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- /**************************************************************************/
- /* fsr2.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 "fsr2.h"
- #include "../storage_rd/material_storage.h"
- #include "../uniform_set_cache_rd.h"
- using namespace RendererRD;
- #ifndef _MSC_VER
- #include <wchar.h>
- #define wcscpy_s wcscpy
- #endif
- static RD::TextureType ffx_resource_type_to_rd_texture_type(FfxResourceType p_type) {
- switch (p_type) {
- case FFX_RESOURCE_TYPE_TEXTURE1D:
- return RD::TEXTURE_TYPE_1D;
- case FFX_RESOURCE_TYPE_TEXTURE2D:
- return RD::TEXTURE_TYPE_2D;
- case FFX_RESOURCE_TYPE_TEXTURE3D:
- return RD::TEXTURE_TYPE_3D;
- default:
- return RD::TEXTURE_TYPE_MAX;
- }
- }
- static FfxResourceType rd_texture_type_to_ffx_resource_type(RD::TextureType p_type) {
- switch (p_type) {
- case RD::TEXTURE_TYPE_1D:
- return FFX_RESOURCE_TYPE_TEXTURE1D;
- case RD::TEXTURE_TYPE_2D:
- return FFX_RESOURCE_TYPE_TEXTURE2D;
- case RD::TEXTURE_TYPE_3D:
- return FFX_RESOURCE_TYPE_TEXTURE3D;
- default:
- return FFX_RESOURCE_TYPE_BUFFER;
- }
- }
- static RD::DataFormat ffx_surface_format_to_rd_format(FfxSurfaceFormat p_format) {
- switch (p_format) {
- case FFX_SURFACE_FORMAT_R32G32B32A32_TYPELESS:
- return RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
- case FFX_SURFACE_FORMAT_R32G32B32A32_FLOAT:
- return RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
- case FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT:
- return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- case FFX_SURFACE_FORMAT_R16G16B16A16_UNORM:
- return RD::DATA_FORMAT_R16G16B16A16_UNORM;
- case FFX_SURFACE_FORMAT_R32G32_FLOAT:
- return RD::DATA_FORMAT_R32G32_SFLOAT;
- case FFX_SURFACE_FORMAT_R32_UINT:
- return RD::DATA_FORMAT_R32_UINT;
- case FFX_SURFACE_FORMAT_R8G8B8A8_TYPELESS:
- return RD::DATA_FORMAT_R8G8B8A8_UNORM;
- case FFX_SURFACE_FORMAT_R8G8B8A8_UNORM:
- return RD::DATA_FORMAT_R8G8B8A8_UNORM;
- case FFX_SURFACE_FORMAT_R11G11B10_FLOAT:
- return RD::DATA_FORMAT_B10G11R11_UFLOAT_PACK32;
- case FFX_SURFACE_FORMAT_R16G16_FLOAT:
- return RD::DATA_FORMAT_R16G16_SFLOAT;
- case FFX_SURFACE_FORMAT_R16G16_UINT:
- return RD::DATA_FORMAT_R16G16_UINT;
- case FFX_SURFACE_FORMAT_R16_FLOAT:
- return RD::DATA_FORMAT_R16_SFLOAT;
- case FFX_SURFACE_FORMAT_R16_UINT:
- return RD::DATA_FORMAT_R16_UINT;
- case FFX_SURFACE_FORMAT_R16_UNORM:
- return RD::DATA_FORMAT_R16_UNORM;
- case FFX_SURFACE_FORMAT_R16_SNORM:
- return RD::DATA_FORMAT_R16_SNORM;
- case FFX_SURFACE_FORMAT_R8_UNORM:
- return RD::DATA_FORMAT_R8_UNORM;
- case FFX_SURFACE_FORMAT_R8_UINT:
- return RD::DATA_FORMAT_R8_UINT;
- case FFX_SURFACE_FORMAT_R8G8_UNORM:
- return RD::DATA_FORMAT_R8G8_UNORM;
- case FFX_SURFACE_FORMAT_R32_FLOAT:
- return RD::DATA_FORMAT_R32_SFLOAT;
- default:
- return RD::DATA_FORMAT_MAX;
- }
- }
- static FfxSurfaceFormat rd_format_to_ffx_surface_format(RD::DataFormat p_format) {
- switch (p_format) {
- case RD::DATA_FORMAT_R32G32B32A32_SFLOAT:
- return FFX_SURFACE_FORMAT_R32G32B32A32_FLOAT;
- case RD::DATA_FORMAT_R16G16B16A16_SFLOAT:
- return FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT;
- case RD::DATA_FORMAT_R16G16B16A16_UNORM:
- return FFX_SURFACE_FORMAT_R16G16B16A16_UNORM;
- case RD::DATA_FORMAT_R32G32_SFLOAT:
- return FFX_SURFACE_FORMAT_R32G32_FLOAT;
- case RD::DATA_FORMAT_R32_UINT:
- return FFX_SURFACE_FORMAT_R32_UINT;
- case RD::DATA_FORMAT_R8G8B8A8_UNORM:
- return FFX_SURFACE_FORMAT_R8G8B8A8_UNORM;
- case RD::DATA_FORMAT_B10G11R11_UFLOAT_PACK32:
- return FFX_SURFACE_FORMAT_R11G11B10_FLOAT;
- case RD::DATA_FORMAT_R16G16_SFLOAT:
- return FFX_SURFACE_FORMAT_R16G16_FLOAT;
- case RD::DATA_FORMAT_R16G16_UINT:
- return FFX_SURFACE_FORMAT_R16G16_UINT;
- case RD::DATA_FORMAT_R16_SFLOAT:
- return FFX_SURFACE_FORMAT_R16_FLOAT;
- case RD::DATA_FORMAT_R16_UINT:
- return FFX_SURFACE_FORMAT_R16_UINT;
- case RD::DATA_FORMAT_R16_UNORM:
- return FFX_SURFACE_FORMAT_R16_UNORM;
- case RD::DATA_FORMAT_R16_SNORM:
- return FFX_SURFACE_FORMAT_R16_SNORM;
- case RD::DATA_FORMAT_R8_UNORM:
- return FFX_SURFACE_FORMAT_R8_UNORM;
- case RD::DATA_FORMAT_R8_UINT:
- return FFX_SURFACE_FORMAT_R8_UINT;
- case RD::DATA_FORMAT_R8G8_UNORM:
- return FFX_SURFACE_FORMAT_R8G8_UNORM;
