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This allows the ARG to better optimize their usage for mobile devices. In particular, this allows the ARG to avoid loading the contents of the texture into tile memory when rendering into the texture if the contents won't be used anyway.
157 lines
7.4 KiB
C++
157 lines
7.4 KiB
C++
/**************************************************************************/
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/* vrs.cpp */
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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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#include "vrs.h"
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#include "../renderer_compositor_rd.h"
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#include "../storage_rd/texture_storage.h"
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#include "../uniform_set_cache_rd.h"
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#ifndef XR_DISABLED
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#include "servers/xr/xr_server.h"
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#endif // XR_DISABLED
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using namespace RendererRD;
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VRS::VRS() {
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{
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Vector<String> vrs_modes;
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vrs_modes.push_back("\n"); // VRS_DEFAULT
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vrs_modes.push_back("\n#define USE_MULTIVIEW\n"); // VRS_MULTIVIEW
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vrs_modes.push_back("\n#define SPLIT_RG\n"); // VRS_RG
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vrs_modes.push_back("\n#define SPLIT_RG\n#define USE_MULTIVIEW\n"); // VRS_RG_MULTIVIEW
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vrs_shader.shader.initialize(vrs_modes);
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if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) {
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vrs_shader.shader.set_variant_enabled(VRS_MULTIVIEW, false);
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}
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vrs_shader.shader_version = vrs_shader.shader.version_create();
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//use additive
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for (int i = 0; i < VRS_MAX; i++) {
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if (vrs_shader.shader.is_variant_enabled(i)) {
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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);
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} else {
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vrs_shader.pipelines[i].clear();
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}
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}
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}
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}
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VRS::~VRS() {
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vrs_shader.shader.version_free(vrs_shader.shader_version);
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}
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void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview) {
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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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ERR_FAIL_NULL(material_storage);
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// setup our uniforms
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RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
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int mode = 0;
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VRSPushConstant push_constant = {};
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bool uses_rg_format = RD::get_singleton()->vrs_get_format() == RD::DATA_FORMAT_R8G8_UNORM;
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if (uses_rg_format) {
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mode = p_multiview ? VRS_RG_MULTIVIEW : VRS_RG;
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} else {
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mode = p_multiview ? VRS_MULTIVIEW : VRS_DEFAULT;
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// Default to 4x4 as it's not possible to query the max fragment size from RenderingDevice. This can be improved to use the largest size
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// available if this code is moved over to RenderingDevice at some point.
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push_constant.max_texel_factor = 2.0;
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}
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RID shader = vrs_shader.shader.version_get_shader(vrs_shader.shader_version, mode);
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ERR_FAIL_COND(shader.is_null());
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::DRAW_IGNORE_ALL);
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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)));
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
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RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(VRSPushConstant));
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RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
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RD::get_singleton()->draw_list_end();
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}
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Size2i VRS::get_vrs_texture_size(const Size2i p_base_size) const {
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Size2i vrs_texel_size = RD::get_singleton()->vrs_get_texel_size();
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return Size2i((p_base_size.x + vrs_texel_size.x - 1) / vrs_texel_size.x, (p_base_size.y + vrs_texel_size.y - 1) / vrs_texel_size.y);
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}
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void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) {
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TextureStorage *texture_storage = TextureStorage::get_singleton();
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RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_target);
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RS::ViewportVRSUpdateMode vrs_update_mode = texture_storage->render_target_get_vrs_update_mode(p_render_target);
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if (vrs_mode != RS::VIEWPORT_VRS_DISABLED && vrs_update_mode != RS::VIEWPORT_VRS_UPDATE_DISABLED) {
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RD::get_singleton()->draw_command_begin_label("VRS Setup");
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if (vrs_mode == RS::VIEWPORT_VRS_TEXTURE) {
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RID vrs_texture = texture_storage->render_target_get_vrs_texture(p_render_target);
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if (vrs_texture.is_valid()) {
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RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture);
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int layers = texture_storage->texture_get_layers(vrs_texture);
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if (rd_texture.is_valid()) {
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// Copy into our density buffer
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copy_vrs(rd_texture, p_vrs_fb, layers > 1);
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}
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}
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#ifndef XR_DISABLED
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} else if (vrs_mode == RS::VIEWPORT_VRS_XR) {
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Ref<XRInterface> interface = XRServer::get_singleton()->get_primary_interface();
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if (interface.is_valid() && interface->get_vrs_texture_format() == XRInterface::XR_VRS_TEXTURE_FORMAT_UNIFIED) {
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RID vrs_texture = interface->get_vrs_texture();
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if (vrs_texture.is_valid()) {
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RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture);
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int layers = texture_storage->texture_get_layers(vrs_texture);
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if (rd_texture.is_valid()) {
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// Copy into our density buffer
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copy_vrs(rd_texture, p_vrs_fb, layers > 1);
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}
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}
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}
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#endif // XR_DISABLED
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}
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if (vrs_update_mode == RS::VIEWPORT_VRS_UPDATE_ONCE) {
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texture_storage->render_target_set_vrs_update_mode(p_render_target, RS::VIEWPORT_VRS_UPDATE_DISABLED);
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}
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RD::get_singleton()->draw_command_end_label();
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}
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}
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