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@@ -1,10 +1,10 @@
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/*
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-* Copyright 2021 Richard Schubert. All rights reserved.
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-* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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-*
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-* AMD FidelityFX Super Resolution 1.0 (FSR)
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-* Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/
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-*/
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+ * Copyright 2021 Richard Schubert. All rights reserved.
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+ * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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+ *
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+ * AMD FidelityFX Super Resolution 1.0 (FSR)
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+ * Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/
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+ */
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#include <common.h>
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#include <camera.h>
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@@ -13,9 +13,6 @@
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#include <bx/rng.h>
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#include <bx/os.h>
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-#include <cmath>
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-#include <algorithm>
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-
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#include "fsr.h"
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namespace
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@@ -28,18 +25,20 @@ namespace
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enum Meshes
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{
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MeshCube = 0,
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- MeshHollowCube
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+ MeshHollowCube,
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};
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static const char *s_meshPaths[] =
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- {
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- "meshes/cube.bin",
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- "meshes/hollowcube.bin"};
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+ {
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+ "meshes/cube.bin",
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+ "meshes/hollowcube.bin",
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+ };
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static const float s_meshScale[] =
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- {
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- 0.45f,
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- 0.30f};
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+ {
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+ 0.45f,
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+ 0.30f,
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+ };
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// Vertex decl for our screen space quad (used in deferred rendering)
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struct PosTexCoord0Vertex
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@@ -66,7 +65,7 @@ namespace
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void screenSpaceTriangle(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f, float _offsetX = 0.0f, float _offsetY = 0.0f)
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{
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- if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout))
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+ if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout) )
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{
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bgfx::TransientVertexBuffer vb;
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bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout);
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@@ -214,11 +213,10 @@ namespace
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{
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void init(uint32_t _width, uint32_t _height, bgfx::TextureFormat::Enum _format, uint64_t _flags)
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{
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- m_width = _width;
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- m_height = _height;
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+ m_width = _width;
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+ m_height = _height;
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m_texture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, _format, _flags);
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- const bool destroyTextures = true;
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- m_buffer = bgfx::createFrameBuffer(1, &m_texture, destroyTextures);
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+ m_buffer = bgfx::createFrameBuffer(1, &m_texture, true);
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}
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void destroy()
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@@ -253,14 +251,14 @@ namespace
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m_position.y = y;
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}
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- void drawToScreen(bgfx::ViewId &view, AppState const &state, const bgfx::Caps *caps)
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+ void drawToScreen(bgfx::ViewId &view, AppState const &state)
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{
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float invScreenScaleX = 1.0f / static_cast<float>(state.m_width);
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float invScreenScaleY = 1.0f / static_cast<float>(state.m_height);
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float scaleX = m_widgetWidth * invScreenScaleX;
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float scaleY = m_widgetHeight * invScreenScaleY;
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- float offsetX = -std::min(std::max(m_position.x - m_widgetWidth * 0.5f, -3.0f), static_cast<float>(state.m_width - m_widgetWidth + 3)) * invScreenScaleX;
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- float offsetY = -std::min(std::max(m_position.y - m_widgetHeight * 0.5f, -3.0f), static_cast<float>(state.m_height - m_widgetHeight + 3)) * invScreenScaleY;
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+ float offsetX = -bx::min(bx::max(m_position.x - m_widgetWidth * 0.5f, -3.0f), static_cast<float>(state.m_width - m_widgetWidth + 3) ) * invScreenScaleX;
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+ float offsetY = -bx::min(bx::max(m_position.y - m_widgetHeight * 0.5f, -3.0f), static_cast<float>(state.m_height - m_widgetHeight + 3) ) * invScreenScaleY;
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bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS | BGFX_STATE_BLEND_ALPHA);
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bgfx::setTexture(0, state.s_color, m_widgetTexture);
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@@ -279,16 +277,16 @@ namespace
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bgfx::setTransform(identity);
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}
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- float const verticalPos = caps->originBottomLeft ? state.m_height - m_position.y : m_position.y;
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- float const invMagScaleX = 1.0f / static_cast<float>(m_content.m_width);
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- float const invMagScaleY = 1.0f / static_cast<float>(m_content.m_height);
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- float const scaleX = state.m_width * invMagScaleX;
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- float const scaleY = state.m_height * invMagScaleY;
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- float const offsetX = std::min(std::max(m_position.x - m_content.m_width * 0.5f, 0.0f), static_cast<float>(state.m_width - m_content.m_width)) * scaleX / state.m_width;