- case RD::DATA_FORMAT_R32_SFLOAT:
- return FFX_SURFACE_FORMAT_R32_FLOAT;
- default:
- return FFX_SURFACE_FORMAT_UNKNOWN;
- }
- }
- static uint32_t ffx_usage_to_rd_usage_flags(uint32_t p_flags) {
- uint32_t ret = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
- if (p_flags & FFX_RESOURCE_USAGE_RENDERTARGET) {
- ret |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- }
- if (p_flags & FFX_RESOURCE_USAGE_UAV) {
- ret |= RD::TEXTURE_USAGE_STORAGE_BIT;
- ret |= RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
- ret |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- }
- return ret;
- }
- static FfxErrorCode create_backend_context_rd(FfxFsr2Interface *p_backend_interface, FfxDevice p_device) {
- FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
- // Store pointer to the device common to all contexts.
- scratch.device = p_device;
- // Create a ring buffer of uniform buffers.
- // FIXME: This could be optimized to be a single memory block if it was possible for RD to create views into a particular memory range of a UBO.
- for (uint32_t i = 0; i < FSR2_UBO_RING_BUFFER_SIZE; i++) {
- scratch.ubo_ring_buffer[i] = RD::get_singleton()->uniform_buffer_create(FFX_MAX_CONST_SIZE * sizeof(uint32_t));
- ERR_FAIL_COND_V(scratch.ubo_ring_buffer[i].is_null(), FFX_ERROR_BACKEND_API_ERROR);
- }
- return FFX_OK;
- }
- static FfxErrorCode get_device_capabilities_rd(FfxFsr2Interface *p_backend_interface, FfxDeviceCapabilities *p_out_device_capabilities, FfxDevice p_device) {
- FSR2Effect::Device &effect_device = *reinterpret_cast<FSR2Effect::Device *>(p_device);
- *p_out_device_capabilities = effect_device.capabilities;
- return FFX_OK;
- }
- static FfxErrorCode destroy_backend_context_rd(FfxFsr2Interface *p_backend_interface) {
- FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
- for (uint32_t i = 0; i < FSR2_UBO_RING_BUFFER_SIZE; i++) {
- RD::get_singleton()->free(scratch.ubo_ring_buffer[i]);
- }
- return FFX_OK;
- }
- static FfxErrorCode create_resource_rd(FfxFsr2Interface *p_backend_interface, const FfxCreateResourceDescription *p_create_resource_description, FfxResourceInternal *p_out_resource) {
- // FSR2's base implementation won't issue a call to create a heap type that isn't just default on its own,
- // so we can safely ignore it as RD does not expose this concept.
- ERR_FAIL_COND_V(p_create_resource_description->heapType != FFX_HEAP_TYPE_DEFAULT, FFX_ERROR_INVALID_ARGUMENT);
- RenderingDevice *rd = RD::get_singleton();
- FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
- FfxResourceDescription res_desc = p_create_resource_description->resourceDescription;
- // FSR2's base implementation never requests buffer creation.
- ERR_FAIL_COND_V(res_desc.type != FFX_RESOURCE_TYPE_TEXTURE1D && res_desc.type != FFX_RESOURCE_TYPE_TEXTURE2D && res_desc.type != FFX_RESOURCE_TYPE_TEXTURE3D, FFX_ERROR_INVALID_ARGUMENT);
- if (res_desc.mipCount == 0) {
- // Mipmap count must be derived from the resource's dimensions.
- res_desc.mipCount = uint32_t(1 + floor(log2(MAX(MAX(res_desc.width, res_desc.height), res_desc.depth))));
- }
- Vector<PackedByteArray> initial_data;
- if (p_create_resource_description->initDataSize) {
- PackedByteArray byte_array;
- byte_array.resize(p_create_resource_description->initDataSize);
- memcpy(byte_array.ptrw(), p_create_resource_description->initData, p_create_resource_description->initDataSize);
- initial_data.push_back(byte_array);
- }
- RD::TextureFormat texture_format;
- texture_format.texture_type = ffx_resource_type_to_rd_texture_type(res_desc.type);
- texture_format.format = ffx_surface_format_to_rd_format(res_desc.format);
- texture_format.usage_bits = ffx_usage_to_rd_usage_flags(p_create_resource_description->usage);
- texture_format.width = res_desc.width;
- texture_format.height = res_desc.height;
- texture_format.depth = res_desc.depth;
- texture_format.mipmaps = res_desc.mipCount;
- RID texture = rd->texture_create(texture_format, RD::TextureView(), initial_data);
- ERR_FAIL_COND_V(texture.is_null(), FFX_ERROR_BACKEND_API_ERROR);
- rd->set_resource_name(texture, String(p_create_resource_description->name));
- // Add the resource to the storage and use the internal index to reference it.
