Improving communication of scaling settings to renderer implementation
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1f171ff18b
commit
478c37deb8
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@ -37,13 +37,14 @@ RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
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free_render_buffer_data();
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}
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void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
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void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
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GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
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//internal_size.x = p_internal_size.x; // ignore for now
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//internal_size.y = p_internal_size.y;
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width = p_target_size.x;
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height = p_target_size.y;
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//scaling_3d_mode = p_scaling_3d_mode
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//fsr_sharpness = p_fsr_sharpness;
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//texture_mipmap_bias = p_texture_mipmap_bias;
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render_target = p_render_target;
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@ -81,7 +81,7 @@ public:
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private:
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public:
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virtual ~RenderSceneBuffersGLES3();
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virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
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virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
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virtual void set_fsr_sharpness(float p_fsr_sharpness) override{};
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virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override{};
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@ -251,7 +251,7 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe
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Size2i target_size = render_buffers->get_target_size();
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Size2i internal_size = render_buffers->get_internal_size();
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// can't do our blit pass if resolutions don't match
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// can't do our blit pass if resolutions don't match, this should already have been checked.
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ERR_FAIL_COND_V(target_size != internal_size, RID());
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// - opaque pass
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@ -715,20 +715,26 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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// setup rendering to render buffer
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screen_size = p_render_data->render_buffers->get_internal_size();
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if (rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES).is_null()) {
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// can't do blit subpass
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if (rb->get_scaling_3d_mode() != RS::VIEWPORT_SCALING_3D_MODE_OFF) {
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// can't do blit subpass because we're scaling
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using_subpass_post_process = false;
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} else if (p_render_data->environment.is_valid() && (environment_get_glow_enabled(p_render_data->environment) || RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) || RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes))) {
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// can't do blit subpass
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// can't do blit subpass because we're using post processes
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using_subpass_post_process = false;
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}
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if (scene_state.used_screen_texture || scene_state.used_depth_texture) {
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// can't use our last two subpasses
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// can't use our last two subpasses because we're reading from screen texture or depth texture
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using_subpass_transparent = false;
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using_subpass_post_process = false;
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}
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// We do this last because our get_color_fbs creates and caches the framebuffer if we need it.
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if (using_subpass_post_process && rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES).is_null()) {
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// can't do blit subpass because we don't have all subpasses
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using_subpass_post_process = false;
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}
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if (using_subpass_post_process) {
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// all as subpasses
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framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES);
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@ -539,7 +539,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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tonemap.view_count = rb->get_view_count();
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RID dest_fb;
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if (fsr && can_use_effects && (internal_size.x != target_size.x || internal_size.y != target_size.y)) {
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if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
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// If we use FSR to upscale we need to write our result into an intermediate buffer.
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// Note that this is cached so we only create the texture the first time.
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RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
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@ -556,10 +556,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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RD::get_singleton()->draw_command_end_label();
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}
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if (fsr && can_use_effects && (internal_size.x != target_size.x || internal_size.y != target_size.y)) {
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// TODO Investigate? Does this work? We never write into our render target and we've already done so up above in our tonemapper.
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// I think FSR should either work before our tonemapper or as an alternative of our tonemapper.
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if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
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RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
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for (uint32_t v = 0; v < rb->get_view_count(); v++) {
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@ -96,7 +96,7 @@ void RenderSceneBuffersRD::cleanup() {
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named_textures.clear();
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}
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void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
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void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
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RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
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RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
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@ -104,12 +104,7 @@ void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_interna
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target_size = p_target_size;
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internal_size = p_internal_size;
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// FIXME, right now we do this because only our clustered renderer supports FSR upscale
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// this does mean that with linear upscale if we use subpasses, we could get into trouble.
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if (!can_be_storage) {
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internal_size = target_size;
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}
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scaling_3d_mode = p_scaling_3d_mode;
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if (p_use_taa) {
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// Use negative mipmap LOD bias when TAA is enabled to compensate for loss of sharpness.
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@ -193,6 +188,7 @@ void RenderSceneBuffersRD::configure_for_reflections(const Size2i p_reflection_s
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target_size = p_reflection_size;
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internal_size = p_reflection_size;
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render_target = RID();
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
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fsr_sharpness = 0.0;
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msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
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screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
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@ -73,6 +73,7 @@ private:
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// The internal size of the textures we render 3D to in case we render at a lower resolution and upscale
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Size2i internal_size = Size2i(0, 0);
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RS::ViewportScaling3DMode scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
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float fsr_sharpness = 0.2f;
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// Aliassing settings
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@ -139,7 +140,7 @@ public:
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void set_vrs(RendererRD::VRS *p_vrs) { vrs = p_vrs; }
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void cleanup();
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virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
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virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
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void configure_for_reflections(const Size2i p_reflection_size);
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virtual void set_fsr_sharpness(float p_fsr_sharpness) override;
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virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override;
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@ -172,6 +173,7 @@ public:
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_FORCE_INLINE_ uint32_t get_view_count() const { return view_count; }
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_FORCE_INLINE_ Size2i get_internal_size() const { return internal_size; }
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_FORCE_INLINE_ Size2i get_target_size() const { return target_size; }
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_FORCE_INLINE_ RS::ViewportScaling3DMode get_scaling_3d_mode() const { return scaling_3d_mode; }
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_FORCE_INLINE_ float get_fsr_sharpness() const { return fsr_sharpness; }
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_FORCE_INLINE_ RS::ViewportMSAA get_msaa_3d() const { return msaa_3d; }
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_FORCE_INLINE_ RS::ViewportScreenSpaceAA get_screen_space_aa() const { return screen_space_aa; }
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@ -115,9 +115,8 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
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if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
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p_viewport->render_buffers.unref();
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} else {
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const float scaling_3d_scale = p_viewport->scaling_3d_scale;
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float scaling_3d_scale = p_viewport->scaling_3d_scale;
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RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
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bool scaling_enabled = true;
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if ((scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && (scaling_3d_scale > 1.0)) {
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// FSR is not designed for downsampling.
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@ -133,7 +132,7 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
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}
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if (scaling_3d_scale == 1.0) {
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scaling_enabled = false;
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
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}
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int width;
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@ -141,36 +140,37 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
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int render_width;
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int render_height;
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if (scaling_enabled) {
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switch (scaling_3d_mode) {
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case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
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// Clamp 3D rendering resolution to reasonable values supported on most hardware.
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// This prevents freezing the engine or outright crashing on lower-end GPUs.
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width = CLAMP(p_viewport->size.width * scaling_3d_scale, 1, 16384);
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height = CLAMP(p_viewport->size.height * scaling_3d_scale, 1, 16384);
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render_width = width;
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render_height = height;
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break;
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case RS::VIEWPORT_SCALING_3D_MODE_FSR:
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width = p_viewport->size.width;
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height = p_viewport->size.height;
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render_width = MAX(width * scaling_3d_scale, 1.0); // width / (width * scaling)
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render_height = MAX(height * scaling_3d_scale, 1.0);
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break;
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default:
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// This is an unknown mode.
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WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
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width = p_viewport->size.width;
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height = p_viewport->size.height;
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render_width = width;
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render_height = height;
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break;
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}
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} else {
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width = p_viewport->size.width;
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height = p_viewport->size.height;
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render_width = width;
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render_height = height;
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switch (scaling_3d_mode) {
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case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
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// Clamp 3D rendering resolution to reasonable values supported on most hardware.
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// This prevents freezing the engine or outright crashing on lower-end GPUs.
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width = CLAMP(p_viewport->size.width * scaling_3d_scale, 1, 16384);
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height = CLAMP(p_viewport->size.height * scaling_3d_scale, 1, 16384);
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render_width = width;
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render_height = height;
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break;
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case RS::VIEWPORT_SCALING_3D_MODE_FSR:
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width = p_viewport->size.width;
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height = p_viewport->size.height;
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render_width = MAX(width * scaling_3d_scale, 1.0); // width / (width * scaling)
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render_height = MAX(height * scaling_3d_scale, 1.0);
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break;
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case RS::VIEWPORT_SCALING_3D_MODE_OFF:
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width = p_viewport->size.width;
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height = p_viewport->size.height;
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render_width = width;
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render_height = height;
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break;
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default:
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// This is an unknown mode.