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- float const offsetY = std::min(std::max(verticalPos - m_content.m_height * 0.5f, 0.0f), static_cast<float>(state.m_height - m_content.m_height)) * scaleY / state.m_height;
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+ const float verticalPos = caps->originBottomLeft ? state.m_height - m_position.y : m_position.y;
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+ const float invMagScaleX = 1.0f / static_cast<float>(m_content.m_width);
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+ const float invMagScaleY = 1.0f / static_cast<float>(m_content.m_height);
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+ const float scaleX = state.m_width * invMagScaleX;
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+ const float scaleY = state.m_height * invMagScaleY;
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+ const float offsetX = bx::min(bx::max(m_position.x - m_content.m_width * 0.5f, 0.0f), static_cast<float>(state.m_width - m_content.m_width) ) * scaleX / state.m_width;
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+ const float offsetY = bx::min(bx::max(verticalPos - m_content.m_height * 0.5f, 0.0f), static_cast<float>(state.m_height - m_content.m_height) ) * scaleY / state.m_height;
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bgfx::setViewName(view, "magnifier");
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- bgfx::setViewRect(view, 0, 0, uint16_t(m_content.m_width), uint16_t(m_content.m_height));
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+ bgfx::setViewRect(view, 0, 0, uint16_t(m_content.m_width), uint16_t(m_content.m_height) );
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bgfx::setViewTransform(view, NULL, orthoProj);
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bgfx::setViewFrameBuffer(view, m_content.m_buffer);
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bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A);
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@@ -307,16 +305,17 @@ namespace
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private:
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void createWidgetTexture(uint32_t _width, uint32_t _height)
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{
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- const bgfx::Memory *mem = bgfx::alloc(_width * _height * sizeof(uint32_t));
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+ const bgfx::Memory *mem = bgfx::alloc(_width * _height * sizeof(uint32_t) );
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+
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+ uint32_t *pixels = (uint32_t*)mem->data;
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+ bx::memSet(pixels, 0, mem->size);
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- uint32_t *pixels = const_cast<uint32_t *>((uint32_t *const)(mem->data));
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- memset(pixels, 0, mem->size);
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+ const uint32_t white = 0xFFFFFFFF;
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+ const uint32_t black = 0xFF000000;
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- uint32_t const white = 0xFFFFFFFF;
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- uint32_t const black = 0xFF000000;
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+ const uint32_t y0 = 1;
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+ const uint32_t y1 = _height - 3;
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- uint32_t const y0 = 1;
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- uint32_t const y1 = _height - 3;
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for (uint32_t x = 0; x < _width - 4; x++)
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{
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pixels[(y0 + 0) * _width + x + 1] = white;
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@@ -324,8 +323,10 @@ namespace
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pixels[(y1 + 0) * _width + x + 1] = white;
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pixels[(y1 + 1) * _width + x + 2] = black;
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}
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- uint32_t const x0 = 1;
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- uint32_t const x1 = _width - 3;
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+
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+ const uint32_t x0 = 1;
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+ const uint32_t x1 = _width - 3;
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+
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for (uint32_t y = 0; y < _height - 3; y++)
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{
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pixels[(y + 1) * _width + x0 + 0] = white;
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@@ -333,11 +334,20 @@ namespace
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pixels[(y + 1) * _width + x1 + 0] = white;
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pixels[(y + 2) * _width + x1 + 1] = black;
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}
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+
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pixels[(y1 + 0) * _width + 2] = white;
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- m_widgetWidth = _width;
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- m_widgetHeight = _height;
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- m_widgetTexture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP, mem);
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+ m_widgetWidth = _width;
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+ m_widgetHeight = _height;
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+ m_widgetTexture = bgfx::createTexture2D(
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+ uint16_t(_width)
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+ , uint16_t(_height)
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+ , false
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+ , 1
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+ , bgfx::TextureFormat::BGRA8
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+ , BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
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+ , mem
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+ );
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}
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};
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@@ -353,18 +363,21 @@ namespace
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{
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Args args(_argc, _argv);
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- m_state.m_width = _width;
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+ m_state.m_width = _width;
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m_state.m_height = _height;
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- m_state.m_debug = BGFX_DEBUG_NONE;
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- m_state.m_reset = BGFX_RESET_MAXANISOTROPY;
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+ m_state.m_debug = BGFX_DEBUG_NONE;
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+ m_state.m_reset = 0
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+ | BGFX_RESET_VSYNC
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+ | BGFX_RESET_MAXANISOTROPY
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+ ;
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bgfx::Init init;
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init.type = args.m_type;
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- init.vendorId = args.m_pciId;
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- init.resolution.width = m_state.m_width;
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+ init.vendorId = args.m_pciId;
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+ init.resolution.width = m_state.m_width;
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init.resolution.height = m_state.m_height;
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- init.resolution.reset = m_state.m_reset;
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+ init.resolution.reset = m_state.m_reset;
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bgfx::init(init);
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// Enable debug text.