- p_out_resource->internalIndex = scratch.resources.add(texture, false, p_create_resource_description->id, res_desc);
- return FFX_OK;
- }
- static FfxErrorCode register_resource_rd(FfxFsr2Interface *p_backend_interface, const FfxResource *p_in_resource, FfxResourceInternal *p_out_resource) {
- if (p_in_resource->resource == nullptr) {
- // Null resource case.
- p_out_resource->internalIndex = -1;
- return FFX_OK;
- }
- FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
- const RID &rid = *reinterpret_cast<const RID *>(p_in_resource->resource);
- ERR_FAIL_COND_V(rid.is_null(), FFX_ERROR_INVALID_ARGUMENT);
- // Add the resource to the storage and use the internal index to reference it.
- p_out_resource->internalIndex = scratch.resources.add(rid, true, FSR2Context::RESOURCE_ID_DYNAMIC, p_in_resource->description);
- return FFX_OK;
- }
- static FfxErrorCode unregister_resources_rd(FfxFsr2Interface *p_backend_interface) {
- FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
- LocalVector<uint32_t> dynamic_list_copy = scratch.resources.dynamic_list;
- for (uint32_t i : dynamic_list_copy) {
- scratch.resources.remove(i);
- }
- return FFX_OK;
- }
- static FfxResourceDescription get_resource_description_rd(FfxFsr2Interface *p_backend_interface, FfxResourceInternal p_resource) {
- if (p_resource.internalIndex != -1) {
- FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
- return scratch.resources.descriptions[p_resource.internalIndex];
- } else {
- return {};
- }
- }
- static FfxErrorCode destroy_resource_rd(FfxFsr2Interface *p_backend_interface, FfxResourceInternal p_resource) {
- if (p_resource.internalIndex != -1) {
- FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
- if (scratch.resources.rids[p_resource.internalIndex].is_valid()) {
- RD::get_singleton()->free(scratch.resources.rids[p_resource.internalIndex]);
- scratch.resources.remove(p_resource.internalIndex);
- }
- }
- return FFX_OK;
- }
- static FfxErrorCode create_pipeline_rd(FfxFsr2Interface *p_backend_interface, FfxFsr2Pass p_pass, const FfxPipelineDescription *p_pipeline_description, FfxPipelineState *p_out_pipeline) {
- FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
- FSR2Effect::Device &device = *reinterpret_cast<FSR2Effect::Device *>(scratch.device);
- FSR2Effect::Pass &effect_pass = device.passes[p_pass];
- if (effect_pass.pipeline.pipeline_rid.is_null()) {
- // Create pipeline for the device if it hasn't been created yet.
- effect_pass.root_signature.shader_rid = effect_pass.shader->version_get_shader(effect_pass.shader_version, effect_pass.shader_variant);
- ERR_FAIL_COND_V(effect_pass.root_signature.shader_rid.is_null(), FFX_ERROR_BACKEND_API_ERROR);
- effect_pass.pipeline.pipeline_rid = RD::get_singleton()->compute_pipeline_create(effect_pass.root_signature.shader_rid);
- ERR_FAIL_COND_V(effect_pass.pipeline.pipeline_rid.is_null(), FFX_ERROR_BACKEND_API_ERROR);
- }
- // While this is not their intended use, we use the pipeline and root signature pointers to store the
- // RIDs to the pipeline and shader that RD needs for the compute pipeline.
- p_out_pipeline->pipeline = reinterpret_cast<FfxPipeline>(&effect_pass.pipeline);
- p_out_pipeline->rootSignature = reinterpret_cast<FfxRootSignature>(&effect_pass.root_signature);
- p_out_pipeline->srvCount = effect_pass.sampled_bindings.size();
- ERR_FAIL_COND_V(p_out_pipeline->srvCount > FFX_MAX_NUM_SRVS, FFX_ERROR_OUT_OF_RANGE);
- memcpy(p_out_pipeline->srvResourceBindings, effect_pass.sampled_bindings.ptr(), sizeof(FfxResourceBinding) * p_out_pipeline->srvCount);
- p_out_pipeline->uavCount = effect_pass.storage_bindings.size();
- ERR_FAIL_COND_V(p_out_pipeline->uavCount > FFX_MAX_NUM_UAVS, FFX_ERROR_OUT_OF_RANGE);
- memcpy(p_out_pipeline->uavResourceBindings, effect_pass.storage_bindings.ptr(), sizeof(FfxResourceBinding) * p_out_pipeline->uavCount);
- p_out_pipeline->constCount = effect_pass.uniform_bindings.size();
- ERR_FAIL_COND_V(p_out_pipeline->constCount > FFX_MAX_NUM_CONST_BUFFERS, FFX_ERROR_OUT_OF_RANGE);
- memcpy(p_out_pipeline->cbResourceBindings, effect_pass.uniform_bindings.ptr(), sizeof(FfxResourceBinding) * p_out_pipeline->constCount);
- bool low_resolution_mvs = (p_pipeline_description->contextFlags & FFX_FSR2_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS) == 0;
- if (p_pass == FFX_FSR2_PASS_ACCUMULATE || p_pass == FFX_FSR2_PASS_ACCUMULATE_SHARPEN) {
- // Change the binding for motion vectors in this particular pass if low resolution MVs are used.
