/*************************************************************************/ /* vrs.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 "vrs.h" #include "../renderer_compositor_rd.h" #include "../storage_rd/texture_storage.h" #include "../uniform_set_cache_rd.h" #include "servers/xr_server.h" using namespace RendererRD; VRS::VRS() { { Vector vrs_modes; vrs_modes.push_back("\n"); // VRS_DEFAULT vrs_modes.push_back("\n#define MULTIVIEW\n"); // VRS_MULTIVIEW vrs_shader.shader.initialize(vrs_modes); if (!RendererCompositorRD::singleton->is_xr_enabled()) { vrs_shader.shader.set_variant_enabled(VRS_MULTIVIEW, false); } vrs_shader.shader_version = vrs_shader.shader.version_create(); //use additive for (int i = 0; i < VRS_MAX; i++) { if (vrs_shader.shader.is_variant_enabled(i)) { vrs_shader.pipelines[i].setup(vrs_shader.shader.version_get_shader(vrs_shader.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); } else { vrs_shader.pipelines[i].clear(); } } } } VRS::~VRS() { vrs_shader.shader.version_free(vrs_shader.shader_version); } void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); // setup our uniforms RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector({ default_sampler, p_source_rd_texture })); VRSMode mode = p_multiview ? VRS_MULTIVIEW : VRS_DEFAULT; RID shader = vrs_shader.shader.version_get_shader(vrs_shader.shader_version, mode); ERR_FAIL_COND(shader.is_null()); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector()); RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, vrs_shader.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); // RD::get_singleton()->draw_list_set_push_constant(draw_list, &vrs_shader.push_constant, sizeof(VRSPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); RD::get_singleton()->draw_list_end(); } 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) { width++; } int height = p_base_size.y / texel_size.y; if (p_base_size.y % texel_size.y != 0) { height++; } return Size2i(width, height); } void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) { TextureStorage *texture_storage = TextureStorage::get_singleton(); RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_target); if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) { RD::get_singleton()->draw_command_begin_label("VRS Setup"); // TODO figure out if image has changed since it was last copied so we can save some resources.. if (vrs_mode == RS::VIEWPORT_VRS_TEXTURE) { RID vrs_texture = texture_storage->render_target_get_vrs_texture(p_render_target); if (vrs_texture.is_valid()) { RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture); int layers = texture_storage->texture_get_layers(vrs_texture); if (rd_texture.is_valid()) { // Copy into our density buffer copy_vrs(rd_texture, p_vrs_fb, layers > 1); } } } else if (vrs_mode == RS::VIEWPORT_VRS_XR) { Ref interface = XRServer::get_singleton()->get_primary_interface(); if (interface.is_valid()) { RID vrs_texture = interface->get_vrs_texture(); if (vrs_texture.is_valid()) { RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture); int layers = texture_storage->texture_get_layers(vrs_texture); if (rd_texture.is_valid()) { // Copy into our density buffer copy_vrs(rd_texture, p_vrs_fb, layers > 1); } } } } RD::get_singleton()->draw_command_end_label(); } }