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@@ -375,12 +388,12 @@ namespace
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// Create texture sampler uniforms (used when we bind textures)
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m_state.s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
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- m_state.s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler);
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+ m_state.s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler);
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m_state.s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler);
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// Create program from shaders.
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- m_state.m_forwardProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward");
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- m_state.m_gridProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward_grid");
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+ m_state.m_forwardProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward");
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+ m_state.m_gridProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward_grid");
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m_state.m_copyLinearToGammaProgram = loadProgram("vs_fsr_screenquad", "fs_fsr_copy_linear_to_gamma");
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// Load some meshes
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@@ -457,18 +470,22 @@ namespace
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bool update() override
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{
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- if (!entry::processEvents(m_state.m_width, m_state.m_height, m_state.m_debug, m_state.m_reset, &m_state.m_mouseState))
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+ if (!entry::processEvents(m_state.m_width, m_state.m_height, m_state.m_debug, m_state.m_reset, &m_state.m_mouseState) )
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{
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// skip processing when minimized, otherwise crashing
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- if (0 == m_state.m_width || 0 == m_state.m_height)
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+ if (0 == m_state.m_width
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+ || 0 == m_state.m_height)
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{
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return true;
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}
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- if (m_state.m_mouseState.m_buttons[entry::MouseButton::Left] && !ImGui::MouseOverArea())
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+ if (m_state.m_mouseState.m_buttons[entry::MouseButton::Left]
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+ && !ImGui::MouseOverArea() )
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{
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- m_magnifierWidget.setPosition(static_cast<float>(m_state.m_mouseState.m_mx),
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- static_cast<float>(m_state.m_mouseState.m_my));
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+ m_magnifierWidget.setPosition(
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+ float(m_state.m_mouseState.m_mx)
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+ , float(m_state.m_mouseState.m_my)
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+ );
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}
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// Update frame timer
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@@ -476,9 +493,9 @@ namespace
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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- const double freq = double(bx::getHPFrequency());
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+ const double freq = double(bx::getHPFrequency() );
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const float deltaTime = float(frameTime / freq);
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- const bgfx::Caps *caps = bgfx::getCaps();
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+ const bgfx::Caps* caps = bgfx::getCaps();
