From 616ba8745fb475fa626dbbffbd34ebc47ae3dbea Mon Sep 17 00:00:00 2001 From: Bastiaan Olij Date: Wed, 16 Nov 2022 13:32:42 +1100 Subject: Fix VRS issues --- servers/rendering/renderer_rd/effects/vrs.cpp | 17 +++++++---------- servers/rendering/renderer_rd/shaders/effects/vrs.glsl | 14 +++++++++++--- servers/rendering/rendering_device.h | 2 ++ 3 files changed, 20 insertions(+), 13 deletions(-) (limited to 'servers/rendering') 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; -- cgit v1.2.3