godot/servers/rendering/renderer_rd/effects/vrs.cpp
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
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".
2023-01-05 13:25:55 +01:00

147 lines
6.8 KiB
C++

/**************************************************************************/
/* vrs.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "vrs.h"
#include "../renderer_compositor_rd.h"
#include "../storage_rd/texture_storage.h"
#include "../uniform_set_cache_rd.h"
#include "servers/xr_server.h"
using namespace RendererRD;
VRS::VRS() {
{
Vector<String> vrs_modes;
vrs_modes.push_back("\n"); // VRS_DEFAULT
vrs_modes.push_back("\n#define MULTIVIEW\n"); // VRS_MULTIVIEW
vrs_shader.shader.initialize(vrs_modes);
if (!RendererCompositorRD::singleton->is_xr_enabled()) {
vrs_shader.shader.set_variant_enabled(VRS_MULTIVIEW, false);
}
vrs_shader.shader_version = vrs_shader.shader.version_create();
//use additive
for (int i = 0; i < VRS_MAX; i++) {
if (vrs_shader.shader.is_variant_enabled(i)) {
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);
} else {
vrs_shader.pipelines[i].clear();
}
}
}
}
VRS::~VRS() {
vrs_shader.shader.version_free(vrs_shader.shader_version);
}
void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
VRSMode mode = p_multiview ? VRS_MULTIVIEW : VRS_DEFAULT;
RID shader = vrs_shader.shader.version_get_shader(vrs_shader.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
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>());
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)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
// RD::get_singleton()->draw_list_set_push_constant(draw_list, &vrs_shader.push_constant, sizeof(VRSPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
Size2i VRS::get_vrs_texture_size(const Size2i p_base_size) const {
int32_t texel_width = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_WIDTH);
int32_t texel_height = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_HEIGHT);
int width = p_base_size.x / texel_width;
if (p_base_size.x % texel_width != 0) {
width++;
}
int height = p_base_size.y / texel_height;
if (p_base_size.y % texel_height != 0) {
height++;
}
return Size2i(width, height);
}
void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) {
TextureStorage *texture_storage = TextureStorage::get_singleton();
RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_target);
if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
RD::get_singleton()->draw_command_begin_label("VRS Setup");
// TODO figure out if image has changed since it was last copied so we can save some resources..
if (vrs_mode == RS::VIEWPORT_VRS_TEXTURE) {
RID vrs_texture = texture_storage->render_target_get_vrs_texture(p_render_target);
if (vrs_texture.is_valid()) {
RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture);
int layers = texture_storage->texture_get_layers(vrs_texture);
if (rd_texture.is_valid()) {
// Copy into our density buffer
copy_vrs(rd_texture, p_vrs_fb, layers > 1);
}
}
} else if (vrs_mode == RS::VIEWPORT_VRS_XR) {
Ref<XRInterface> interface = XRServer::get_singleton()->get_primary_interface();
if (interface.is_valid()) {
RID vrs_texture = interface->get_vrs_texture();
if (vrs_texture.is_valid()) {
RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture);
int layers = texture_storage->texture_get_layers(vrs_texture);
if (rd_texture.is_valid()) {
// Copy into our density buffer
copy_vrs(rd_texture, p_vrs_fb, layers > 1);
}
}
}
}
RD::get_singleton()->draw_command_end_label();
}
}