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if (m_state.m_size[0] != (int32_t)m_state.m_width || m_state.m_size[1] != (int32_t)m_state.m_height)
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{
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@@ -497,13 +514,20 @@ namespace
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}
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// Update camera
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- cameraUpdate(deltaTime * 0.15f, m_state.m_mouseState, ImGui::MouseOverArea());
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+ cameraUpdate(deltaTime * 0.15f, m_state.m_mouseState, ImGui::MouseOverArea() );
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cameraGetViewMtx(m_state.m_view);
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updateUniforms();
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- bx::mtxProj(m_state.m_proj, m_state.m_fovY, float(m_state.m_size[0]) / float(m_state.m_size[1]), 0.01f, 100.0f, caps->homogeneousDepth);
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+ bx::mtxProj(
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+ m_state.m_proj
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+ , m_state.m_fovY
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+ , float(m_state.m_size[0]) / float(m_state.m_size[1])
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+ , 0.01f
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+ , 100.0f
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+ , caps->homogeneousDepth
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+ );
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bgfx::ViewId view = 0;
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@@ -512,15 +536,24 @@ namespace
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bgfx::setViewName(view, "forward scene");
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bgfx::setViewClear(view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x7fb8ffff, 1.0f, 0);
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- float const viewScale = m_state.m_renderNativeResolution ? 1.0f : 1.0f / m_state.m_fsr.m_config.m_superSamplingFactor;
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- uint16_t const viewRectWidth = uint16_t(ceilf(m_state.m_size[0] * viewScale));
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- uint16_t const viewRectHeight = uint16_t(ceilf(m_state.m_size[1] * viewScale));
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- uint16_t const viewRectY = caps->originBottomLeft ? m_state.m_size[1] - viewRectHeight : 0;
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+ const float viewScale = m_state.m_renderNativeResolution
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+ ? 1.0f
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+ : 1.0f / m_state.m_fsr.m_config.m_superSamplingFactor
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+ ;
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+ const uint16_t viewRectWidth = uint16_t(bx::ceil(m_state.m_size[0] * viewScale) );
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+ const uint16_t viewRectHeight = uint16_t(bx::ceil(m_state.m_size[1] * viewScale) );
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+ const uint16_t viewRectY = caps->originBottomLeft ? m_state.m_size[1] - viewRectHeight : 0;
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+
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bgfx::setViewRect(view, 0, viewRectY, viewRectWidth, viewRectHeight);
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bgfx::setViewTransform(view, m_state.m_view, m_state.m_proj);
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bgfx::setViewFrameBuffer(view, m_state.m_frameBuffer);
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- bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS);
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+ bgfx::setState(0
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+ | BGFX_STATE_WRITE_RGB
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+ | BGFX_STATE_WRITE_A
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+ | BGFX_STATE_WRITE_Z
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+ | BGFX_STATE_DEPTH_TEST_LESS
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+ );
