1 | /**************************************************************************/ |
2 | /* fsr.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
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16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
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20 | /* included in all copies or substantial portions of the Software. */ |
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29 | /**************************************************************************/ |
30 | |
31 | #include "fsr.h" |
32 | #include "../storage_rd/material_storage.h" |
33 | #include "../uniform_set_cache_rd.h" |
34 | |
35 | using namespace RendererRD; |
36 | |
37 | FSR::FSR() { |
38 | Vector<String> FSR_upscale_modes; |
39 | |
40 | #if defined(MACOS_ENABLED) || defined(IOS_ENABLED) |
41 | // MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though. |
42 | FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n" ); |
43 | #else |
44 | // Everyone else can use normal mode when available. |
45 | if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) { |
46 | FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n" ); |
47 | } else { |
48 | FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n" ); |
49 | } |
50 | #endif |
51 | |
52 | fsr_shader.initialize(FSR_upscale_modes); |
53 | |
54 | shader_version = fsr_shader.version_create(); |
55 | pipeline = RD::get_singleton()->compute_pipeline_create(fsr_shader.version_get_shader(shader_version, 0)); |
56 | } |
57 | |
58 | FSR::~FSR() { |
59 | fsr_shader.version_free(shader_version); |
60 | } |
61 | |
62 | void FSR::fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture) { |
63 | UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); |
64 | ERR_FAIL_NULL(uniform_set_cache); |
65 | MaterialStorage *material_storage = MaterialStorage::get_singleton(); |
66 | ERR_FAIL_NULL(material_storage); |
67 | |
68 | Size2i internal_size = p_render_buffers->get_internal_size(); |
69 | Size2i target_size = p_render_buffers->get_target_size(); |
70 | float fsr_upscale_sharpness = p_render_buffers->get_fsr_sharpness(); |
71 | |
72 | if (!p_render_buffers->has_texture(SNAME("FSR" ), SNAME("upscale_texture" ))) { |
73 | RD::DataFormat format = p_render_buffers->get_base_data_format(); |
74 | uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; |
75 | uint32_t layers = 1; // we only need one layer, in multiview we're processing one layer at a time. |
76 | |
77 | p_render_buffers->create_texture(SNAME("FSR" ), SNAME("upscale_texture" ), format, usage_bits, RD::TEXTURE_SAMPLES_1, target_size, layers); |
78 | } |
79 | |
80 | RID upscale_texture = p_render_buffers->get_texture(SNAME("FSR" ), SNAME("upscale_texture" )); |
81 | |
82 | FSRUpscalePushConstant push_constant; |
83 | memset(&push_constant, 0, sizeof(FSRUpscalePushConstant)); |
84 | |
85 | int dispatch_x = (target_size.x + 15) / 16; |
86 | int dispatch_y = (target_size.y + 15) / 16; |
87 | |
88 | RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); |
89 | RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline); |
90 | |
91 | push_constant.resolution_width = internal_size.width; |
92 | push_constant.resolution_height = internal_size.height; |
93 | push_constant.upscaled_width = target_size.width; |
94 | push_constant.upscaled_height = target_size.height; |
95 | push_constant.sharpness = fsr_upscale_sharpness; |
96 | |
97 | RID shader = fsr_shader.version_get_shader(shader_version, 0); |
98 | ERR_FAIL_COND(shader.is_null()); |
99 | |
100 | RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); |
101 | |
102 | //FSR Easc |
103 | RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, p_source_rd_texture }); |
104 | RD::Uniform u_upscale_texture(RD::UNIFORM_TYPE_IMAGE, 0, { upscale_texture }); |
105 | |
106 | push_constant.pass = FSR_UPSCALE_PASS_EASU; |
107 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); |
108 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_upscale_texture), 1); |
109 | |
110 | RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant)); |
111 | |
112 | RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); |
113 | RD::get_singleton()->compute_list_add_barrier(compute_list); |
114 | |
115 | //FSR Rcas |
116 | RD::Uniform u_upscale_texture_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, upscale_texture }); |
117 | RD::Uniform u_destination_texture(RD::UNIFORM_TYPE_IMAGE, 0, { p_destination_texture }); |
118 | |
119 | push_constant.pass = FSR_UPSCALE_PASS_RCAS; |
120 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_texture_with_sampler), 0); |
121 | RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_destination_texture), 1); |
122 | |
123 | RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant)); |
124 | |
125 | RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); |
126 | |
127 | RD::get_singleton()->compute_list_end(compute_list); |
128 | } |
129 | |