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Implemented AMD's FSR as a computer shader for upscaling 3D scenes

This commit is contained in:
Je06jm
2021-11-23 14:16:03 -07:00
parent 5efe80f308
commit 20deb0917d
39 changed files with 4807 additions and 150 deletions

View File

@@ -237,6 +237,43 @@ RID EffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1, RID p_te
return uniform_set;
}
void EffectsRD::fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness) {
memset(&FSR_upscale.push_constant, 0, sizeof(FSRUpscalePushConstant));
int dispatch_x = (p_size.x + 15) / 16;
int dispatch_y = (p_size.y + 15) / 16;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, FSR_upscale.pipeline);
FSR_upscale.push_constant.resolution_width = p_internal_size.width;
FSR_upscale.push_constant.resolution_height = p_internal_size.height;
FSR_upscale.push_constant.upscaled_width = p_size.width;
FSR_upscale.push_constant.upscaled_height = p_size.height;
FSR_upscale.push_constant.sharpness = p_fsr_upscale_sharpness;
//FSR Easc
FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_EASU;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_secondary_texture), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//FSR Rcas
FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_RCAS;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_destination_texture), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1);
RD::get_singleton()->compute_list_end(compute_list);
}
void EffectsRD::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y, bool p_panorama) {
memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
@@ -1888,6 +1925,27 @@ void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
}
EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
{
Vector<String> FSR_upscale_modes;
#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
// MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though.
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
#else
// Everyone else can use normal mode when available.
if (RD::get_singleton()->get_device_capabilities()->supports_fsr_half_float) {
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n");
} else {
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
}
#endif
FSR_upscale.shader.initialize(FSR_upscale_modes);
FSR_upscale.shader_version = FSR_upscale.shader.version_create();
FSR_upscale.pipeline = RD::get_singleton()->compute_pipeline_create(FSR_upscale.shader.version_get_shader(FSR_upscale.shader_version, 0));
}
prefer_raster_effects = p_prefer_raster_effects;
if (prefer_raster_effects) {
@@ -2523,6 +2581,7 @@ EffectsRD::~EffectsRD() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
RD::get_singleton()->free(filter.coefficient_buffer);
FSR_upscale.shader.version_free(FSR_upscale.shader_version);
if (prefer_raster_effects) {
blur_raster.shader.version_free(blur_raster.shader_version);
bokeh.raster_shader.version_free(blur_raster.shader_version);