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drawAllModels(view, m_state.m_forwardProgram, m_state.m_modelUniforms);
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@@ -536,6 +569,7 @@ namespace
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// render result to screen
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{
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bgfx::TextureHandle srcTexture = m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR];
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+
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if (!m_state.m_renderNativeResolution)
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{
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srcTexture = m_state.m_fsr.getResultTexture();
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@@ -545,17 +579,11 @@ namespace
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|
float orthoProj[16];
|
|
|
bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
|
|
|
- {
|
|
|
- // clear out transform stack
|
|
|
- float identity[16];
|
|
|
- bx::mtxIdentity(identity);
|
|
|
- bgfx::setTransform(identity);
|
|
|
- }
|
|
|
|
|
|
bgfx::setViewName(view, "display");
|
|
|
bgfx::setViewClear(view, BGFX_CLEAR_NONE, 0, 1.0f, 0);
|
|
|
|
|
|
- bgfx::setViewRect(view, 0, 0, uint16_t(m_state.m_width), uint16_t(m_state.m_height));
|
|
|
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_state.m_width), uint16_t(m_state.m_height) );
|
|
|
bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
|
|
|
bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A);
|
|
|
@@ -564,12 +592,12 @@ namespace
|
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|
bgfx::submit(view, m_state.m_copyLinearToGammaProgram);
|
|
|
}
|
|
|
|
|
|
- m_magnifierWidget.drawToScreen(view, m_state, caps);
|
|
|
+ m_magnifierWidget.drawToScreen(view, m_state);
|
|
|
|
|
|
++view;
|
|
|
|
|
|
// Draw UI
|
|
|
- imguiBeginFrame(m_state.m_mouseState.m_mx, m_state.m_mouseState.m_my, (m_state.m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0), m_state.m_mouseState.m_mz, uint16_t(m_state.m_width), uint16_t(m_state.m_height));
|
|
|
+ imguiBeginFrame(m_state.m_mouseState.m_mx, m_state.m_mouseState.m_my, (m_state.m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0), m_state.m_mouseState.m_mz, uint16_t(m_state.m_width), uint16_t(m_state.m_height) );
|
|
|
|
|
|
showExampleDialog(this);
|
|
|
|
|
|
@@ -578,29 +606,30 @@ namespace
|
|
|
ImGui::Begin("Settings", NULL, 0);
|
|
|
ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
|
|
|
|
|
|
- ImVec2 const itemSize = ImGui::GetItemRectSize();
|
|
|
+ const ImVec2 itemSize = ImGui::GetItemRectSize();
|
|
|
|
|
|
{
|
|
|
ImGui::Checkbox("Animate scene", &m_state.m_animateScene);
|
|
|
|
|
|
- if (ImGui::Combo("Antialiasing", &m_state.m_antiAliasingSetting, "none\0"
|
|
|
- "4x\0"
|
|
|
- "16x\0"
|
|
|
- "\0"))
|
|
|
+ if (ImGui::Combo("Antialiasing", &m_state.m_antiAliasingSetting, "none\0""4x\0""16x\0""\0") )
|
|
|
{
|
|
|
resize();
|
|
|
}
|
|
|
|
|
|
ImGui::Checkbox("Render native resolution", &m_state.m_renderNativeResolution);
|
|
|
- if (ImGui::IsItemHovered())
|
|
|
+
|
|
|
+ if (ImGui::IsItemHovered() )
|
|
|
+ {
|
|
|
ImGui::SetTooltip("Disable super sampling and FSR.");
|
|
|
+ }
|
|
|
|
|
|
- ImGui::Image(m_magnifierWidget.m_content.m_texture, ImVec2(itemSize.x * 0.94f, itemSize.x * 0.94f));
|
|
|
+ ImGui::Image(m_magnifierWidget.m_content.m_texture, ImVec2(itemSize.x * 0.94f, itemSize.x * 0.94f) );
|
|
|
|
|
|
if (!m_state.m_renderNativeResolution)
|
|
|
{
|
|
|
ImGui::SliderFloat("Super sampling", &m_state.m_fsr.m_config.m_superSamplingFactor, 1.0f, 2.0f);
|
|
|
- if (ImGui::IsItemHovered())
|
|
|
+
|
|
|
+ if (ImGui::IsItemHovered() )
|
|
|
{
|
|
|
ImGui::BeginTooltip();
|
|
|
ImGui::Text("2.0 means the scene is rendered at half window resolution.");
|
|
|
@@ -610,10 +639,11 @@ namespace
|
|
|
|
|
|
ImGui::Separator();
|
|
|
|
|
|
- if (m_state.m_fsr.supports16BitPrecision())
|
|
|
+ if (m_state.m_fsr.supports16BitPrecision() )
|
|
|
{
|
|
|
ImGui::Checkbox("Use 16 Bit", &m_state.m_fsr.m_config.m_fsr16Bit);
|
|
|
- if (ImGui::IsItemHovered())
|
|
|
+
|
|
|
+ if (ImGui::IsItemHovered() )
|
|
|
{
|
|
|
ImGui::BeginTooltip();
|
|
|
ImGui::Text("For better performance and less memory consumption use 16 Bit precision.");
|
|
|
@@ -624,20 +654,29 @@ namespace
|
|
|
}
|
|
|
|
|
|