- if (low_resolution_mvs) {
- FfxResourceBinding &binding = p_out_pipeline->srvResourceBindings[2];
- wcscpy_s(binding.name, L"r_dilated_motion_vectors");
- }
- }
- return FFX_OK;
- }
- static FfxErrorCode destroy_pipeline_rd(FfxFsr2Interface *p_backend_interface, FfxPipelineState *p_pipeline) {
- // We don't want to destroy pipelines when the FSR2 API deems it necessary as it'll do so whenever the context is destroyed.
- return FFX_OK;
- }
- static FfxErrorCode schedule_gpu_job_rd(FfxFsr2Interface *p_backend_interface, const FfxGpuJobDescription *p_job) {
- ERR_FAIL_NULL_V(p_backend_interface, FFX_ERROR_INVALID_ARGUMENT);
- ERR_FAIL_NULL_V(p_job, FFX_ERROR_INVALID_ARGUMENT);
- FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
- scratch.gpu_jobs.push_back(*p_job);
- return FFX_OK;
- }
- static FfxErrorCode execute_gpu_job_clear_float_rd(FSR2Context::Scratch &p_scratch, const FfxClearFloatJobDescription &p_job) {
- RID resource = p_scratch.resources.rids[p_job.target.internalIndex];
- FfxResourceDescription &desc = p_scratch.resources.descriptions[p_job.target.internalIndex];
- ERR_FAIL_COND_V(desc.type == FFX_RESOURCE_TYPE_BUFFER, FFX_ERROR_INVALID_ARGUMENT);
- Color color(p_job.color[0], p_job.color[1], p_job.color[2], p_job.color[3]);
- RD::get_singleton()->texture_clear(resource, color, 0, desc.mipCount, 0, 1);
- return FFX_OK;
- }
- static FfxErrorCode execute_gpu_job_copy_rd(FSR2Context::Scratch &p_scratch, const FfxCopyJobDescription &p_job) {
- RID src = p_scratch.resources.rids[p_job.src.internalIndex];
- RID dst = p_scratch.resources.rids[p_job.dst.internalIndex];
- FfxResourceDescription &src_desc = p_scratch.resources.descriptions[p_job.src.internalIndex];
- FfxResourceDescription &dst_desc = p_scratch.resources.descriptions[p_job.dst.internalIndex];
- ERR_FAIL_COND_V(src_desc.type == FFX_RESOURCE_TYPE_BUFFER, FFX_ERROR_INVALID_ARGUMENT);
- ERR_FAIL_COND_V(dst_desc.type == FFX_RESOURCE_TYPE_BUFFER, FFX_ERROR_INVALID_ARGUMENT);
- for (uint32_t mip_level = 0; mip_level < src_desc.mipCount; mip_level++) {
- RD::get_singleton()->texture_copy(src, dst, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(src_desc.width, src_desc.height, src_desc.depth), mip_level, mip_level, 0, 0);
- }
- return FFX_OK;
- }
- static FfxErrorCode execute_gpu_job_compute_rd(FSR2Context::Scratch &p_scratch, const FfxComputeJobDescription &p_job) {
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL_V(uniform_set_cache, FFX_ERROR_BACKEND_API_ERROR);
- FSR2Effect::RootSignature &root_signature = *reinterpret_cast<FSR2Effect::RootSignature *>(p_job.pipeline.rootSignature);
- ERR_FAIL_COND_V(root_signature.shader_rid.is_null(), FFX_ERROR_INVALID_ARGUMENT);
- FSR2Effect::Pipeline &backend_pipeline = *reinterpret_cast<FSR2Effect::Pipeline *>(p_job.pipeline.pipeline);
- ERR_FAIL_COND_V(backend_pipeline.pipeline_rid.is_null(), FFX_ERROR_INVALID_ARGUMENT);
- Vector<RD::Uniform> compute_uniforms;
- for (uint32_t i = 0; i < p_job.pipeline.srvCount; i++) {
- RID texture_rid = p_scratch.resources.rids[p_job.srvs[i].internalIndex];
- RD::Uniform texture_uniform(RD::UNIFORM_TYPE_TEXTURE, p_job.pipeline.srvResourceBindings[i].slotIndex, texture_rid);
- compute_uniforms.push_back(texture_uniform);
- }
- for (uint32_t i = 0; i < p_job.pipeline.uavCount; i++) {
- RID image_rid = p_scratch.resources.rids[p_job.uavs[i].internalIndex];
- RD::Uniform storage_uniform;
- storage_uniform.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- storage_uniform.binding = p_job.pipeline.uavResourceBindings[i].slotIndex;
- if (p_job.uavMip[i] > 0) {
- LocalVector<RID> &mip_slice_rids = p_scratch.resources.mip_slice_rids[p_job.uavs[i].internalIndex];
- if (mip_slice_rids.is_empty()) {
- mip_slice_rids.resize(p_scratch.resources.descriptions[p_job.uavs[i].internalIndex].mipCount);
- }
- ERR_FAIL_COND_V(p_job.uavMip[i] >= mip_slice_rids.size(), FFX_ERROR_INVALID_ARGUMENT);
- if (mip_slice_rids[p_job.uavMip[i]].is_null()) {
- mip_slice_rids[p_job.uavMip[i]] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), image_rid, 0, p_job.uavMip[i]);
- }
- ERR_FAIL_COND_V(mip_slice_rids[p_job.uavMip[i]].is_null(), FFX_ERROR_BACKEND_API_ERROR);
- storage_uniform.append_id(mip_slice_rids[p_job.uavMip[i]]);
- } else {
- storage_uniform.append_id(image_rid);
- }
- compute_uniforms.push_back(storage_uniform);
- }
- for (uint32_t i = 0; i < p_job.pipeline.constCount; i++) {
- RID buffer_rid = p_scratch.ubo_ring_buffer[p_scratch.ubo_ring_buffer_index];
- p_scratch.ubo_ring_buffer_index = (p_scratch.ubo_ring_buffer_index + 1) % FSR2_UBO_RING_BUFFER_SIZE;
- RD::get_singleton()->buffer_update(buffer_rid, 0, p_job.cbs[i].uint32Size * sizeof(uint32_t), p_job.cbs[i].data);
