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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  vrs.cpp                                                              */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							|  |  |  | /*                      https://godotengine.org                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
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							|  |  |  | /* a copy of this software and associated documentation files (the       */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including   */ | 
					
						
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							|  |  |  | /* the following conditions:                                             */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be        */ | 
					
						
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							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
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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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							|  |  |  | #include "servers/xr_server.h"
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							|  |  |  | using namespace RendererRD; | 
					
						
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							|  |  |  | VRS::VRS() { | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		Vector<String> vrs_modes; | 
					
						
							|  |  |  | 		vrs_modes.push_back("\n"); // VRS_DEFAULT
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							|  |  |  | 		vrs_modes.push_back("\n#define MULTIVIEW\n"); // VRS_MULTIVIEW
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							|  |  |  | 		vrs_shader.shader.initialize(vrs_modes); | 
					
						
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							|  |  |  | 		if (!RendererCompositorRD::singleton->is_xr_enabled()) { | 
					
						
							|  |  |  | 			vrs_shader.shader.set_variant_enabled(VRS_MULTIVIEW, false); | 
					
						
							|  |  |  | 		} | 
					
						
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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++) { | 
					
						
							|  |  |  | 			if (vrs_shader.shader.is_variant_enabled(i)) { | 
					
						
							|  |  |  | 				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); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				vrs_shader.pipelines[i].clear(); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | VRS::~VRS() { | 
					
						
							|  |  |  | 	vrs_shader.shader.version_free(vrs_shader.shader_version); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview) { | 
					
						
							|  |  |  | 	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); | 
					
						
							|  |  |  | 	ERR_FAIL_NULL(uniform_set_cache); | 
					
						
							|  |  |  | 	MaterialStorage *material_storage = MaterialStorage::get_singleton(); | 
					
						
							|  |  |  | 	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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							|  |  |  | 	VRSMode mode = p_multiview ? VRS_MULTIVIEW : VRS_DEFAULT; | 
					
						
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							|  |  |  | 	RID shader = vrs_shader.shader.version_get_shader(vrs_shader.shader_version, mode); | 
					
						
							|  |  |  | 	ERR_FAIL_COND(shader.is_null()); | 
					
						
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							|  |  |  | 	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>()); | 
					
						
							|  |  |  | 	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))); | 
					
						
							|  |  |  | 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); | 
					
						
							|  |  |  | 	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); | 
					
						
							|  |  |  | 	// RD::get_singleton()->draw_list_set_push_constant(draw_list, &vrs_shader.push_constant, sizeof(VRSPushConstant));
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							|  |  |  | 	RD::get_singleton()->draw_list_draw(draw_list, true); | 
					
						
							|  |  |  | 	RD::get_singleton()->draw_list_end(); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void VRS::create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb) { | 
					
						
							|  |  |  | 	// TODO find a way to skip this if VRS is not supported, but we don't have access to VulkanContext here, even though we're in vulkan.. hmmm
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							|  |  |  | 	// TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we
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										 |  |  | 	// obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating
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										 |  |  | 	// our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size
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							|  |  |  | 	// of the VRS buffer to supply.
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							|  |  |  | 	Size2i texel_size = Size2i(16, 16); | 
					
						
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							|  |  |  | 	RD::TextureFormat tf; | 
					
						
							|  |  |  | 	if (p_view_count > 1) { | 
					
						
							|  |  |  | 		tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		tf.texture_type = RD::TEXTURE_TYPE_2D; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	tf.format = RD::DATA_FORMAT_R8_UINT; | 
					
						
							|  |  |  | 	tf.width = p_base_width / texel_size.x; | 
					
						
							|  |  |  | 	if (p_base_width % texel_size.x != 0) { | 
					
						
							|  |  |  | 		tf.width++; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	tf.height = p_base_height / texel_size.y; | 
					
						
							|  |  |  | 	if (p_base_height % texel_size.y != 0) { | 
					
						
							|  |  |  | 		tf.height++; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	tf.array_layers = p_view_count; // create a layer for every view
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							|  |  |  | 	tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; | 
					
						
							|  |  |  | 	tf.samples = RD::TEXTURE_SAMPLES_1; | 
					
						
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							|  |  |  | 	p_vrs_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); | 
					
						
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							|  |  |  | 	// by default VRS is assumed to be our VRS attachment, but if we need to write into it, we need a bit more control
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							|  |  |  | 	Vector<RID> fb; | 
					
						
							|  |  |  | 	fb.push_back(p_vrs_texture); | 
					
						
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							|  |  |  | 	RD::FramebufferPass pass; | 
					
						
							|  |  |  | 	pass.color_attachments.push_back(0); | 
					
						
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							|  |  |  | 	Vector<RD::FramebufferPass> passes; | 
					
						
							|  |  |  | 	passes.push_back(pass); | 
					
						
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							|  |  |  | 	p_vrs_fb = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, p_view_count); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) { | 
					
						
							|  |  |  | 	TextureStorage *texture_storage = TextureStorage::get_singleton(); | 
					
						
							|  |  |  | 	RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_target); | 
					
						
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							|  |  |  | 	if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) { | 
					
						
							|  |  |  | 		RD::get_singleton()->draw_command_begin_label("VRS Setup"); | 
					
						
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							|  |  |  | 		// TODO figure out if image has changed since it was last copied so we can save some resources..
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							|  |  |  | 		if (vrs_mode == RS::VIEWPORT_VRS_TEXTURE) { | 
					
						
							|  |  |  | 			RID vrs_texture = texture_storage->render_target_get_vrs_texture(p_render_target); | 
					
						
							|  |  |  | 			if (vrs_texture.is_valid()) { | 
					
						
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										 |  |  | 				RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture); | 
					
						
							|  |  |  | 				int layers = texture_storage->texture_get_layers(vrs_texture); | 
					
						
							|  |  |  | 				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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										 |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} else if (vrs_mode == RS::VIEWPORT_VRS_XR) { | 
					
						
							|  |  |  | 			Ref<XRInterface> interface = XRServer::get_singleton()->get_primary_interface(); | 
					
						
							|  |  |  | 			if (interface.is_valid()) { | 
					
						
							|  |  |  | 				RID vrs_texture = interface->get_vrs_texture(); | 
					
						
							|  |  |  | 				if (vrs_texture.is_valid()) { | 
					
						
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										 |  |  | 					RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture); | 
					
						
							|  |  |  | 					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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							|  |  |  | 		RD::get_singleton()->draw_command_end_label(); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } |