godot/servers/rendering/renderer_rd/effects/fsr2.h

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/**************************************************************************/
/* fsr2.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef FSR2_RD_H
#define FSR2_RD_H
#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_accumulate_pass.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_autogen_reactive_pass.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_compute_luminance_pyramid_pass.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_depth_clip_pass.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_lock_pass.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_rcas_pass.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_reconstruct_previous_depth_pass.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_tcr_autogen_pass.glsl.gen.h"
// This flag doesn't actually control anything GCC specific in FSR2. It determines
// if symbols should be exported, which is not required for Godot.
#ifndef FFX_GCC
#define FFX_GCC
#endif
#include "thirdparty/amd-fsr2/ffx_fsr2.h"
#define FSR2_MAX_QUEUED_FRAMES (4)
#define FSR2_MAX_UNIFORM_BUFFERS (4)
#define FSR2_MAX_BUFFERED_DESCRIPTORS (FFX_FSR2_PASS_COUNT * FSR2_MAX_QUEUED_FRAMES)
#define FSR2_UBO_RING_BUFFER_SIZE (FSR2_MAX_BUFFERED_DESCRIPTORS * FSR2_MAX_UNIFORM_BUFFERS)
namespace RendererRD {
class FSR2Context {
public:
enum ResourceID : uint32_t {
RESOURCE_ID_DYNAMIC = 0xFFFFFFFF
};
struct Resources {
LocalVector<RID> rids;
LocalVector<LocalVector<RID>> mip_slice_rids;
LocalVector<uint32_t> ids;
LocalVector<FfxResourceDescription> descriptions;
LocalVector<uint32_t> dynamic_list;
LocalVector<uint32_t> free_list;
uint32_t add(RID p_rid, bool p_dynamic, uint32_t p_id, FfxResourceDescription p_description) {
uint32_t ret_index;
if (free_list.is_empty()) {
ret_index = rids.size();
uint32_t new_size = ret_index + 1;
rids.resize(new_size);
mip_slice_rids.resize(new_size);
ids.resize(new_size);
descriptions.resize(new_size);
} else {
uint32_t end_index = free_list.size() - 1;
ret_index = free_list[end_index];
free_list.resize(end_index);
}
rids[ret_index] = p_rid;
mip_slice_rids[ret_index].clear();
ids[ret_index] = p_id;
descriptions[ret_index] = p_description;
if (p_dynamic) {
dynamic_list.push_back(ret_index);
}
return ret_index;
}
void remove(uint32_t p_index) {
DEV_ASSERT(p_index < rids.size());
free_list.push_back(p_index);
rids[p_index] = RID();
mip_slice_rids[p_index].clear();
ids[p_index] = 0;
descriptions[p_index] = {};
dynamic_list.erase(p_index);
}
uint32_t size() const {
return rids.size();
}
};
struct Scratch {
Resources resources;
LocalVector<FfxGpuJobDescription> gpu_jobs;
RID ubo_ring_buffer[FSR2_UBO_RING_BUFFER_SIZE];
uint32_t ubo_ring_buffer_index = 0;
FfxDevice device = nullptr;
};
Scratch scratch;
FfxFsr2Context fsr_context;
FfxFsr2ContextDescription fsr_desc;
~FSR2Context();
};
class FSR2Effect {
public:
struct RootSignature {
// Proxy structure to store the shader required by RD that uses the terminology used by the FSR2 API.
RID shader_rid;
};
struct Pipeline {
RID pipeline_rid;
};
struct Pass {
ShaderRD *shader;
RID shader_version;
RootSignature root_signature;
uint32_t shader_variant = 0;
Pipeline pipeline;
Vector<FfxResourceBinding> sampled_bindings;
Vector<FfxResourceBinding> storage_bindings;
Vector<FfxResourceBinding> uniform_bindings;
};
struct Device {
Pass passes[FFX_FSR2_PASS_COUNT];
FfxDeviceCapabilities capabilities;
RID point_clamp_sampler;
RID linear_clamp_sampler;
};
struct Parameters {
FSR2Context *context;
Size2i internal_size;
RID color;
RID depth;
RID velocity;
RID reactive;
RID exposure;
RID output;
float z_near = 0.0f;
float z_far = 0.0f;
float fovy = 0.0f;
Vector2 jitter;
float delta_time = 0.0f;
float sharpness = 0.0f;
bool reset_accumulation = false;
Projection reprojection;
};
FSR2Effect();
~FSR2Effect();
FSR2Context *create_context(Size2i p_internal_size, Size2i p_target_size);
void upscale(const Parameters &p_params);
private:
struct {
Fsr2DepthClipPassShaderRD depth_clip;
Fsr2ReconstructPreviousDepthPassShaderRD reconstruct_previous_depth;
Fsr2LockPassShaderRD lock;
Fsr2AccumulatePassShaderRD accumulate;
Fsr2AccumulatePassShaderRD accumulate_sharpen;
Fsr2RcasPassShaderRD rcas;
Fsr2ComputeLuminancePyramidPassShaderRD compute_luminance_pyramid;
Fsr2AutogenReactivePassShaderRD autogen_reactive;
Fsr2TcrAutogenPassShaderRD tcr_autogen;
} shaders;
Device device;
};
} // namespace RendererRD
#endif // FSR2_RD_H