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authorRémi Verschelde <rverschelde@gmail.com>2022-11-18 16:19:22 +0100
committerRémi Verschelde <rverschelde@gmail.com>2022-11-18 16:19:22 +0100
commit58cb11b396fa3c424bec35d201df5e3d123c466a (patch)
treefde387980da0289d3dc3a90391a31d8c5586d624 /servers
parentb1605c6d35139dab8b17eff3a6ce38fbdadaf89f (diff)
parent616ba8745fb475fa626dbbffbd34ebc47ae3dbea (diff)
Merge pull request #68710 from BastiaanOlij/fix_vrs
Fix VRS issues
Diffstat (limited to 'servers')
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.cpp17
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/vrs.glsl14
-rw-r--r--servers/rendering/rendering_device.h2
-rw-r--r--servers/xr/xr_interface.cpp7
4 files changed, 25 insertions, 15 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 */
}
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index d0b85d8220..d99cc9a350 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -1257,6 +1257,8 @@ public:
LIMIT_SUBGROUP_SIZE,
LIMIT_SUBGROUP_IN_SHADERS, // Set flags using SHADER_STAGE_VERTEX_BIT, SHADER_STAGE_FRAGMENT_BIT, etc.
LIMIT_SUBGROUP_OPERATIONS,
+ LIMIT_VRS_TEXEL_WIDTH,
+ LIMIT_VRS_TEXEL_HEIGHT,
};
virtual uint64_t limit_get(Limit p_limit) const = 0;
diff --git a/servers/xr/xr_interface.cpp b/servers/xr/xr_interface.cpp
index 4d58d24405..ec4ae98397 100644
--- a/servers/xr/xr_interface.cpp
+++ b/servers/xr/xr_interface.cpp
@@ -167,11 +167,12 @@ RID XRInterface::get_vrs_texture() {
// Default logic will return a standard VRS image based on our target size and default projections.
// Note that this only gets called if VRS is supported on the hardware.
- Size2 texel_size = Size2(16.0, 16.0); // For now we assume we always use 16x16 texels, seems to be the standard.
+ 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 view_count = get_view_count();
Size2 target_size = get_render_target_size();
real_t aspect = target_size.x / target_size.y; // is this y/x ?
- Size2 vrs_size = Size2(round(0.5 + target_size.x / texel_size.x), round(0.5 + target_size.y / texel_size.y));
+ Size2 vrs_size = Size2(round(0.5 + target_size.x / texel_width), round(0.5 + target_size.y / texel_height));
real_t radius = vrs_size.length() * 0.5;
Size2 vrs_sizei = vrs_size;
@@ -179,6 +180,8 @@ RID XRInterface::get_vrs_texture() {
const uint8_t densities[] = {
0, // 1x1
1, // 1x2
+ // 2, // 1x4 - not supported
+ // 3, // 1x8 - not supported
// 4, // 2x1
5, // 2x2
6, // 2x4