterPushConstant {
 		int32_t screen_size[2];
 		float curve;
@@ -164,15 +117,11 @@ private:
 	RBMap<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
 
 	RID _get_uniform_set_from_image(RID p_texture);
-	RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
 	RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
 
 public:
 	bool get_prefer_raster_effects();
 
-	void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
-	void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
-
 	void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
 
 	void sort_buffer(RID p_uniform_set, int p_size);

+ 16 - 69
servers/rendering/renderer_rd/renderer_scene_render_rd.cpp

@@ -249,57 +249,6 @@ Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {
 	return rb;
 }
 
-void RendererSceneRenderRD::_allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb) {
-	ERR_FAIL_COND(!rb->luminance.current.is_null());
-
-	Size2i internal_size = rb->get_internal_size();
-	int w = internal_size.x;
-	int h = internal_size.y;
-
-	while (true) {
-		w = MAX(w / 8, 1);
-		h = MAX(h / 8, 1);
-
-		RD::TextureFormat tf;
-		tf.format = RD::DATA_FORMAT_R32_SFLOAT;
-		tf.width = w;
-		tf.height = h;
-
-		bool final = w == 1 && h == 1;
-
-		if (_render_buffers_can_be_storage()) {
-			tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
-			if (final) {
-				tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
-			}
-		} else {
-			tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
-		}
-
-		RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
-		rb->luminance.reduce.push_back(texture);
-		if (!_render_buffers_can_be_storage()) {
-			Vector<RID> fb;
-			fb.push_back(texture);
-
-			rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
-		}
-
-		if (final) {
-			rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
-			if (!_render_buffers_can_be_storage()) {
-				Vector<RID> fb;
-				fb.push_back(rb->luminance.current);
-
-				rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
-			}
-			break;
-		}
-	}
-}
-
 void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
 	Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
 	ERR_FAIL_COND(rb.is_null());
@@ -443,9 +392,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
 		RENDER_TIMESTAMP("Auto exposure");
 
 		RD::get_singleton()->draw_command_begin_label("Auto exposure");
-		if (rb->luminance.current.is_null()) {
-			_allocate_luminance_textures(rb);
-		}
+
+		Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);
+
 		uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
 		bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
 		rb->set_auto_exposure_version(auto_exposure_version);
@@ -453,16 +402,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
 		double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
 		float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
 		float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
-		if (can_use_storage) {
-			RendererCompositorRD::singleton->get_effects()->luminance_reduction(internal_texture, internal_size, rb->luminance.reduce, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
-		} else {
-			RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(internal_texture, internal_size, rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
-		}
+		luminance->luminance_reduction(internal_texture, internal_size, luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
+
 		// Swap final reduce with prev luminance.
-		SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
-		if (!can_use_storage) {
-			SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
-		}
 
 		auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
 
@@ -496,8 +438,8 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
 
 				if (i == 0) {
 					RID luminance_texture;
-					if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
-						luminance_texture = rb->luminance.current;
+					if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
+						luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer
 					}
 					RID source = rb->get_internal_texture(l);
 					RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
@@ -530,9 +472,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
 
 		RendererRD::ToneMapper::TonemapSettings tonemap;
 
-		if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
+		tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);
+		if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {
 			tonemap.use_auto_exposure = true;
-			tonemap.exposure_texture = rb->luminance.current;
 			tonemap.auto_exposure_scale = auto_exposure_scale;
 		} else {
 			tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
@@ -746,10 +688,11 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD>
 	}
 
 	if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
-		if (p_render_buffers->luminance.current.is_valid()) {
+		RID luminance_texture = luminance->get_current_luminance_buffer(p_render_buffers);
+		if (luminance_texture.is_valid()) {
 			Size2i rtsize = texture_storage->render_target_get_size(render_target);
 
-			copy_effects->copy_to_fb_rect(p_render_buffers->luminance.current, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
+			copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
 		}
 	}
 
@@ -1334,6 +1277,7 @@ void RendererSceneRenderRD::init() {
 	bool can_use_vrs = is_vrs_supported();
 	bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
 	copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
+	luminance = memnew(RendererRD::Luminance(!can_use_storage));
 	tone_mapper = memnew(RendererRD::ToneMapper);
 	if (can_use_vrs) {
 		vrs = memnew(RendererRD::VRS);
@@ -1354,6 +1298,9 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
 	if (copy_effects) {
 		memdelete(copy_effects);
 	}
+	if (luminance) {
+		memdelete(luminance);
+	}
 	if (tone_mapper) {
 		memdelete(tone_mapper);
 	}

+ 2 - 3
servers/rendering/renderer_rd/renderer_scene_render_rd.h

@@ -38,6 +38,7 @@
 #include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
 #include "servers/rendering/renderer_rd/effects/copy_effects.h"
 #include "servers/rendering/renderer_rd/effects/fsr.h"
+#include "servers/rendering/renderer_rd/effects/luminance.h"
 #include "servers/rendering/renderer_rd/effects/tone_mapper.h"
 #include "servers/rendering/renderer_rd/effects/vrs.h"
 #include "servers/rendering/renderer_rd/environment/fog.h"
@@ -105,6 +106,7 @@ protected:
 	RendererRD::ForwardIDStorage *forward_id_storage = nullptr;
 	RendererRD::BokehDOF *bokeh_dof = nullptr;
 	RendererRD::CopyEffects *copy_effects = nullptr;
+	RendererRD::Luminance *luminance = nullptr;
 	RendererRD::ToneMapper *tone_mapper = nullptr;
 	RendererRD::FSR *fsr = nullptr;
 	RendererRD::VRS *vrs = nullptr;
@@ -180,9 +182,6 @@ private:
 
 	/* RENDER BUFFERS */
 
-	// TODO move into effects/luminance.h/cpp
-	void _allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb);
-
 	/* GI */
 	bool screen_space_roughness_limiter = false;
 	float screen_space_roughness_limiter_amount = 0.25;

+ 0 - 0
servers/rendering/renderer_rd/shaders/luminance_reduce.glsl → servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl


+ 0 - 0
servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl → servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl


+ 0 - 0
servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl → servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl


+ 0 - 22
servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp

@@ -94,28 +94,6 @@ void RenderSceneBuffersRD::cleanup() {
 		free_named_texture(E.value);
 	}
 	named_textures.clear();
-
-	// old stuff, to be re-evaluated...
-
-	for (int i = 0; i < luminance.fb.size(); i++) {
-		RD::get_singleton()->free(luminance.fb[i]);
-	}
-	luminance.fb.clear();
-
-	for (int i = 0; i < luminance.reduce.size(); i++) {
-		RD::get_singleton()->free(luminance.reduce[i]);
-	}
-	luminance.reduce.clear();
-
-	if (luminance.current_fb.is_valid()) {
-		RD::get_singleton()->free(luminance.current_fb);
-		luminance.current_fb = RID();
-	}
-
-	if (luminance.current.is_valid()) {
-		RD::get_singleton()->free(luminance.current);
-		luminance.current = RID();
-	}
 }
 
 void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {

+ 0 - 9
servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h

@@ -213,15 +213,6 @@ public:
 
 	// 2 full size, 2 half size
 	WeightBuffers weight_buffers[4]; // Only used in raster
-
-	struct Luminance {
-		Vector<RID> reduce;
-		RID current;
-
-		// used only on mobile renderer
-		Vector<RID> fb;
-		RID current_fb;
-	} luminance;
 };
 
 #endif // RENDER_SCENE_BUFFERS_RD_H