- RD::Uniform buffer_uniform(RD::UNIFORM_TYPE_UNIFORM_BUFFER, p_job.pipeline.cbResourceBindings[i].slotIndex, buffer_rid);
- compute_uniforms.push_back(buffer_uniform);
- }
- FSR2Effect::Device &device = *reinterpret_cast<FSR2Effect::Device *>(p_scratch.device);
- RD::Uniform u_point_clamp_sampler(RD::UniformType::UNIFORM_TYPE_SAMPLER, 0, device.point_clamp_sampler);
- RD::Uniform u_linear_clamp_sampler(RD::UniformType::UNIFORM_TYPE_SAMPLER, 1, device.linear_clamp_sampler);
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, backend_pipeline.pipeline_rid);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(root_signature.shader_rid, 0, u_point_clamp_sampler, u_linear_clamp_sampler), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache_vec(root_signature.shader_rid, 1, compute_uniforms), 1);
- RD::get_singleton()->compute_list_dispatch(compute_list, p_job.dimensions[0], p_job.dimensions[1], p_job.dimensions[2]);
- RD::get_singleton()->compute_list_end();
- return FFX_OK;
- }
- static FfxErrorCode execute_gpu_jobs_rd(FfxFsr2Interface *p_backend_interface, FfxCommandList p_command_list) {
- ERR_FAIL_NULL_V(p_backend_interface, FFX_ERROR_INVALID_ARGUMENT);
- FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
- FfxErrorCode error_code = FFX_OK;
- for (const FfxGpuJobDescription &job : scratch.gpu_jobs) {
- switch (job.jobType) {
- case FFX_GPU_JOB_CLEAR_FLOAT: {
- error_code = execute_gpu_job_clear_float_rd(scratch, job.clearJobDescriptor);
- } break;
- case FFX_GPU_JOB_COPY: {
- error_code = execute_gpu_job_copy_rd(scratch, job.copyJobDescriptor);
- } break;
- case FFX_GPU_JOB_COMPUTE: {
- error_code = execute_gpu_job_compute_rd(scratch, job.computeJobDescriptor);
- } break;
- default: {
- error_code = FFX_ERROR_INVALID_ARGUMENT;
- } break;
- }
- if (error_code != FFX_OK) {
- scratch.gpu_jobs.clear();
- return error_code;
- }
- }
- scratch.gpu_jobs.clear();
- return FFX_OK;
- }
- static FfxResource get_resource_rd(RID *p_rid, const wchar_t *p_name) {
- FfxResource res = {};
- if (p_rid->is_null()) {
- return res;
- }
- wcscpy_s(res.name, p_name);
- RD::TextureFormat texture_format = RD::get_singleton()->texture_get_format(*p_rid);
- res.description.type = rd_texture_type_to_ffx_resource_type(texture_format.texture_type);
- res.description.format = rd_format_to_ffx_surface_format(texture_format.format);
- res.description.width = texture_format.width;
- res.description.height = texture_format.height;
- res.description.depth = texture_format.depth;
- res.description.mipCount = texture_format.mipmaps;
- res.description.flags = FFX_RESOURCE_FLAGS_NONE;
- res.resource = reinterpret_cast<void *>(p_rid);
- res.isDepth = texture_format.usage_bits & RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
- return res;
- }
- FSR2Context::~FSR2Context() {
- ffxFsr2ContextDestroy(&fsr_context);
- }
- FSR2Effect::FSR2Effect() {
- FfxDeviceCapabilities &capabilities = device.capabilities;
- uint64_t default_subgroup_size = RD::get_singleton()->limit_get(RD::LIMIT_SUBGROUP_SIZE);
- capabilities.minimumSupportedShaderModel = FFX_SHADER_MODEL_5_1;
- capabilities.waveLaneCountMin = RD::get_singleton()->limit_get(RD::LIMIT_SUBGROUP_MIN_SIZE);
- capabilities.waveLaneCountMax = RD::get_singleton()->limit_get(RD::LIMIT_SUBGROUP_MAX_SIZE);
- capabilities.fp16Supported = RD::get_singleton()->has_feature(RD::Features::SUPPORTS_FSR_HALF_FLOAT);
- capabilities.raytracingSupported = false;
- bool force_wave_64 = default_subgroup_size == 32 && capabilities.waveLaneCountMax == 64;
- bool use_lut = force_wave_64 || default_subgroup_size == 64;
- String general_defines_base =
- "\n#define FFX_GPU\n"
- "\n#define FFX_GLSL 1\n"
- "\n#define FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS 1\n"
- "\n#define FFX_FSR2_OPTION_HDR_COLOR_INPUT 1\n"
- "\n#define FFX_FSR2_OPTION_INVERTED_DEPTH 1\n"
- "\n#define FFX_FSR2_OPTION_GODOT_REACTIVE_MASK_CLAMP 1\n"
- "\n#define FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS 1\n";
- if (use_lut) {
- general_defines_base += "\n#define FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE 1\n";
- }
- String general_defines = general_defines_base;
- if (capabilities.fp16Supported) {
- general_defines += "\n#define FFX_HALF 1\n";
- }
- Vector<String> modes;
- modes.push_back("");
- // Since Godot currently lacks a shader reflection mechanism to persist the name of the bindings in the shader cache and
- // there's also no mechanism to compile the shaders offline, the bindings are created manually by looking at the GLSL
- // files included in FSR2 and mapping the macro bindings (#define FSR2_BIND_*) to their respective implementation names.
