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authorBastiaan Olij <mux213@gmail.com>2022-11-16 13:32:42 +1100
committerBastiaan Olij <mux213@gmail.com>2022-11-17 00:32:42 +1100
commit616ba8745fb475fa626dbbffbd34ebc47ae3dbea (patch)
tree6bf67bacd645cbb05238808015acb3882acbe769 /servers/rendering/renderer_rd
parent5993209b2649c93b56789bfc243c5a6046ee77ce (diff)
Fix VRS issues
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.cpp17
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/vrs.glsl14
2 files changed, 18 insertions, 13 deletions
diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp
index 5ff00aa94c..701d53b41d 100644
--- a/servers/rendering/renderer_rd/effects/vrs.cpp
+++ b/servers/rendering/renderer_rd/effects/vrs.cpp
@@ -92,18 +92,15 @@ void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multi
}
Size2i VRS::get_vrs_texture_size(const Size2i p_base_size) const {
- // TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we
- // obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating
- // our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size
- // of the VRS buffer to supply.
- Size2i texel_size = Size2i(16, 16);
-
- int width = p_base_size.x / texel_size.x;
- if (p_base_size.x % texel_size.x != 0) {
+ int32_t texel_width = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_WIDTH);
+ int32_t texel_height = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_HEIGHT);
+
+ int width = p_base_size.x / texel_width;
+ if (p_base_size.x % texel_width != 0) {
width++;
}
- int height = p_base_size.y / texel_size.y;
- if (p_base_size.y % texel_size.y != 0) {
+ int height = p_base_size.y / texel_height;
+ if (p_base_size.y % texel_height != 0) {
height++;
}
return Size2i(width, height);
diff --git a/servers/rendering/renderer_rd/shaders/effects/vrs.glsl b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
index 5ef83c0b44..b450bb9fe9 100644
--- a/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
@@ -63,10 +63,18 @@ void main() {
#ifdef MULTIVIEW
vec4 color = textureLod(source_color, uv, 0.0);
+ frag_color = uint(color.r * 255.0);
#else /* MULTIVIEW */
vec4 color = textureLod(source_color, uv, 0.0);
-#endif /* MULTIVIEW */
- // See if we can change the sampler to one that returns int...
- frag_color = uint(color.r * 256.0);
+ // for user supplied VRS map we do a color mapping
+ color.r *= 3.0;
+ frag_color = int(color.r) << 2;
+
+ color.g *= 3.0;
+ frag_color += int(color.g);
+
+ // note 1x4, 4x1, 1x8, 8x1, 2x8 and 8x2 are not supported
+ // 4x8, 8x4 and 8x8 are only available on some GPUs
+#endif /* MULTIVIEW */
}