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