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117 | /**************************************************************************/
/* 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"
#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 {<--- The class 'LuminanceBuffers' does not declare a constructor although it has private member variables which likely require initialization. [+]The class 'LuminanceBuffers' does not declare a constructor although it has private member variables. Member variables of builtin types are left uninitialized when the class is instantiated. That may cause bugs or undefined behavior.
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);<--- Class 'Luminance' has a constructor with 1 argument that is not explicit. [+]Class 'Luminance' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
~Luminance();
};
} // namespace RendererRD
#endif // LUMINANCE_RD_H
|