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Metal: Add MetalFX upscaling support
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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bdf625bd54
commit
11dc4f2e5e
36 changed files with 1180 additions and 48 deletions
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@ -130,37 +130,63 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
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float scaling_3d_scale = p_viewport->scaling_3d_scale;
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RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
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bool upscaler_available = p_viewport->fsr_enabled;
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RS::ViewportScaling3DType scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
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if ((!upscaler_available || scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_BILINEAR || scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && scaling_3d_scale >= (1.0 - EPSILON) && scaling_3d_scale <= (1.0 + EPSILON)) {
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// No 3D scaling on bilinear or FSR? Ignore scaling mode, this just introduces overhead.
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if ((!upscaler_available || (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_SPATIAL)) && scaling_3d_scale >= (1.0 - EPSILON) && scaling_3d_scale <= (1.0 + EPSILON)) {
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// No 3D scaling for spatial modes? Ignore scaling mode, this just introduces overhead.
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// - Mobile can't perform optimal path
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// - FSR does an extra pass (or 2 extra passes if 2D-MSAA is enabled)
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// Scaling = 1.0 on FSR2 has benefits
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// Scaling = 1.0 on FSR2 and MetalFX temporal has benefits
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scaling_3d_scale = 1.0;
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
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}
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bool scaling_3d_is_fsr = (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) || (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2);
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// Verify MetalFX upscaling support.
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if (
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(scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL && !RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_TEMPORAL)) ||
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(scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL && !RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_SPATIAL))) {
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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WARN_PRINT_ONCE("MetalFX upscaling is not supported in the current renderer. Falling back to bilinear 3D resolution scaling.");
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}
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RS::ViewportMSAA msaa_3d = p_viewport->msaa_3d;
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// If MetalFX Temporal upscaling is supported, verify limits.
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if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL) {
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double min_scale = (double)RD::get_singleton()->limit_get(RD::LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE) / 1000'000.0;
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double max_scale = (double)RD::get_singleton()->limit_get(RD::LIMIT_METALFX_TEMPORAL_SCALER_MAX_SCALE) / 1000'000.0;
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if ((double)scaling_3d_scale < min_scale || (double)scaling_3d_scale > max_scale) {
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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WARN_PRINT_ONCE(vformat("MetalFX temporal upscaling scale is outside limits; scale must be between %f and %f. Falling back to bilinear 3D resolution scaling.", min_scale, max_scale));
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}
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if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
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WARN_PRINT_ONCE("MetalFX temporal upscaling does not support 3D MSAA. Disabling 3D MSAA internally.");
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msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
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}
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}
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bool scaling_3d_is_not_bilinear = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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bool use_taa = p_viewport->use_taa;
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if (scaling_3d_is_fsr && (scaling_3d_scale >= (1.0 + EPSILON))) {
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if (scaling_3d_is_not_bilinear && (scaling_3d_scale >= (1.0 + EPSILON))) {
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// FSR is not designed for downsampling.
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// Fall back to bilinear scaling.
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WARN_PRINT_ONCE("FSR 3D resolution scaling is not designed for downsampling. Falling back to bilinear 3D resolution scaling.");
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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}
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if (scaling_3d_is_fsr && !upscaler_available) {
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if (scaling_3d_is_not_bilinear && !upscaler_available) {
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// FSR is not actually available.
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// Fall back to bilinear scaling.
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WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");
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scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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}
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if (use_taa && scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) {
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if (use_taa && (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL)) {
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// FSR2 can't be used with TAA.
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// Turn it off and prefer using FSR2.
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WARN_PRINT_ONCE("FSR 2 is not compatible with TAA. Disabling TAA internally.");
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WARN_PRINT_ONCE("FSR 2 or MetalFX Temporal is not compatible with TAA. Disabling TAA internally.");
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use_taa = false;
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}
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@ -178,6 +204,8 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
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render_width = CLAMP(target_width * scaling_3d_scale, 1, 16384);
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render_height = CLAMP(target_height * scaling_3d_scale, 1, 16384);
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break;
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case RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL:
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case RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL:
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case RS::VIEWPORT_SCALING_3D_MODE_FSR:
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case RS::VIEWPORT_SCALING_3D_MODE_FSR2:
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target_width = p_viewport->size.width;
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@ -204,8 +232,9 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
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}
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uint32_t jitter_phase_count = 0;
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if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) {
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if (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL) {
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// Implementation has been copied from ffxFsr2GetJitterPhaseCount.
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// Also used for MetalFX Temporal scaling.
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jitter_phase_count = uint32_t(8.0f * pow(float(target_width) / render_width, 2.0f));
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} else if (use_taa) {
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// Default jitter count for TAA.
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@ -225,7 +254,7 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
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rb_config.set_target_size(Size2(target_width, target_height));
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rb_config.set_view_count(p_viewport->view_count);
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rb_config.set_scaling_3d_mode(scaling_3d_mode);
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rb_config.set_msaa_3d(p_viewport->msaa_3d);
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rb_config.set_msaa_3d(msaa_3d);
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rb_config.set_screen_space_aa(p_viewport->screen_space_aa);
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rb_config.set_fsr_sharpness(p_viewport->fsr_sharpness);
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rb_config.set_texture_mipmap_bias(texture_mipmap_bias);
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@ -1011,7 +1040,9 @@ void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int
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}
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bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) {
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return p_viewport->use_taa || p_viewport->scaling_3d_mode == RenderingServer::VIEWPORT_SCALING_3D_MODE_FSR2 || p_viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS || p_viewport->force_motion_vectors;
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return p_viewport->use_taa ||
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RS::scaling_3d_mode_type(p_viewport->scaling_3d_mode) == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL ||
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p_viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS || p_viewport->force_motion_vectors;
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}
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void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
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