ImGui::Checkbox("Apply FSR", &m_state.m_fsr.m_config.m_applyFsr);
|
|
|
- if (ImGui::IsItemHovered())
|
|
|
+
|
|
|
+ if (ImGui::IsItemHovered() )
|
|
|
+ {
|
|
|
ImGui::SetTooltip("Compare between FSR and bilinear interpolation of source image.");
|
|
|
+ }
|
|
|
|
|
|
if (m_state.m_fsr.m_config.m_applyFsr)
|
|
|
{
|
|
|
ImGui::Checkbox("Apply FSR sharpening", &m_state.m_fsr.m_config.m_applyFsrRcas);
|
|
|
- if (ImGui::IsItemHovered())
|
|
|
+
|
|
|
+ if (ImGui::IsItemHovered() )
|
|
|
+ {
|
|
|
ImGui::SetTooltip("Apply the FSR RCAS sharpening pass.");
|
|
|
+ }
|
|
|
|
|
|
if (m_state.m_fsr.m_config.m_applyFsrRcas)
|
|
|
{
|
|
|
ImGui::SliderFloat("Sharpening attenuation", &m_state.m_fsr.m_config.m_rcasAttenuation, 0.01f, 2.0f);
|
|
|
- if (ImGui::IsItemHovered())
|
|
|
+
|
|
|
+ if (ImGui::IsItemHovered() )
|
|
|
+ {
|
|
|
ImGui::SetTooltip("Lower value means sharper.");
|
|
|
+ }
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
@@ -662,9 +701,9 @@ namespace
|
|
|
const int32_t width = 6;
|
|
|
const int32_t length = 20;
|
|
|
|
|
|
- float c0[] = {235.0f / 255.0f, 126.0f / 255.0f, 30.0f / 255.0f}; // orange
|
|
|
- float c1[] = {235.0f / 255.0f, 146.0f / 255.0f, 251.0f / 255.0f}; // purple
|
|
|
- float c2[] = {199.0f / 255.0f, 0.0f / 255.0f, 57.0f / 255.0f}; // pink
|
|
|
+ float c0[] = { 235.0f / 255.0f, 126.0f / 255.0f, 30.0f / 255.0f}; // orange
|
|
|
+ float c1[] = { 235.0f / 255.0f, 146.0f / 255.0f, 251.0f / 255.0f}; // purple
|
|
|
+ float c2[] = { 199.0f / 255.0f, 0.0f / 255.0f, 57.0f / 255.0f}; // pink
|
|
|
|
|
|
for (int32_t zz = 0; zz < length; ++zz)
|
|
|
{
|
|
|
@@ -735,15 +774,48 @@ namespace
|
|
|
m_state.m_size[0] = m_state.m_width;
|
|
|
m_state.m_size[1] = m_state.m_height;
|
|
|
|
|
|
- uint64_t constexpr msaaFlags[] = {BGFX_TEXTURE_NONE, BGFX_TEXTURE_RT_MSAA_X4, BGFX_TEXTURE_RT_MSAA_X16};
|
|
|
+ constexpr uint64_t msaaFlags[] =
|
|
|
+ {
|
|
|
+ BGFX_TEXTURE_NONE,
|
|
|
+ BGFX_TEXTURE_RT_MSAA_X4,
|
|
|
+ BGFX_TEXTURE_RT_MSAA_X16,
|
|
|
+ };
|
|
|
|
|
|
const uint64_t msaa = msaaFlags[m_state.m_antiAliasingSetting];
|
|
|
- const uint64_t colorFlags = 0 | BGFX_TEXTURE_RT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP | msaa;
|
|
|
- const uint64_t depthFlags = 0 | BGFX_TEXTURE_RT_WRITE_ONLY | msaa;
|
|
|
-
|
|
|
- m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR] = bgfx::createTexture2D(uint16_t(m_state.m_size[0]), uint16_t(m_state.m_size[1]), false, 1, bgfx::TextureFormat::RGBA16F, colorFlags);
|
|
|
- m_state.m_frameBufferTex[FRAMEBUFFER_RT_DEPTH] = bgfx::createTexture2D(uint16_t(m_state.m_size[0]), uint16_t(m_state.m_size[1]), false, 1, bgfx::TextureFormat::D24S8, depthFlags);
|
|
|
- m_state.m_frameBuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_state.m_frameBufferTex), m_state.m_frameBufferTex, true);
|
|
|
+ const uint64_t colorFlags = 0
|
|
|
+ | BGFX_TEXTURE_RT
|
|
|
+ | BGFX_SAMPLER_U_CLAMP
|
|
|
+ | BGFX_SAMPLER_V_CLAMP
|
|
|
+ | msaa
|
|
|
+ ;
|
|
|
+ const uint64_t depthFlags = 0
|
|
|
+ | BGFX_TEXTURE_RT_WRITE_ONLY
|
|
|
+ | msaa
|
|
|
+ ;
|
|
|
+
|
|
|
+ m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR] = bgfx::createTexture2D(
|
|
|
+ uint16_t(m_state.m_size[0])
|
|
|
+ , uint16_t(m_state.m_size[1])
|
|
|
+ , false
|
|
|
+ , 1
|
|
|
+ , bgfx::TextureFormat::RGBA16F
|
|
|
+ , colorFlags
|
|
|
+ );
|
|
|
+
|
|
|
+ m_state.m_frameBufferTex[FRAMEBUFFER_RT_DEPTH] = bgfx::createTexture2D(
|
|
|
+ uint16_t(m_state.m_size[0])
|
|
|
+ , uint16_t(m_state.m_size[1])
|
|
|
+ , false
|
|
|
+ , 1
|
|
|
+ , bgfx::TextureFormat::D32F
|
|
|
+ , depthFlags
|
|
|
+ );
|
|
|
+
|
|
|
+ m_state.m_frameBuffer = bgfx::createFrameBuffer(
|
|
|
+ BX_COUNTOF(m_state.m_frameBufferTex)
|
|
|
+ , m_state.m_frameBufferTex
|
|
|
+ , true
|
|
|
+ );
|
|
|
}
|
|
|
|
|
|
// all buffers set to destroy their textures
|
|
|
@@ -765,4 +837,10 @@ namespace
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
-ENTRY_IMPLEMENT_MAIN(ExampleFsr, "46-fsr", "AMD FidelityFX Super Resolution (FSR)\n\nFor an optimal FSR result high quality antialiasing for the low resolution source image and negative texture LOD bias is recommended.");
|
|
|
+ENTRY_IMPLEMENT_MAIN(
|
|
|
+ ExampleFsr
|
|
|
+ , "46-fsr"
|
|
|
+ , "AMD FidelityFX Super Resolution (FSR)\n"
|
|
|
+ "\n"
|
|
|
+ "For an optimal FSR result high quality antialiasing for the low resolution source image and negative texture LOD bias is recommended."
|
|
|
+ );
|