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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
129 lines
6.7 KiB
C++
129 lines
6.7 KiB
C++
/**************************************************************************/
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/* fsr.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) 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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#include "fsr.h"
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#include "../storage_rd/material_storage.h"
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#include "../uniform_set_cache_rd.h"
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using namespace RendererRD;
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FSR::FSR() {
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Vector<String> FSR_upscale_modes;
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#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
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// MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though.
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FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
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#else
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// Everyone else can use normal mode when available.
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if (RD::get_singleton()->has_feature(RD::SUPPORTS_FSR_HALF_FLOAT)) {
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FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n");
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} else {
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FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
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}
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#endif
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fsr_shader.initialize(FSR_upscale_modes);
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shader_version = fsr_shader.version_create();
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pipeline = RD::get_singleton()->compute_pipeline_create(fsr_shader.version_get_shader(shader_version, 0));
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}
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FSR::~FSR() {
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fsr_shader.version_free(shader_version);
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}
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void FSR::fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture) {
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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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Size2i internal_size = p_render_buffers->get_internal_size();
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Size2i target_size = p_render_buffers->get_target_size();
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float fsr_upscale_sharpness = p_render_buffers->get_fsr_sharpness();
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if (!p_render_buffers->has_texture(SNAME("FSR"), SNAME("upscale_texture"))) {
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RD::DataFormat format = p_render_buffers->get_base_data_format();
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uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
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uint32_t layers = 1; // we only need one layer, in multiview we're processing one layer at a time.
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p_render_buffers->create_texture(SNAME("FSR"), SNAME("upscale_texture"), format, usage_bits, RD::TEXTURE_SAMPLES_1, target_size, layers);
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}
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RID upscale_texture = p_render_buffers->get_texture(SNAME("FSR"), SNAME("upscale_texture"));
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FSRUpscalePushConstant push_constant;
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memset(&push_constant, 0, sizeof(FSRUpscalePushConstant));
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int dispatch_x = (target_size.x + 15) / 16;
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int dispatch_y = (target_size.y + 15) / 16;
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline);
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push_constant.resolution_width = internal_size.width;
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push_constant.resolution_height = internal_size.height;
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push_constant.upscaled_width = target_size.width;
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push_constant.upscaled_height = target_size.height;
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push_constant.sharpness = fsr_upscale_sharpness;
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RID shader = fsr_shader.version_get_shader(shader_version, 0);
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ERR_FAIL_COND(shader.is_null());
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RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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//FSR Easc
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RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, p_source_rd_texture });
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RD::Uniform u_upscale_texture(RD::UNIFORM_TYPE_IMAGE, 0, { upscale_texture });
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push_constant.pass = FSR_UPSCALE_PASS_EASU;
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_upscale_texture), 1);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant));
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RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
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RD::get_singleton()->compute_list_add_barrier(compute_list);
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//FSR Rcas
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RD::Uniform u_upscale_texture_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, { default_sampler, upscale_texture });
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RD::Uniform u_destination_texture(RD::UNIFORM_TYPE_IMAGE, 0, { p_destination_texture });
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push_constant.pass = FSR_UPSCALE_PASS_RCAS;
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_texture_with_sampler), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_destination_texture), 1);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(FSRUpscalePushConstant));
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RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
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RD::get_singleton()->compute_list_end(compute_list);
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}
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