fsr.cpp 6.7 KB

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  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. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "fsr.h"
  31. #include "../storage_rd/material_storage.h"
  32. #include "../uniform_set_cache_rd.h"
  33. using namespace RendererRD;
  34. FSR::FSR() {
  35. Vector<String> FSR_upscale_modes;
  36. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  37. // MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though.
  38. FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
  39. #else
  40. // Everyone else can use normal mode when available.
  41. if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) {
  42. FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n");
  43. } else {
  44. FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
  45. }
  46. #endif
  47. fsr_shader.initialize(FSR_upscale_modes);
  48. shader_version = fsr_shader.version_create();
  49. pipeline = RD::get_singleton()->compute_pipeline_create(fsr_shader.version_get_shader(shader_version, 0));
  50. }
  51. FSR::~FSR() {
  52. fsr_shader.version_free(shader_version);
  53. }
  54. void FSR::fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture) {
  55. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  56. ERR_FAIL_NULL(uniform_set_cache);
  57. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  58. ERR_FAIL_NULL(material_storage);
  59. Size2i internal_size = p_render_buffers->get_internal_size();
  60. Size2i target_size = p_render_buffers->get_target_size();
  61. float fsr_upscale_sharpness = p_render_buffers->get_fsr_sharpness();
  62. if (!p_render_buffers->has_texture(SNAME("FSR"), SNAME("upscale_texture"))) {
  63. RD::DataFormat format = p_render_buffers->get_base_data_format();
  64. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  65. uint32_t layers = 1; // we only need one layer, in multiview we're processing one layer at a time.
  66. p_render_buffers->create_texture(SNAME("FSR"), SNAME("upscale_texture"), format, usage_bits, RD::TEXTURE_SAMPLES_1, target_size, layers);
  67. }
  68. RID upscale_texture = p_render_buffers->get_texture(SNAME("FSR"), SNAME("upscale_texture"));
  69. FSRUpscalePushConstant push_constant;
  70. memset(&push_constant, 0, sizeof(FSRUpscalePushConstant));
  71. int dispatch_x = (target_size.x + 15) / 16;
  72. int dispatch_y = (target_size.y + 15) / 16;
  73. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  74. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline);
  75. push_constant.resolution_width = internal_size.width;
  76. push_constant.resolution_height = internal_size.height;
  77. push_constant.upscaled_width = target_size.width;
  78. push_constant.upscaled_height = target_size.height;
  79. push_constant.sharpness = fsr_upscale_sharpness;
  80. RID shader = fsr_shader.version_get_shader(shader_version, 0);
  81. ERR_FAIL_COND(shader.is_null());
  82. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  83. //FSR Easc
  84. RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, p_source_rd_texture });
  85. RD::Uniform u_upscale_texture(RD::UNIFORM_TYPE_IMAGE, 0, { upscale_texture });
  86. push_constant.pass = FSR_UPSCALE_PASS_EASU;
  87. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
  88. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_upscale_texture), 1);
  89. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant));
  90. RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
  91. RD::get_singleton()->compute_list_add_barrier(compute_list);
  92. //FSR Rcas
  93. RD::Uniform u_upscale_texture_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, upscale_texture });
  94. RD::Uniform u_destination_texture(RD::UNIFORM_TYPE_IMAGE, 0, { p_destination_texture });
  95. push_constant.pass = FSR_UPSCALE_PASS_RCAS;
  96. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_texture_with_sampler), 0);
  97. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_destination_texture), 1);
  98. RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant));
  99. RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
  100. RD::get_singleton()->compute_list_end(compute_list);
  101. }