diff options
Diffstat (limited to 'servers/rendering/renderer_rd/effects/vrs.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/effects/vrs.cpp | 41 |
1 files changed, 8 insertions, 33 deletions
diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp index 68cfd43d90..5ff00aa94c 100644 --- a/servers/rendering/renderer_rd/effects/vrs.cpp +++ b/servers/rendering/renderer_rd/effects/vrs.cpp @@ -91,47 +91,22 @@ void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multi RD::get_singleton()->draw_list_end(); } -void VRS::create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb) { - // TODO find a way to skip this if VRS is not supported, but we don't have access to VulkanContext here, even though we're in vulkan.. hmmm - +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); - RD::TextureFormat tf; - if (p_view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - } - tf.format = RD::DATA_FORMAT_R8_UINT; - tf.width = p_base_width / texel_size.x; - if (p_base_width % texel_size.x != 0) { - tf.width++; + int width = p_base_size.x / texel_size.x; + if (p_base_size.x % texel_size.x != 0) { + width++; } - tf.height = p_base_height / texel_size.y; - if (p_base_height % texel_size.y != 0) { - tf.height++; + int height = p_base_size.y / texel_size.y; + if (p_base_size.y % texel_size.y != 0) { + height++; } - tf.array_layers = p_view_count; // create a layer for every view - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - tf.samples = RD::TEXTURE_SAMPLES_1; - - p_vrs_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - // by default VRS is assumed to be our VRS attachment, but if we need to write into it, we need a bit more control - Vector<RID> fb; - fb.push_back(p_vrs_texture); - - RD::FramebufferPass pass; - pass.color_attachments.push_back(0); - - Vector<RD::FramebufferPass> passes; - passes.push_back(pass); - - p_vrs_fb = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, p_view_count); + return Size2i(width, height); } void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) { |