38aaaa3cf9
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
171 lines
8 KiB
C++
171 lines
8 KiB
C++
/*************************************************************************/
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/* vrs.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "vrs.h"
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#include "../renderer_compositor_rd.h"
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#include "../storage_rd/texture_storage.h"
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#include "../uniform_set_cache_rd.h"
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#include "servers/xr_server.h"
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using namespace RendererRD;
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VRS::VRS() {
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{
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Vector<String> vrs_modes;
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vrs_modes.push_back("\n"); // VRS_DEFAULT
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vrs_modes.push_back("\n#define MULTIVIEW\n"); // VRS_MULTIVIEW
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vrs_shader.shader.initialize(vrs_modes);
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if (!RendererCompositorRD::singleton->is_xr_enabled()) {
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vrs_shader.shader.set_variant_enabled(VRS_MULTIVIEW, false);
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}
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vrs_shader.shader_version = vrs_shader.shader.version_create();
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//use additive
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for (int i = 0; i < VRS_MAX; i++) {
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if (vrs_shader.shader.is_variant_enabled(i)) {
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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);
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} else {
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vrs_shader.pipelines[i].clear();
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}
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}
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}
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}
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VRS::~VRS() {
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vrs_shader.shader.version_free(vrs_shader.shader_version);
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}
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void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview) {
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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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ERR_FAIL_NULL(material_storage);
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// setup our uniforms
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RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
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VRSMode mode = p_multiview ? VRS_MULTIVIEW : VRS_DEFAULT;
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RID shader = vrs_shader.shader.version_get_shader(vrs_shader.shader_version, mode);
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ERR_FAIL_COND(shader.is_null());
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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<Color>());
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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)));
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
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RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
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// RD::get_singleton()->draw_list_set_push_constant(draw_list, &vrs_shader.push_constant, sizeof(VRSPushConstant));
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RD::get_singleton()->draw_list_draw(draw_list, true);
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RD::get_singleton()->draw_list_end();
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}
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void VRS::create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb) {
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// TODO find a way to skip this if VRS is not supported, but we don't have access to VulkanContext here, even though we're in vulkan.. hmmm
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// 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
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// obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating
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// 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
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// of the VRS buffer to supply.
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Size2i texel_size = Size2i(16, 16);
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RD::TextureFormat tf;
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if (p_view_count > 1) {
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tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
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} else {
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tf.texture_type = RD::TEXTURE_TYPE_2D;
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}
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tf.format = RD::DATA_FORMAT_R8_UINT;
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tf.width = p_base_width / texel_size.x;
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if (p_base_width % texel_size.x != 0) {
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tf.width++;
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}
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tf.height = p_base_height / texel_size.y;
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if (p_base_height % texel_size.y != 0) {
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tf.height++;
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}
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tf.array_layers = p_view_count; // create a layer for every view
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tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
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tf.samples = RD::TEXTURE_SAMPLES_1;
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p_vrs_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
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// by default VRS is assumed to be our VRS attachment, but if we need to write into it, we need a bit more control
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Vector<RID> fb;
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fb.push_back(p_vrs_texture);
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RD::FramebufferPass pass;
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pass.color_attachments.push_back(0);
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Vector<RD::FramebufferPass> passes;
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passes.push_back(pass);
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p_vrs_fb = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, p_view_count);
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}
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void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) {
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TextureStorage *texture_storage = TextureStorage::get_singleton();
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RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_target);
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if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
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RD::get_singleton()->draw_command_begin_label("VRS Setup");
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// TODO figure out if image has changed since it was last copied so we can save some resources..
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if (vrs_mode == RS::VIEWPORT_VRS_TEXTURE) {
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RID vrs_texture = texture_storage->render_target_get_vrs_texture(p_render_target);
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if (vrs_texture.is_valid()) {
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Texture *texture = texture_storage->get_texture(vrs_texture);
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if (texture) {
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// Copy into our density buffer
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copy_vrs(texture->rd_texture, p_vrs_fb, texture->layers > 1);
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}
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}
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} else if (vrs_mode == RS::VIEWPORT_VRS_XR) {
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Ref<XRInterface> interface = XRServer::get_singleton()->get_primary_interface();
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if (interface.is_valid()) {
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RID vrs_texture = interface->get_vrs_texture();
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if (vrs_texture.is_valid()) {
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Texture *texture = texture_storage->get_texture(vrs_texture);
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if (texture) {
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// Copy into our density buffer
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copy_vrs(texture->rd_texture, p_vrs_fb, texture->layers > 1);
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}
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}
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}
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}
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RD::get_singleton()->draw_command_end_label();
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}
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}
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