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-rw-r--r--servers/rendering/renderer_rd/shaders/fsr_upscale.glsl173
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl38
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl35
4 files changed, 250 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
new file mode 100644
index 0000000000..4e2ba84033
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
@@ -0,0 +1,173 @@
+/*************************************************************************/
+/* fsr_upscale.glsl */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+#define A_GPU
+#define A_GLSL
+
+#ifdef MODE_FSR_UPSCALE_NORMAL
+
+#define A_HALF
+
+#endif
+
+#include "thirdparty/amd-fsr/ffx_a.h"
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D fsr_image;
+layout(set = 0, binding = 0) uniform sampler2D source_image;
+
+#define FSR_UPSCALE_PASS_TYPE_EASU 0
+#define FSR_UPSCALE_PASS_TYPE_RCAS 1
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ float resolution_width;
+ float resolution_height;
+ float upscaled_width;
+ float upscaled_height;
+ float sharpness;
+ int pass;
+}
+params;
+
+AU4 Const0, Const1, Const2, Const3;
+
+#ifdef MODE_FSR_UPSCALE_FALLBACK
+
+#define FSR_EASU_F
+AF4 FsrEasuRF(AF2 p) {
+ AF4 res = textureGather(source_image, p, 0);
+ return res;
+}
+AF4 FsrEasuGF(AF2 p) {
+ AF4 res = textureGather(source_image, p, 1);
+ return res;
+}
+AF4 FsrEasuBF(AF2 p) {
+ AF4 res = textureGather(source_image, p, 2);
+ return res;
+}
+
+#define FSR_RCAS_F
+AF4 FsrRcasLoadF(ASU2 p) {
+ return AF4(texelFetch(source_image, ASU2(p), 0));
+}
+void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
+
+#else
+
+#define FSR_EASU_H
+AH4 FsrEasuRH(AF2 p) {
+ AH4 res = AH4(textureGather(source_image, p, 0));
+ return res;
+}
+AH4 FsrEasuGH(AF2 p) {
+ AH4 res = AH4(textureGather(source_image, p, 1));
+ return res;
+}
+AH4 FsrEasuBH(AF2 p) {
+ AH4 res = AH4(textureGather(source_image, p, 2));
+ return res;
+}
+
+#define FSR_RCAS_H
+AH4 FsrRcasLoadH(ASW2 p) {
+ return AH4(texelFetch(source_image, ASU2(p), 0));
+}
+void FsrRcasInputH(inout AH1 r, inout AH1 g, inout AH1 b) {}
+
+#endif
+
+#include "thirdparty/amd-fsr/ffx_fsr1.h"
+
+void fsr_easu_pass(AU2 pos) {
+#ifdef MODE_FSR_UPSCALE_NORMAL
+
+ AH3 Gamma2Color = AH3(0, 0, 0);
+ FsrEasuH(Gamma2Color, pos, Const0, Const1, Const2, Const3);
+ imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1));
+
+#else
+
+ AF3 Gamma2Color = AF3(0, 0, 0);
+ FsrEasuF(Gamma2Color, pos, Const0, Const1, Const2, Const3);
+ imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1));
+
+#endif
+}
+
+void fsr_rcas_pass(AU2 pos) {
+#ifdef MODE_FSR_UPSCALE_NORMAL
+
+ AH3 Gamma2Color = AH3(0, 0, 0);
+ FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0);
+ imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1));
+
+#else
+
+ AF3 Gamma2Color = AF3(0, 0, 0);
+ FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0);
+ imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1));
+
+#endif
+}
+
+void fsr_pass(AU2 pos) {
+ if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) {
+ fsr_easu_pass(pos);
+ } else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) {
+ fsr_rcas_pass(pos);
+ }
+}
+
+void main() {
+ // Clang does not like unused functions. If ffx_a.h is included in the binary, clang will throw a fit and not compile so we must configure FSR in this shader
+ if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) {
+ FsrEasuCon(Const0, Const1, Const2, Const3, params.resolution_width, params.resolution_height, params.resolution_width, params.resolution_height, params.upscaled_width, params.upscaled_height);
