057367bf4f
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.
199 lines
6.8 KiB
C++
199 lines
6.8 KiB
C++
/**************************************************************************/
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/* fsr2.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef FSR2_RD_H
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#define FSR2_RD_H
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#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_accumulate_pass.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_autogen_reactive_pass.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_compute_luminance_pyramid_pass.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_depth_clip_pass.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_lock_pass.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_rcas_pass.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_reconstruct_previous_depth_pass.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_tcr_autogen_pass.glsl.gen.h"
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// This flag doesn't actually control anything GCC specific in FSR2. It determines
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// if symbols should be exported, which is not required for Godot.
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#ifndef FFX_GCC
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#define FFX_GCC
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#endif
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#include "thirdparty/amd-fsr2/ffx_fsr2.h"
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#define FSR2_MAX_QUEUED_FRAMES (4)
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#define FSR2_MAX_UNIFORM_BUFFERS (4)
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#define FSR2_MAX_BUFFERED_DESCRIPTORS (FFX_FSR2_PASS_COUNT * FSR2_MAX_QUEUED_FRAMES)
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#define FSR2_UBO_RING_BUFFER_SIZE (FSR2_MAX_BUFFERED_DESCRIPTORS * FSR2_MAX_UNIFORM_BUFFERS)
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namespace RendererRD {
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class FSR2Context {
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public:
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enum ResourceID : uint32_t {
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RESOURCE_ID_DYNAMIC = 0xFFFFFFFF
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};
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struct Resources {
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LocalVector<RID> rids;
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LocalVector<LocalVector<RID>> mip_slice_rids;
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LocalVector<uint32_t> ids;
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LocalVector<FfxResourceDescription> descriptions;
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LocalVector<uint32_t> dynamic_list;
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LocalVector<uint32_t> free_list;
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uint32_t add(RID p_rid, bool p_dynamic, uint32_t p_id, FfxResourceDescription p_description) {
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uint32_t ret_index;
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if (free_list.is_empty()) {
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ret_index = rids.size();
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uint32_t new_size = ret_index + 1;
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rids.resize(new_size);
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mip_slice_rids.resize(new_size);
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ids.resize(new_size);
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descriptions.resize(new_size);
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} else {
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uint32_t end_index = free_list.size() - 1;
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ret_index = free_list[end_index];
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free_list.resize(end_index);
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}
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rids[ret_index] = p_rid;
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mip_slice_rids[ret_index].clear();
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ids[ret_index] = p_id;
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descriptions[ret_index] = p_description;
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if (p_dynamic) {
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dynamic_list.push_back(ret_index);
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}
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return ret_index;
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}
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void remove(uint32_t p_index) {
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DEV_ASSERT(p_index < rids.size());
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free_list.push_back(p_index);
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rids[p_index] = RID();
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mip_slice_rids[p_index].clear();
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ids[p_index] = 0;
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descriptions[p_index] = {};
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dynamic_list.erase(p_index);
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}
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uint32_t size() const {
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return rids.size();
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}
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};
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struct Scratch {
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Resources resources;
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LocalVector<FfxGpuJobDescription> gpu_jobs;
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RID ubo_ring_buffer[FSR2_UBO_RING_BUFFER_SIZE];
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uint32_t ubo_ring_buffer_index = 0;
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FfxDevice device = nullptr;
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};
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Scratch scratch;
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FfxFsr2Context fsr_context;
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FfxFsr2ContextDescription fsr_desc;
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~FSR2Context();
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};
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class FSR2Effect {
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public:
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struct RootSignature {
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// Proxy structure to store the shader required by RD that uses the terminology used by the FSR2 API.
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RID shader_rid;
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};
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struct Pipeline {
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RID pipeline_rid;
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};
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struct Pass {
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ShaderRD *shader;
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RID shader_version;
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RootSignature root_signature;
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uint32_t shader_variant = 0;
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Pipeline pipeline;
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Vector<FfxResourceBinding> sampled_bindings;
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Vector<FfxResourceBinding> storage_bindings;
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Vector<FfxResourceBinding> uniform_bindings;
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};
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struct Device {
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Pass passes[FFX_FSR2_PASS_COUNT];
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FfxDeviceCapabilities capabilities;
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RID point_clamp_sampler;
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RID linear_clamp_sampler;
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};
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struct Parameters {
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FSR2Context *context;
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Size2i internal_size;
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RID color;
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RID depth;
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RID velocity;
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RID reactive;
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RID exposure;
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RID output;
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float z_near = 0.0f;
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float z_far = 0.0f;
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float fovy = 0.0f;
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Vector2 jitter;
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float delta_time = 0.0f;
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float sharpness = 0.0f;
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bool reset_accumulation = false;
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Projection reprojection;
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};
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FSR2Effect();
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~FSR2Effect();
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FSR2Context *create_context(Size2i p_internal_size, Size2i p_target_size);
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void upscale(const Parameters &p_params);
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private:
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struct {
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Fsr2DepthClipPassShaderRD depth_clip;
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Fsr2ReconstructPreviousDepthPassShaderRD reconstruct_previous_depth;
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Fsr2LockPassShaderRD lock;
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Fsr2AccumulatePassShaderRD accumulate;
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Fsr2AccumulatePassShaderRD accumulate_sharpen;
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Fsr2RcasPassShaderRD rcas;
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Fsr2ComputeLuminancePyramidPassShaderRD compute_luminance_pyramid;
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Fsr2AutogenReactivePassShaderRD autogen_reactive;
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Fsr2TcrAutogenPassShaderRD tcr_autogen;
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} shaders;
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Device device;
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};
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} // namespace RendererRD
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#endif // FSR2_RD_H
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