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WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
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scaling_3d_scale = 1.0;
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width = p_viewport->size.width;
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height = p_viewport->size.height;
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render_width = width;
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render_height = height;
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break;
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}
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p_viewport->internal_size = Size2(render_width, render_height);
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@ -179,7 +179,7 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
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// to compensate for the loss of sharpness.
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const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
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p_viewport->render_buffers->configure(p_viewport->render_target, Size2i(render_width, render_height), Size2(width, height), p_viewport->fsr_sharpness, texture_mipmap_bias, p_viewport->msaa_3d, p_viewport->screen_space_aa, p_viewport->use_taa, p_viewport->use_debanding, p_viewport->view_count);
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p_viewport->render_buffers->configure(p_viewport->render_target, Size2i(render_width, render_height), Size2(width, height), scaling_3d_mode, p_viewport->fsr_sharpness, texture_mipmap_bias, p_viewport->msaa_3d, p_viewport->screen_space_aa, p_viewport->use_taa, p_viewport->use_debanding, p_viewport->view_count);
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}
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}
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}
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@ -34,8 +34,8 @@ void RenderSceneBuffers::_bind_methods() {
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ClassDB::bind_method(D_METHOD("configure", "render_target", "internal_size", "target_size", "fsr_sharpness", "texture_mipmap_bias", "msaa", "screen_space_aa", "use_taa", "use_debanding", "view_count"), &RenderSceneBuffers::configure);
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}
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void RenderSceneBuffers::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
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GDVIRTUAL_CALL(_configure, p_render_target, p_internal_size, p_target_size, p_fsr_sharpness, p_texture_mipmap_bias, p_msaa, p_screen_space_aa, p_use_taa, p_use_debanding, p_view_count);
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void RenderSceneBuffers::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
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GDVIRTUAL_CALL(_configure, p_render_target, p_internal_size, p_target_size, p_scaling_3d_mode, p_fsr_sharpness, p_texture_mipmap_bias, p_msaa, p_screen_space_aa, p_use_taa, p_use_debanding, p_view_count);
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};
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void RenderSceneBuffers::set_fsr_sharpness(float p_fsr_sharpness) {
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@ -40,7 +40,7 @@ class RenderSceneBuffers : public RefCounted {
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protected:
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static void _bind_methods();
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GDVIRTUAL10(_configure, RID, Size2i, Size2i, float, float, RS::ViewportMSAA, RenderingServer::ViewportScreenSpaceAA, bool, bool, uint32_t)
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GDVIRTUAL11(_configure, RID, Size2i, Size2i, RS::ViewportScaling3DMode, float, float, RS::ViewportMSAA, RenderingServer::ViewportScreenSpaceAA, bool, bool, uint32_t)
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GDVIRTUAL1(_set_fsr_sharpness, float)
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GDVIRTUAL1(_set_texture_mipmap_bias, float)
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GDVIRTUAL1(_set_use_debanding, bool)
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@ -49,7 +49,7 @@ public:
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RenderSceneBuffers(){};
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virtual ~RenderSceneBuffers(){};
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virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count);
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virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count);
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// for those settings that are unlikely to require buffers to be recreated, we'll add setters
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virtual void set_fsr_sharpness(float p_fsr_sharpness);
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@ -802,7 +802,8 @@ public:
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enum ViewportScaling3DMode {
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VIEWPORT_SCALING_3D_MODE_BILINEAR,
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VIEWPORT_SCALING_3D_MODE_FSR,
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VIEWPORT_SCALING_3D_MODE_MAX
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VIEWPORT_SCALING_3D_MODE_MAX,
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VIEWPORT_SCALING_3D_MODE_OFF = 255, // for internal use only
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};
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virtual void viewport_set_use_xr(RID p_viewport, bool p_use_xr) = 0;
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Reference in New Issue