- //
- // It is not guaranteed these will remain consistent at all between versions of FSR2, so it'll be necessary to keep these
- // bindings up to date whenever the library is updated. In such cases, it is very likely the validation layer will throw an
- // error if the bindings do not match.
- {
- Pass &pass = device.passes[FFX_FSR2_PASS_DEPTH_CLIP];
- pass.shader = &shaders.depth_clip;
- pass.shader->initialize(modes, general_defines);
- pass.shader_version = pass.shader->version_create();
- pass.sampled_bindings = {
- FfxResourceBinding{ 0, 0, L"r_reconstructed_previous_nearest_depth" },
- FfxResourceBinding{ 1, 0, L"r_dilated_motion_vectors" },
- FfxResourceBinding{ 2, 0, L"r_dilatedDepth" },
- FfxResourceBinding{ 3, 0, L"r_reactive_mask" },
- FfxResourceBinding{ 4, 0, L"r_transparency_and_composition_mask" },
- FfxResourceBinding{ 6, 0, L"r_previous_dilated_motion_vectors" },
- FfxResourceBinding{ 7, 0, L"r_input_motion_vectors" },
- FfxResourceBinding{ 8, 0, L"r_input_color_jittered" },
- FfxResourceBinding{ 9, 0, L"r_input_depth" },
- FfxResourceBinding{ 10, 0, L"r_input_exposure" }
- };
- pass.storage_bindings = {
- // FSR2_BIND_UAV_DEPTH_CLIP (11) does not point to anything.
- FfxResourceBinding{ 12, 0, L"rw_dilated_reactive_masks" },
- FfxResourceBinding{ 13, 0, L"rw_prepared_input_color" }
- };
- pass.uniform_bindings = {
- FfxResourceBinding{ 14, 0, L"cbFSR2" }
- };
- }
- {
- Pass &pass = device.passes[FFX_FSR2_PASS_RECONSTRUCT_PREVIOUS_DEPTH];
- pass.shader = &shaders.reconstruct_previous_depth;
- pass.shader->initialize(modes, general_defines);
- pass.shader_version = pass.shader->version_create();
- pass.sampled_bindings = {
- FfxResourceBinding{ 0, 0, L"r_input_motion_vectors" },
- FfxResourceBinding{ 1, 0, L"r_input_depth" },
- FfxResourceBinding{ 2, 0, L"r_input_color_jittered" },
- FfxResourceBinding{ 3, 0, L"r_input_exposure" },
- FfxResourceBinding{ 4, 0, L"r_luma_history" }
- };
- pass.storage_bindings = {
- FfxResourceBinding{ 5, 0, L"rw_reconstructed_previous_nearest_depth" },
- FfxResourceBinding{ 6, 0, L"rw_dilated_motion_vectors" },
- FfxResourceBinding{ 7, 0, L"rw_dilatedDepth" },
- FfxResourceBinding{ 8, 0, L"rw_prepared_input_color" },
- FfxResourceBinding{ 9, 0, L"rw_luma_history" },
- // FSR2_BIND_UAV_LUMA_INSTABILITY (10) does not point to anything.
- FfxResourceBinding{ 11, 0, L"rw_lock_input_luma" }
- };
- pass.uniform_bindings = {
- FfxResourceBinding{ 12, 0, L"cbFSR2" }
- };
- }
- {
- Pass &pass = device.passes[FFX_FSR2_PASS_LOCK];
- pass.shader = &shaders.lock;
- pass.shader->initialize(modes, general_defines);
- pass.shader_version = pass.shader->version_create();
- pass.sampled_bindings = {
- FfxResourceBinding{ 0, 0, L"r_lock_input_luma" }
- };
- pass.storage_bindings = {
- FfxResourceBinding{ 1, 0, L"rw_new_locks" },
- FfxResourceBinding{ 2, 0, L"rw_reconstructed_previous_nearest_depth" }
- };
- pass.uniform_bindings = {
- FfxResourceBinding{ 3, 0, L"cbFSR2" }
- };
- }
- {
- Vector<String> accumulate_modes;
- accumulate_modes.push_back("\n");
- accumulate_modes.push_back("\n#define FFX_FSR2_OPTION_APPLY_SHARPENING 1\n");
- String general_defines_accumulate;
- if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {
- // Workaround: Disable FP16 path for the accumulate pass on NVIDIA due to reduced occupancy and high VRAM throughput.
- general_defines_accumulate = general_defines_base;
- } else {
- general_defines_accumulate = general_defines;
- }
- Pass &pass = device.passes[FFX_FSR2_PASS_ACCUMULATE];
- pass.shader = &shaders.accumulate;
- pass.shader->initialize(accumulate_modes, general_defines_accumulate);
- pass.shader_version = pass.shader->version_create();
- pass.sampled_bindings = {
- FfxResourceBinding{ 0, 0, L"r_input_exposure" },
- FfxResourceBinding{ 1, 0, L"r_dilated_reactive_masks" },
- FfxResourceBinding{ 2, 0, L"r_input_motion_vectors" },
- FfxResourceBinding{ 3, 0, L"r_internal_upscaled_color" },
- FfxResourceBinding{ 4, 0, L"r_lock_status" },
- FfxResourceBinding{ 5, 0, L"r_input_depth" },
- FfxResourceBinding{ 6, 0, L"r_prepared_input_color" },
- // FSR2_BIND_SRV_LUMA_INSTABILITY(7) does not point to anything.
