virtualx-engine/servers/rendering/storage/render_scene_buffers.cpp
Dario 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00

96 lines
6.4 KiB
C++

/**************************************************************************/
/* render_scene_buffers.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "render_scene_buffers.h"
void RenderSceneBuffersConfiguration::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_render_target"), &RenderSceneBuffersConfiguration::get_render_target);
ClassDB::bind_method(D_METHOD("set_render_target", "render_target"), &RenderSceneBuffersConfiguration::set_render_target);
ADD_PROPERTY(PropertyInfo(Variant::RID, "render_target"), "set_render_target", "get_render_target");
ClassDB::bind_method(D_METHOD("get_internal_size"), &RenderSceneBuffersConfiguration::get_internal_size);
ClassDB::bind_method(D_METHOD("set_internal_size", "internal_size"), &RenderSceneBuffersConfiguration::set_internal_size);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "internal_size"), "set_internal_size", "get_internal_size");
ClassDB::bind_method(D_METHOD("get_target_size"), &RenderSceneBuffersConfiguration::get_target_size);
ClassDB::bind_method(D_METHOD("set_target_size", "target_size"), &RenderSceneBuffersConfiguration::set_target_size);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "target_size"), "set_target_size", "get_target_size");
ClassDB::bind_method(D_METHOD("get_view_count"), &RenderSceneBuffersConfiguration::get_view_count);
ClassDB::bind_method(D_METHOD("set_view_count", "view_count"), &RenderSceneBuffersConfiguration::set_view_count);
ADD_PROPERTY(PropertyInfo(Variant::INT, "view_count"), "set_view_count", "get_view_count");
ClassDB::bind_method(D_METHOD("get_scaling_3d_mode"), &RenderSceneBuffersConfiguration::get_scaling_3d_mode);
ClassDB::bind_method(D_METHOD("set_scaling_3d_mode", "scaling_3d_mode"), &RenderSceneBuffersConfiguration::set_scaling_3d_mode);
ADD_PROPERTY(PropertyInfo(Variant::INT, "scaling_3d_mode", PROPERTY_HINT_ENUM, "Bilinear (Fastest),FSR 1.0 (Fast),FSR 2.2 (Slow)"), "set_scaling_3d_mode", "get_scaling_3d_mode"); // TODO VIEWPORT_SCALING_3D_MODE_OFF is possible here too, but we can't specify an enum string for it.
ClassDB::bind_method(D_METHOD("get_msaa_3d"), &RenderSceneBuffersConfiguration::get_msaa_3d);
ClassDB::bind_method(D_METHOD("set_msaa_3d", "msaa_3d"), &RenderSceneBuffersConfiguration::set_msaa_3d);
ADD_PROPERTY(PropertyInfo(Variant::INT, "msaa_3d", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x"), "set_msaa_3d", "get_msaa_3d");
ClassDB::bind_method(D_METHOD("get_screen_space_aa"), &RenderSceneBuffersConfiguration::get_screen_space_aa);
ClassDB::bind_method(D_METHOD("set_screen_space_aa", "screen_space_aa"), &RenderSceneBuffersConfiguration::set_screen_space_aa);
ADD_PROPERTY(PropertyInfo(Variant::INT, "screen_space_aa", PROPERTY_HINT_ENUM, "Disabled,FXAA"), "set_screen_space_aa", "get_screen_space_aa");
ClassDB::bind_method(D_METHOD("get_fsr_sharpness"), &RenderSceneBuffersConfiguration::get_fsr_sharpness);
ClassDB::bind_method(D_METHOD("set_fsr_sharpness", "fsr_sharpness"), &RenderSceneBuffersConfiguration::set_fsr_sharpness);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fsr_sharpness"), "set_fsr_sharpness", "get_fsr_sharpness");
ClassDB::bind_method(D_METHOD("get_texture_mipmap_bias"), &RenderSceneBuffersConfiguration::get_texture_mipmap_bias);
ClassDB::bind_method(D_METHOD("set_texture_mipmap_bias", "texture_mipmap_bias"), &RenderSceneBuffersConfiguration::set_texture_mipmap_bias);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "texture_mipmap_bias"), "set_texture_mipmap_bias", "get_texture_mipmap_bias");
}
void RenderSceneBuffers::_bind_methods() {
ClassDB::bind_method(D_METHOD("configure", "config"), &RenderSceneBuffers::configure);
}
void RenderSceneBuffersExtension::_bind_methods() {
GDVIRTUAL_BIND(_configure, "config");
GDVIRTUAL_BIND(_set_fsr_sharpness, "fsr_sharpness");
GDVIRTUAL_BIND(_set_texture_mipmap_bias, "texture_mipmap_bias");
GDVIRTUAL_BIND(_set_use_debanding, "use_debanding");
}
void RenderSceneBuffersExtension::configure(const RenderSceneBuffersConfiguration *p_config) {
GDVIRTUAL_CALL(_configure, p_config);
};
void RenderSceneBuffersExtension::set_fsr_sharpness(float p_fsr_sharpness) {
GDVIRTUAL_CALL(_set_fsr_sharpness, p_fsr_sharpness);
}
void RenderSceneBuffersExtension::set_texture_mipmap_bias(float p_texture_mipmap_bias) {
GDVIRTUAL_CALL(_set_texture_mipmap_bias, p_texture_mipmap_bias);
}
void RenderSceneBuffersExtension::set_use_debanding(bool p_use_debanding) {
GDVIRTUAL_CALL(_set_use_debanding, p_use_debanding);
}