+ } else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) {
+ FsrRcasCon(Const0, params.sharpness);
+ }
+
+ AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
+
+ fsr_pass(gxy);
+ gxy.x += 8u;
+ fsr_pass(gxy);
+ gxy.y += 8u;
+ fsr_pass(gxy);
+ gxy.x -= 8u;
+ fsr_pass(gxy);
+}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 8e33610ae2..e4628b2d5a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -1757,7 +1757,11 @@ void main() {
}
}
+#ifdef MOLTENVK_USED
+ imageStore(geom_facing_grid, grid_pos, uvec4(imageLoad(geom_facing_grid, grid_pos).r | facing_bits)); //store facing bits
+#else
imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits
+#endif
if (length(emission) > 0.001) {
float lumas[6];
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index afc5d68776..181d3b272f 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -47,7 +47,13 @@ layout(push_constant, binding = 0, std430) uniform Params {
}
params;
+#ifdef MOLTENVK_USED
+layout(set = 1, binding = 1) volatile buffer emissive_only_map_buffer {
+ uint emissive_only_map[];
+};
+#else
layout(r32ui, set = 1, binding = 1) uniform volatile uimage3D emissive_only_map;
+#endif
layout(set = 1, binding = 2, std140) uniform SceneParams {
vec2 fog_frustum_size_begin;
@@ -71,8 +77,17 @@ layout(set = 1, binding = 2, std140) uniform SceneParams {
}
scene_params;
+#ifdef MOLTENVK_USED
+layout(set = 1, binding = 3) volatile buffer density_only_map_buffer {
+ uint density_only_map[];
+};
+layout(set = 1, binding = 4) volatile buffer light_only_map_buffer {
+ uint light_only_map[];
+};
+#else
layout(r32ui, set = 1, binding = 3) uniform volatile uimage3D density_only_map;
layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map;
+#endif
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 2, binding = 0, std140) uniform MaterialUniforms{
@@ -115,6 +130,9 @@ void main() {
if (any(greaterThanEqual(pos, scene_params.fog_volume_size))) {
return; //do not compute
}
+#ifdef MOLTENVK_USED
+ uint lpos = pos.z * scene_params.fog_volume_size.x * scene_params.fog_volume_size.y + pos.y * scene_params.fog_volume_size.x + pos.x;
+#endif
vec3 posf = vec3(pos);
@@ -197,7 +215,11 @@ void main() {
density *= cull_mask;
if (abs(density) > 0.001) {
int final_density = int(density * DENSITY_SCALE);
+#ifdef MOLTENVK_USED
+ atomicAdd(density_only_map[lpos], uint(final_density));
+#else
imageAtomicAdd(density_only_map, pos, uint(final_density));
+#endif
#ifdef EMISSION_USED
{
@@ -207,7 +229,11 @@ void main() {
uvec3 emission_u = uvec3(emission.r * 511.0, emission.g * 511.0, emission.b * 255.0);
// R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint
uint final_emission = emission_u.r << 21 | emission_u.g << 10 | emission_u.b;
+#ifdef MOLTENVK_USED
+ uint prev_emission = atomicAdd(emissive_only_map[lpos], final_emission);
+#else
uint prev_emission = imageAtomicAdd(emissive_only_map, pos, final_emission);
+#endif
// Adding can lead to colors overflowing, so validate
uvec3 prev_emission_u = uvec3(prev_emission >> 21, (prev_emission << 11) >> 21, prev_emission % 1024);
@@ -219,7 +245,11 @@ void main() {
if (any(overflowing)) {
uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing);
uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b;
+#ifdef MOLTENVK_USED
+ atomicOr(emissive_only_map[lpos], force_max);
+#else
imageAtomicOr(emissive_only_map, pos, force_max);
+#endif
}
}
#endif
@@ -230,7 +260,11 @@ void main() {
