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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_rd/effects/fsr.cpp
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/**************************************************************************/
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/* fsr.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "fsr.h"
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#include "../storage_rd/material_storage.h"
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#include "../uniform_set_cache_rd.h"
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using namespace RendererRD;
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FSR::FSR() {
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Vector<String> fsr_upscale_modes;
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fsr_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n");
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fsr_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
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fsr_shader.initialize(fsr_upscale_modes);
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FSRShaderVariant variant;
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if (RD::get_singleton()->has_feature(RD::SUPPORTS_HALF_FLOAT)) {
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variant = FSR_SHADER_VARIANT_NORMAL;
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} else {
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variant = FSR_SHADER_VARIANT_FALLBACK;
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}
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shader_version = fsr_shader.version_create();
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pipeline = RD::get_singleton()->compute_pipeline_create(fsr_shader.version_get_shader(shader_version, variant));
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}
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FSR::~FSR() {
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fsr_shader.version_free(shader_version);
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}
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void FSR::process(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture) {
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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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ERR_FAIL_NULL(material_storage);
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Size2i internal_size = p_render_buffers->get_internal_size();
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Size2i target_size = p_render_buffers->get_target_size();
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float fsr_upscale_sharpness = p_render_buffers->get_fsr_sharpness();
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if (!p_render_buffers->has_texture(SNAME("FSR"), SNAME("upscale_texture"))) {
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RD::DataFormat format = p_render_buffers->get_base_data_format();
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uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
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uint32_t layers = 1; // we only need one layer, in multiview we're processing one layer at a time.
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p_render_buffers->create_texture(SNAME("FSR"), SNAME("upscale_texture"), format, usage_bits, RD::TEXTURE_SAMPLES_1, target_size, layers);
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}
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RID upscale_texture = p_render_buffers->get_texture(SNAME("FSR"), SNAME("upscale_texture"));
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FSRUpscalePushConstant push_constant;
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memset(&push_constant, 0, sizeof(FSRUpscalePushConstant));
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int dispatch_x = (target_size.x + 15) / 16;
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int dispatch_y = (target_size.y + 15) / 16;
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline);
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push_constant.resolution_width = internal_size.width;
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push_constant.resolution_height = internal_size.height;
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push_constant.upscaled_width = target_size.width;
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push_constant.upscaled_height = target_size.height;
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push_constant.sharpness = fsr_upscale_sharpness;
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RID shader = fsr_shader.version_get_shader(shader_version, 0);
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ERR_FAIL_COND(shader.is_null());
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RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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//FSR Easc
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RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, p_source_rd_texture });
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RD::Uniform u_upscale_texture(RD::UNIFORM_TYPE_IMAGE, 0, { upscale_texture });
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push_constant.pass = FSR_UPSCALE_PASS_EASU;
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_upscale_texture), 1);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant));
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RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
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RD::get_singleton()->compute_list_add_barrier(compute_list);
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//FSR Rcas
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RD::Uniform u_upscale_texture_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, upscale_texture });
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RD::Uniform u_destination_texture(RD::UNIFORM_TYPE_IMAGE, 0, { p_destination_texture });
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push_constant.pass = FSR_UPSCALE_PASS_RCAS;
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_texture_with_sampler), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_destination_texture), 1);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant));
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RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
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RD::get_singleton()->compute_list_end();
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}
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