- FfxResourceBinding{ 8, 0, L"r_lanczos_lut" },
- FfxResourceBinding{ 9, 0, L"r_upsample_maximum_bias_lut" },
- FfxResourceBinding{ 10, 0, L"r_imgMips" },
- FfxResourceBinding{ 11, 0, L"r_auto_exposure" },
- FfxResourceBinding{ 12, 0, L"r_luma_history" }
- };
- pass.storage_bindings = {
- FfxResourceBinding{ 13, 0, L"rw_internal_upscaled_color" },
- FfxResourceBinding{ 14, 0, L"rw_lock_status" },
- FfxResourceBinding{ 15, 0, L"rw_upscaled_output" },
- FfxResourceBinding{ 16, 0, L"rw_new_locks" },
- FfxResourceBinding{ 17, 0, L"rw_luma_history" }
- };
- pass.uniform_bindings = {
- FfxResourceBinding{ 18, 0, L"cbFSR2" }
- };
- // Sharpen pass is a clone of the accumulate pass.
- Pass &sharpen_pass = device.passes[FFX_FSR2_PASS_ACCUMULATE_SHARPEN];
- sharpen_pass = pass;
- sharpen_pass.shader_variant = 1;
- }
- {
- Pass &pass = device.passes[FFX_FSR2_PASS_RCAS];
- pass.shader = &shaders.rcas;
- pass.shader->initialize(modes, general_defines_base);
- pass.shader_version = pass.shader->version_create();
- pass.sampled_bindings = {
- FfxResourceBinding{ 0, 0, L"r_input_exposure" },
- FfxResourceBinding{ 1, 0, L"r_rcas_input" }
- };
- pass.storage_bindings = {
- FfxResourceBinding{ 2, 0, L"rw_upscaled_output" }
- };
- pass.uniform_bindings = {
- FfxResourceBinding{ 3, 0, L"cbFSR2" },
- FfxResourceBinding{ 4, 0, L"cbRCAS" }
- };
- }
- {
- Pass &pass = device.passes[FFX_FSR2_PASS_COMPUTE_LUMINANCE_PYRAMID];
- pass.shader = &shaders.compute_luminance_pyramid;
- pass.shader->initialize(modes, general_defines_base);
- pass.shader_version = pass.shader->version_create();
- pass.sampled_bindings = {
- FfxResourceBinding{ 0, 0, L"r_input_color_jittered" }
- };
- pass.storage_bindings = {
- FfxResourceBinding{ 1, 0, L"rw_spd_global_atomic" },
- FfxResourceBinding{ 2, 0, L"rw_img_mip_shading_change" },
- FfxResourceBinding{ 3, 0, L"rw_img_mip_5" },
- FfxResourceBinding{ 4, 0, L"rw_auto_exposure" }
- };
- pass.uniform_bindings = {
- FfxResourceBinding{ 5, 0, L"cbFSR2" },
- FfxResourceBinding{ 6, 0, L"cbSPD" }
- };
- }
- {
- Pass &pass = device.passes[FFX_FSR2_PASS_GENERATE_REACTIVE];
- pass.shader = &shaders.autogen_reactive;
- pass.shader->initialize(modes, general_defines);
- pass.shader_version = pass.shader->version_create();
- pass.sampled_bindings = {
- FfxResourceBinding{ 0, 0, L"r_input_opaque_only" },
- FfxResourceBinding{ 1, 0, L"r_input_color_jittered" }
- };
- pass.storage_bindings = {
- FfxResourceBinding{ 2, 0, L"rw_output_autoreactive" }
- };
- pass.uniform_bindings = {
- FfxResourceBinding{ 3, 0, L"cbGenerateReactive" },
- FfxResourceBinding{ 4, 0, L"cbFSR2" }
- };
- }
- {
- Pass &pass = device.passes[FFX_FSR2_PASS_TCR_AUTOGENERATE];
- pass.shader = &shaders.tcr_autogen;
- pass.shader->initialize(modes, general_defines);
- pass.shader_version = pass.shader->version_create();
- pass.sampled_bindings = {
- FfxResourceBinding{ 0, 0, L"r_input_opaque_only" },
- FfxResourceBinding{ 1, 0, L"r_input_color_jittered" },
- FfxResourceBinding{ 2, 0, L"r_input_motion_vectors" },
- FfxResourceBinding{ 3, 0, L"r_input_prev_color_pre_alpha" },
- FfxResourceBinding{ 4, 0, L"r_input_prev_color_post_alpha" },
- FfxResourceBinding{ 5, 0, L"r_reactive_mask" },
- FfxResourceBinding{ 6, 0, L"r_transparency_and_composition_mask" },
- FfxResourceBinding{ 13, 0, L"r_input_depth" }
- };
- pass.storage_bindings = {
- FfxResourceBinding{ 7, 0, L"rw_output_autoreactive" },
- FfxResourceBinding{ 8, 0, L"rw_output_autocomposition" },
- FfxResourceBinding{ 9, 0, L"rw_output_prev_color_pre_alpha" },
- FfxResourceBinding{ 10, 0, L"rw_output_prev_color_post_alpha" }
- };
- pass.uniform_bindings = {
- FfxResourceBinding{ 11, 0, L"cbFSR2" },
- FfxResourceBinding{ 12, 0, L"cbGenerateReactive" }
- };
- }
- RD::SamplerState state;
- state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- state.min_filter = RD::SAMPLER_FILTER_NEAREST;
- state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
- state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
- state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
- state.min_lod = -1000.0f;
- state.max_lod = 1000.0f;
- state.anisotropy_max = 1.0;
- device.point_clamp_sampler = RD::get_singleton()->sampler_create(state);
- ERR_FAIL_COND(device.point_clamp_sampler.is_null());
