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Improvements to VRS/Foveated rendering

This commit is contained in:
Bastiaan Olij
2024-03-26 12:57:26 +11:00
parent 34b5e8f55c
commit 9042ddf19f
38 changed files with 708 additions and 124 deletions

View File

@@ -132,13 +132,7 @@ void XRInterface::set_primary(bool p_primary) {
XRInterface::XRInterface() {}
XRInterface::~XRInterface() {
if (vrs.vrs_texture.is_valid()) {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(vrs.vrs_texture);
vrs.vrs_texture = RID();
}
}
XRInterface::~XRInterface() {}
// query if this interface supports this play area mode
bool XRInterface::supports_play_area_mode(XRInterface::PlayAreaMode p_mode) {
@@ -176,80 +170,7 @@ int XRInterface::get_camera_feed_id() {
}
RID XRInterface::get_vrs_texture() {
// Default logic will return a standard VRS image based on our target size and default projections.
// Note that this only gets called if VRS is supported on the hardware.
int32_t texel_width = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_WIDTH);
int32_t texel_height = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_HEIGHT);
int view_count = get_view_count();
Size2 target_size = get_render_target_size();
real_t aspect = target_size.x / target_size.y; // is this y/x ?
Size2 vrs_size = Size2(round(0.5 + target_size.x / texel_width), round(0.5 + target_size.y / texel_height));
real_t radius = vrs_size.length() * 0.5;
Size2 vrs_sizei = vrs_size;
if (vrs.size != vrs_sizei) {
const uint8_t densities[] = {
0, // 1x1
1, // 1x2
// 2, // 1x4 - not supported
// 3, // 1x8 - not supported
// 4, // 2x1
5, // 2x2
6, // 2x4
// 9, // 4x2
10, // 4x4
};
// out with the old
if (vrs.vrs_texture.is_valid()) {
RS::get_singleton()->free(vrs.vrs_texture);
vrs.vrs_texture = RID();
}
// in with the new
Vector<Ref<Image>> images;
vrs.size = vrs_sizei;
for (int i = 0; i < view_count && i < 2; i++) {
PackedByteArray data;
data.resize(vrs_sizei.x * vrs_sizei.y);
uint8_t *data_ptr = data.ptrw();
// Our near and far don't matter much for what we're doing here, but there are some interfaces that will remember this as the near and far and may fail as a result...
Projection cm = get_projection_for_view(i, aspect, 0.1, 1000.0);
Vector3 center = cm.xform(Vector3(0.0, 0.0, 999.0));
Vector2i view_center;
view_center.x = int(vrs_size.x * (center.x + 1.0) * 0.5);
view_center.y = int(vrs_size.y * (center.y + 1.0) * 0.5);
int d = 0;
for (int y = 0; y < vrs_sizei.y; y++) {
for (int x = 0; x < vrs_sizei.x; x++) {
Vector2 offset = Vector2(x - view_center.x, y - view_center.y);
offset.y *= aspect;
real_t distance = offset.length();
int idx = round(5.0 * distance / radius);
if (idx > 4) {
idx = 4;
}
uint8_t density = densities[idx];
data_ptr[d++] = density;
}
}
images.push_back(Image::create_from_data(vrs_sizei.x, vrs_sizei.y, false, Image::FORMAT_R8, data));
}
if (images.size() == 1) {
vrs.vrs_texture = RS::get_singleton()->texture_2d_create(images[0]);
} else {
vrs.vrs_texture = RS::get_singleton()->texture_2d_layered_create(images, RS::TEXTURE_LAYERED_2D_ARRAY);
}
}
return vrs.vrs_texture;
return RID();
}
/** these are optional, so we want dummies **/