vrs.cpp 6.7 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. #include "servers/xr_server.h"
  35. using namespace RendererRD;
  36. VRS::VRS() {
  37. {
  38. Vector<String> vrs_modes;
  39. vrs_modes.push_back("\n"); // VRS_DEFAULT
  40. vrs_modes.push_back("\n#define MULTIVIEW\n"); // VRS_MULTIVIEW
  41. vrs_shader.shader.initialize(vrs_modes);
  42. if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) {
  43. vrs_shader.shader.set_variant_enabled(VRS_MULTIVIEW, false);
  44. }
  45. vrs_shader.shader_version = vrs_shader.shader.version_create();
  46. //use additive
  47. for (int i = 0; i < VRS_MAX; i++) {
  48. if (vrs_shader.shader.is_variant_enabled(i)) {
  49. 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);
  50. } else {
  51. vrs_shader.pipelines[i].clear();
  52. }
  53. }
  54. }
  55. }
  56. VRS::~VRS() {
  57. vrs_shader.shader.version_free(vrs_shader.shader_version);
  58. }
  59. void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview) {
  60. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  61. ERR_FAIL_NULL(uniform_set_cache);
  62. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  63. ERR_FAIL_NULL(material_storage);
  64. // setup our uniforms
  65. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  66. RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
  67. VRSMode mode = p_multiview ? VRS_MULTIVIEW : VRS_DEFAULT;
  68. RID shader = vrs_shader.shader.version_get_shader(vrs_shader.shader_version, mode);
  69. ERR_FAIL_COND(shader.is_null());
  70. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>());
  71. 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)));
  72. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
  73. // RD::get_singleton()->draw_list_set_push_constant(draw_list, &vrs_shader.push_constant, sizeof(VRSPushConstant));
  74. RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
  75. RD::get_singleton()->draw_list_end();
  76. }
  77. Size2i VRS::get_vrs_texture_size(const Size2i p_base_size) const {
  78. int32_t texel_width = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_WIDTH);
  79. int32_t texel_height = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_HEIGHT);
  80. int width = p_base_size.x / texel_width;
  81. if (p_base_size.x % texel_width != 0) {
  82. width++;
  83. }
  84. int height = p_base_size.y / texel_height;
  85. if (p_base_size.y % texel_height != 0) {
  86. height++;
  87. }
  88. return Size2i(width, height);
  89. }
  90. void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) {
  91. TextureStorage *texture_storage = TextureStorage::get_singleton();
  92. RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_target);
  93. if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
  94. RD::get_singleton()->draw_command_begin_label("VRS Setup");
  95. // TODO figure out if image has changed since it was last copied so we can save some resources..
  96. if (vrs_mode == RS::VIEWPORT_VRS_TEXTURE) {
  97. RID vrs_texture = texture_storage->render_target_get_vrs_texture(p_render_target);
  98. if (vrs_texture.is_valid()) {
  99. RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture);
  100. int layers = texture_storage->texture_get_layers(vrs_texture);
  101. if (rd_texture.is_valid()) {
  102. // Copy into our density buffer
  103. copy_vrs(rd_texture, p_vrs_fb, layers > 1);
  104. }
  105. }
  106. } else if (vrs_mode == RS::VIEWPORT_VRS_XR) {
  107. Ref<XRInterface> interface = XRServer::get_singleton()->get_primary_interface();
  108. if (interface.is_valid()) {
  109. RID vrs_texture = interface->get_vrs_texture();
  110. if (vrs_texture.is_valid()) {
  111. RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture);
  112. int layers = texture_storage->texture_get_layers(vrs_texture);
  113. if (rd_texture.is_valid()) {
  114. // Copy into our density buffer
  115. copy_vrs(rd_texture, p_vrs_fb, layers > 1);
  116. }
  117. }
  118. }
  119. }
  120. RD::get_singleton()->draw_command_end_label();
  121. }
  122. }