uvec3 scattering_u = uvec3(scattering.r * 2047.0, scattering.g * 2047.0, scattering.b * 1023.0);
// R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint
uint final_scattering = scattering_u.r << 21 | scattering_u.g << 10 | scattering_u.b;
+#ifdef MOLTENVK_USED
+ uint prev_scattering = atomicAdd(light_only_map[lpos], final_scattering);
+#else
uint prev_scattering = imageAtomicAdd(light_only_map, pos, final_scattering);
+#endif
// Adding can lead to colors overflowing, so validate
uvec3 prev_scattering_u = uvec3(prev_scattering >> 21, (prev_scattering << 11) >> 21, prev_scattering % 1024);
@@ -242,7 +276,11 @@ void main() {
if (any(overflowing)) {
uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing);
uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b;
+#ifdef MOLTENVK_USED
+ atomicOr(light_only_map[lpos], force_max);
+#else
imageAtomicOr(light_only_map, pos, force_max);
+#endif
}
}
#endif // ALBEDO_USED
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
index 3d6fbb5653..747f88960c 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
@@ -190,9 +190,22 @@ params;
#ifndef MODE_COPY
layout(set = 0, binding = 15) uniform texture3D prev_density_texture;
+#ifdef MOLTENVK_USED
+layout(set = 0, binding = 16) buffer density_only_map_buffer {
+ uint density_only_map[];
+};
+layout(set = 0, binding = 17) buffer light_only_map_buffer {
+ uint light_only_map[];
+};
+layout(set = 0, binding = 18) buffer emissive_only_map_buffer {
+ uint emissive_only_map[];
+};
+#else
layout(r32ui, set = 0, binding = 16) uniform uimage3D density_only_map;
layout(r32ui, set = 0, binding = 17) uniform uimage3D light_only_map;
layout(r32ui, set = 0, binding = 18) uniform uimage3D emissive_only_map;
+#endif
+
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
layout(set = 0, binding = 19) uniform textureCubeArray sky_texture;
#else
@@ -272,6 +285,9 @@ void main() {
if (any(greaterThanEqual(pos, params.fog_volume_size))) {
return; //do not compute
}
+#ifdef MOLTENVK_USED
+ uint lpos = pos.z * params.fog_volume_size.x * params.fog_volume_size.y + pos.y * params.fog_volume_size.x + pos.x;
+#endif
vec3 posf = vec3(pos);
@@ -335,15 +351,28 @@ void main() {
vec3 total_light = vec3(0.0);
float total_density = params.base_density;
+#ifdef MOLTENVK_USED
+ uint local_density = density_only_map[lpos];
+#else
uint local_density = imageLoad(density_only_map, pos).x;
+#endif
+
total_density += float(int(local_density)) / DENSITY_SCALE;
total_density = max(0.0, total_density);
+#ifdef MOLTENVK_USED
+ uint scattering_u = light_only_map[lpos];
+#else
uint scattering_u = imageLoad(light_only_map, pos).x;
+#endif
vec3 scattering = vec3(scattering_u >> 21, (scattering_u << 11) >> 21, scattering_u % 1024) / vec3(2047.0, 2047.0, 1023.0);
scattering += params.base_scattering * params.base_density;
+#ifdef MOLTENVK_USED
+ uint emission_u = emissive_only_map[lpos];
+#else
uint emission_u = imageLoad(emissive_only_map, pos).x;
+#endif
vec3 emission = vec3(emission_u >> 21, (emission_u << 11) >> 21, emission_u % 1024) / vec3(511.0, 511.0, 255.0);
emission += params.base_emission * params.base_density;
@@ -673,10 +702,16 @@ void main() {
final_density = mix(final_density, reprojected_density, reproject_amount);
imageStore(density_map, pos, final_density);
+#ifdef MOLTENVK_USED
+ density_only_map[lpos] = 0;
+ light_only_map[lpos] = 0;
+ emissive_only_map[lpos] = 0;
+#else
imageStore(density_only_map, pos, uvec4(0));
imageStore(light_only_map, pos, uvec4(0));
imageStore(emissive_only_map, pos, uvec4(0));
#endif
+#endif
#ifdef MODE_FOG