/*************************************************************************/ /* fsr.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #include "fsr.h" #include "../storage_rd/material_storage.h" #include "../uniform_set_cache_rd.h" using namespace RendererRD; FSR::FSR() { Vector FSR_upscale_modes; #if defined(MACOS_ENABLED) || defined(IOS_ENABLED) // MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though. FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); #else // Everyone else can use normal mode when available. if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) { FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n"); } else { FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); } #endif fsr_shader.initialize(FSR_upscale_modes); shader_version = fsr_shader.version_create(); pipeline = RD::get_singleton()->compute_pipeline_create(fsr_shader.version_get_shader(shader_version, 0)); } FSR::~FSR() { fsr_shader.version_free(shader_version); } void FSR::fsr_upscale(Ref p_render_buffers, RID p_source_rd_texture, RID p_destination_texture) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); Size2i internal_size = p_render_buffers->get_internal_size(); Size2i target_size = p_render_buffers->get_target_size(); float fsr_upscale_sharpness = p_render_buffers->get_fsr_sharpness(); if (!p_render_buffers->has_texture(SNAME("FSR"), SNAME("upscale_texture"))) { RD::DataFormat format = p_render_buffers->get_base_data_format(); uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; uint32_t layers = 1; // we only need one layer, in multiview we're processing one layer at a time. p_render_buffers->create_texture(SNAME("FSR"), SNAME("upscale_texture"), format, usage_bits, RD::TEXTURE_SAMPLES_1, target_size, layers); } RID upscale_texture = p_render_buffers->get_texture(SNAME("FSR"), SNAME("upscale_texture")); FSRUpscalePushConstant push_constant; memset(&push_constant, 0, sizeof(FSRUpscalePushConstant)); int dispatch_x = (target_size.x + 15) / 16; int dispatch_y = (target_size.y + 15) / 16; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline); push_constant.resolution_width = internal_size.width; push_constant.resolution_height = internal_size.height; push_constant.upscaled_width = target_size.width; push_constant.upscaled_height = target_size.height; push_constant.sharpness = fsr_upscale_sharpness; RID shader = fsr_shader.version_get_shader(shader_version, 0); ERR_FAIL_COND(shader.is_null()); RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); //FSR Easc RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, p_source_rd_texture }); RD::Uniform u_upscale_texture(RD::UNIFORM_TYPE_IMAGE, 0, { upscale_texture }); push_constant.pass = FSR_UPSCALE_PASS_EASU; RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_upscale_texture), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); //FSR Rcas RD::Uniform u_upscale_texture_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, upscale_texture }); RD::Uniform u_destination_texture(RD::UNIFORM_TYPE_IMAGE, 0, { p_destination_texture }); push_constant.pass = FSR_UPSCALE_PASS_RCAS; RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_texture_with_sampler), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_destination_texture), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant)); RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); RD::get_singleton()->compute_list_end(compute_list); }