vrs.cpp 7.3 KB

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  1. /**************************************************************************/
  2. /* vrs.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "vrs.h"
  31. #include "../renderer_compositor_rd.h"
  32. #include "../storage_rd/texture_storage.h"
  33. #include "../uniform_set_cache_rd.h"
  34. #ifndef _3D_DISABLED
  35. #include "servers/xr_server.h"
  36. #endif // _3D_DISABLED
  37. using namespace RendererRD;
  38. VRS::VRS() {
  39. {
  40. Vector<String> vrs_modes;
  41. vrs_modes.push_back("\n"); // VRS_DEFAULT
  42. vrs_modes.push_back("\n#define USE_MULTIVIEW\n"); // VRS_MULTIVIEW
  43. vrs_modes.push_back("\n#define SPLIT_RG\n"); // VRS_RG
  44. vrs_modes.push_back("\n#define SPLIT_RG\n#define USE_MULTIVIEW\n"); // VRS_RG_MULTIVIEW
  45. vrs_shader.shader.initialize(vrs_modes);
  46. if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) {
  47. vrs_shader.shader.set_variant_enabled(VRS_MULTIVIEW, false);
  48. }
  49. vrs_shader.shader_version = vrs_shader.shader.version_create();
  50. //use additive
  51. for (int i = 0; i < VRS_MAX; i++) {
  52. if (vrs_shader.shader.is_variant_enabled(i)) {
  53. 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);
  54. } else {
  55. vrs_shader.pipelines[i].clear();
  56. }
  57. }
  58. }
  59. }
  60. VRS::~VRS() {
  61. vrs_shader.shader.version_free(vrs_shader.shader_version);
  62. }
  63. void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview) {
  64. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  65. ERR_FAIL_NULL(uniform_set_cache);
  66. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  67. ERR_FAIL_NULL(material_storage);
  68. // setup our uniforms
  69. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  70. RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
  71. int mode = 0;
  72. VRSPushConstant push_constant = {};
  73. bool uses_rg_format = RD::get_singleton()->vrs_get_format() == RD::DATA_FORMAT_R8G8_UNORM;
  74. if (uses_rg_format) {
  75. mode = p_multiview ? VRS_RG_MULTIVIEW : VRS_RG;
  76. } else {
  77. mode = p_multiview ? VRS_MULTIVIEW : VRS_DEFAULT;
  78. // Default to 4x4 as it's not possible to query the max fragment size from RenderingDevice. This can be improved to use the largest size
  79. // available if this code is moved over to RenderingDevice at some point.
  80. push_constant.max_texel_factor = 2.0;
  81. }
  82. RID shader = vrs_shader.shader.version_get_shader(vrs_shader.shader_version, mode);
  83. ERR_FAIL_COND(shader.is_null());
  84. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer);
  85. 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)));
  86. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
  87. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(VRSPushConstant));
  88. RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
  89. RD::get_singleton()->draw_list_end();
  90. }
  91. Size2i VRS::get_vrs_texture_size(const Size2i p_base_size) const {
  92. Size2i vrs_texel_size = RD::get_singleton()->vrs_get_texel_size();
  93. return Size2i((p_base_size.x + vrs_texel_size.x - 1) / vrs_texel_size.x, (p_base_size.y + vrs_texel_size.y - 1) / vrs_texel_size.y);
  94. }
  95. void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) {
  96. TextureStorage *texture_storage = TextureStorage::get_singleton();
  97. RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_target);
  98. RS::ViewportVRSUpdateMode vrs_update_mode = texture_storage->render_target_get_vrs_update_mode(p_render_target);
  99. if (vrs_mode != RS::VIEWPORT_VRS_DISABLED && vrs_update_mode != RS::VIEWPORT_VRS_UPDATE_DISABLED) {
  100. RD::get_singleton()->draw_command_begin_label("VRS Setup");
  101. if (vrs_mode == RS::VIEWPORT_VRS_TEXTURE) {
  102. RID vrs_texture = texture_storage->render_target_get_vrs_texture(p_render_target);
  103. if (vrs_texture.is_valid()) {
  104. RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture);
  105. int layers = texture_storage->texture_get_layers(vrs_texture);
  106. if (rd_texture.is_valid()) {
  107. // Copy into our density buffer
  108. copy_vrs(rd_texture, p_vrs_fb, layers > 1);
  109. }
  110. }
  111. #ifndef XR_DISABLED
  112. } else if (vrs_mode == RS::VIEWPORT_VRS_XR) {
  113. Ref<XRInterface> interface = XRServer::get_singleton()->get_primary_interface();
  114. if (interface.is_valid()) {
  115. RID vrs_texture = interface->get_vrs_texture();
  116. if (vrs_texture.is_valid()) {
  117. RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture);
  118. int layers = texture_storage->texture_get_layers(vrs_texture);
  119. if (rd_texture.is_valid()) {
  120. // Copy into our density buffer
  121. copy_vrs(rd_texture, p_vrs_fb, layers > 1);
  122. }
  123. }
  124. }
  125. #endif // XR_DISABLED
  126. }
  127. if (vrs_update_mode == RS::VIEWPORT_VRS_UPDATE_ONCE) {
  128. texture_storage->render_target_set_vrs_update_mode(p_render_target, RS::VIEWPORT_VRS_UPDATE_DISABLED);
  129. }
  130. RD::get_singleton()->draw_command_end_label();
  131. }
  132. }