godot/servers/rendering/renderer_rd/effects/vrs.cpp
Bastiaan Olij d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00

172 lines
8.0 KiB
C++

/*************************************************************************/
/* vrs.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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();
}
void VRS::create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb) {
// TODO find a way to skip this if VRS is not supported, but we don't have access to VulkanContext here, even though we're in vulkan.. hmmm
// TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we
// obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistantly set when creating
// our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size
// of the VRS buffer to supply.
Size2i texel_size = Size2i(16, 16);
RD::TextureFormat tf;
if (p_view_count > 1) {
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
} else {
tf.texture_type = RD::TEXTURE_TYPE_2D;
}
tf.format = RD::DATA_FORMAT_R8_UINT;
tf.width = p_base_width / texel_size.x;
if (p_base_width % texel_size.x != 0) {
tf.width++;
}
tf.height = p_base_height / texel_size.y;
if (p_base_height % texel_size.y != 0) {
tf.height++;
}
tf.array_layers = p_view_count; // create a layer for every view
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
tf.samples = RD::TEXTURE_SAMPLES_1;
p_vrs_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
// by default VRS is assumed to be our VRS attachment, but if we need to write into it, we need a bit more control
Vector<RID> fb;
fb.push_back(p_vrs_texture);
RD::FramebufferPass pass;
pass.color_attachments.push_back(0);
Vector<RD::FramebufferPass> passes;
passes.push_back(pass);
p_vrs_fb = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, p_view_count);
}
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()) {
Texture *texture = texture_storage->get_texture(vrs_texture);
if (texture) {
// Copy into our density buffer
copy_vrs(texture->rd_texture, p_vrs_fb, texture->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()) {
Texture *texture = texture_storage->get_texture(vrs_texture);
if (texture) {
// Copy into our density buffer
copy_vrs(texture->rd_texture, p_vrs_fb, texture->layers > 1);
}
}
}
}
RD::get_singleton()->draw_command_end_label();
}
}