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Diffstat (limited to 'servers/rendering/renderer_rd/effects/fsr2.h')
-rw-r--r-- | servers/rendering/renderer_rd/effects/fsr2.h | 199 |
1 files changed, 199 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/effects/fsr2.h b/servers/rendering/renderer_rd/effects/fsr2.h new file mode 100644 index 0000000000..789714cc77 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/fsr2.h @@ -0,0 +1,199 @@ +/**************************************************************************/ +/* 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 |