- state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
- state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- device.linear_clamp_sampler = RD::get_singleton()->sampler_create(state);
- ERR_FAIL_COND(device.linear_clamp_sampler.is_null());
- }
- FSR2Effect::~FSR2Effect() {
- RD::get_singleton()->free(device.point_clamp_sampler);
- RD::get_singleton()->free(device.linear_clamp_sampler);
- for (uint32_t i = 0; i < FFX_FSR2_PASS_COUNT; i++) {
- device.passes[i].shader->version_free(device.passes[i].shader_version);
- }
- }
- FSR2Context *FSR2Effect::create_context(Size2i p_internal_size, Size2i p_target_size) {
- FSR2Context *context = memnew(RendererRD::FSR2Context);
- context->fsr_desc.flags = FFX_FSR2_ENABLE_HIGH_DYNAMIC_RANGE | FFX_FSR2_ENABLE_DEPTH_INVERTED;
- context->fsr_desc.maxRenderSize.width = p_internal_size.x;
- context->fsr_desc.maxRenderSize.height = p_internal_size.y;
- context->fsr_desc.displaySize.width = p_target_size.x;
- context->fsr_desc.displaySize.height = p_target_size.y;
- context->fsr_desc.device = &device;
- FfxFsr2Interface &functions = context->fsr_desc.callbacks;
- functions.fpCreateBackendContext = create_backend_context_rd;
- functions.fpGetDeviceCapabilities = get_device_capabilities_rd;
- functions.fpDestroyBackendContext = destroy_backend_context_rd;
- functions.fpCreateResource = create_resource_rd;
- functions.fpRegisterResource = register_resource_rd;
- functions.fpUnregisterResources = unregister_resources_rd;
- functions.fpGetResourceDescription = get_resource_description_rd;
- functions.fpDestroyResource = destroy_resource_rd;
- functions.fpCreatePipeline = create_pipeline_rd;
- functions.fpDestroyPipeline = destroy_pipeline_rd;
- functions.fpScheduleGpuJob = schedule_gpu_job_rd;
- functions.fpExecuteGpuJobs = execute_gpu_jobs_rd;
- functions.scratchBuffer = &context->scratch;
- functions.scratchBufferSize = sizeof(context->scratch);
- FfxErrorCode result = ffxFsr2ContextCreate(&context->fsr_context, &context->fsr_desc);
- if (result == FFX_OK) {
- return context;
- } else {
- memdelete(context);
- return nullptr;
- }
- }
- void FSR2Effect::upscale(const Parameters &p_params) {
- // TODO: Transparency & Composition mask is not implemented.
- FfxFsr2DispatchDescription dispatch_desc = {};
- RID color = p_params.color;
- RID depth = p_params.depth;
- RID velocity = p_params.velocity;
- RID reactive = p_params.reactive;
- RID exposure = p_params.exposure;
- RID output = p_params.output;
- dispatch_desc.commandList = nullptr;
- dispatch_desc.color = get_resource_rd(&color, L"color");
- dispatch_desc.depth = get_resource_rd(&depth, L"depth");
- dispatch_desc.motionVectors = get_resource_rd(&velocity, L"velocity");
- dispatch_desc.reactive = get_resource_rd(&reactive, L"reactive");
- dispatch_desc.exposure = get_resource_rd(&exposure, L"exposure");
- dispatch_desc.transparencyAndComposition = {};
- dispatch_desc.output = get_resource_rd(&output, L"output");
- dispatch_desc.colorOpaqueOnly = {};
- dispatch_desc.jitterOffset.x = p_params.jitter.x;
- dispatch_desc.jitterOffset.y = p_params.jitter.y;
- dispatch_desc.motionVectorScale.x = float(p_params.internal_size.width);
- dispatch_desc.motionVectorScale.y = float(p_params.internal_size.height);
- dispatch_desc.reset = p_params.reset_accumulation;
- dispatch_desc.renderSize.width = p_params.internal_size.width;
- dispatch_desc.renderSize.height = p_params.internal_size.height;
- dispatch_desc.enableSharpening = (p_params.sharpness > 1e-6f);
- dispatch_desc.sharpness = p_params.sharpness;
- dispatch_desc.frameTimeDelta = p_params.delta_time;
- dispatch_desc.preExposure = 1.0f;
- dispatch_desc.cameraNear = p_params.z_near;
- dispatch_desc.cameraFar = p_params.z_far;
- dispatch_desc.cameraFovAngleVertical = p_params.fovy;
- dispatch_desc.viewSpaceToMetersFactor = 1.0f;
- dispatch_desc.enableAutoReactive = false;
- dispatch_desc.autoTcThreshold = 1.0f;
- dispatch_desc.autoTcScale = 1.0f;
- dispatch_desc.autoReactiveScale = 1.0f;
- dispatch_desc.autoReactiveMax = 1.0f;
- RendererRD::MaterialStorage::store_camera(p_params.reprojection, dispatch_desc.reprojectionMatrix);
- FfxErrorCode result = ffxFsr2ContextDispatch(&p_params.context->fsr_context, &dispatch_desc);
- ERR_FAIL_COND(result != FFX_OK);
- }
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