1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887 | /**************************************************************************/
/* fsr2.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "fsr2.h"
#include "../storage_rd/material_storage.h"
#include "../uniform_set_cache_rd.h"
using namespace RendererRD;
#ifndef _MSC_VER
#include <wchar.h>
#define wcscpy_s wcscpy
#endif
static RD::TextureType ffx_resource_type_to_rd_texture_type(FfxResourceType p_type) {
switch (p_type) {
case FFX_RESOURCE_TYPE_TEXTURE1D:
return RD::TEXTURE_TYPE_1D;
case FFX_RESOURCE_TYPE_TEXTURE2D:
return RD::TEXTURE_TYPE_2D;
case FFX_RESOURCE_TYPE_TEXTURE3D:
return RD::TEXTURE_TYPE_3D;
default:
return RD::TEXTURE_TYPE_MAX;
}
}
static FfxResourceType rd_texture_type_to_ffx_resource_type(RD::TextureType p_type) {
switch (p_type) {
case RD::TEXTURE_TYPE_1D:
return FFX_RESOURCE_TYPE_TEXTURE1D;
case RD::TEXTURE_TYPE_2D:
return FFX_RESOURCE_TYPE_TEXTURE2D;
case RD::TEXTURE_TYPE_3D:
return FFX_RESOURCE_TYPE_TEXTURE3D;
default:
return FFX_RESOURCE_TYPE_BUFFER;
}
}
static RD::DataFormat ffx_surface_format_to_rd_format(FfxSurfaceFormat p_format) {
switch (p_format) {
case FFX_SURFACE_FORMAT_R32G32B32A32_TYPELESS:
return RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
case FFX_SURFACE_FORMAT_R32G32B32A32_FLOAT:
return RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
case FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT:
return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
case FFX_SURFACE_FORMAT_R16G16B16A16_UNORM:
return RD::DATA_FORMAT_R16G16B16A16_UNORM;
case FFX_SURFACE_FORMAT_R32G32_FLOAT:
return RD::DATA_FORMAT_R32G32_SFLOAT;
case FFX_SURFACE_FORMAT_R32_UINT:
return RD::DATA_FORMAT_R32_UINT;
case FFX_SURFACE_FORMAT_R8G8B8A8_TYPELESS:
return RD::DATA_FORMAT_R8G8B8A8_UNORM;
case FFX_SURFACE_FORMAT_R8G8B8A8_UNORM:
return RD::DATA_FORMAT_R8G8B8A8_UNORM;
case FFX_SURFACE_FORMAT_R11G11B10_FLOAT:
return RD::DATA_FORMAT_B10G11R11_UFLOAT_PACK32;
case FFX_SURFACE_FORMAT_R16G16_FLOAT:
return RD::DATA_FORMAT_R16G16_SFLOAT;
case FFX_SURFACE_FORMAT_R16G16_UINT:
return RD::DATA_FORMAT_R16G16_UINT;
case FFX_SURFACE_FORMAT_R16_FLOAT:
return RD::DATA_FORMAT_R16_SFLOAT;
case FFX_SURFACE_FORMAT_R16_UINT:
return RD::DATA_FORMAT_R16_UINT;
case FFX_SURFACE_FORMAT_R16_UNORM:
return RD::DATA_FORMAT_R16_UNORM;
case FFX_SURFACE_FORMAT_R16_SNORM:
return RD::DATA_FORMAT_R16_SNORM;
case FFX_SURFACE_FORMAT_R8_UNORM:
return RD::DATA_FORMAT_R8_UNORM;
case FFX_SURFACE_FORMAT_R8_UINT:
return RD::DATA_FORMAT_R8_UINT;
case FFX_SURFACE_FORMAT_R8G8_UNORM:
return RD::DATA_FORMAT_R8G8_UNORM;
case FFX_SURFACE_FORMAT_R32_FLOAT:
return RD::DATA_FORMAT_R32_SFLOAT;
default:
return RD::DATA_FORMAT_MAX;
}
}
static FfxSurfaceFormat rd_format_to_ffx_surface_format(RD::DataFormat p_format) {
switch (p_format) {
case RD::DATA_FORMAT_R32G32B32A32_SFLOAT:
return FFX_SURFACE_FORMAT_R32G32B32A32_FLOAT;
case RD::DATA_FORMAT_R16G16B16A16_SFLOAT:
return FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT;
case RD::DATA_FORMAT_R16G16B16A16_UNORM:
return FFX_SURFACE_FORMAT_R16G16B16A16_UNORM;
case RD::DATA_FORMAT_R32G32_SFLOAT:
return FFX_SURFACE_FORMAT_R32G32_FLOAT;
case RD::DATA_FORMAT_R32_UINT:
return FFX_SURFACE_FORMAT_R32_UINT;
case RD::DATA_FORMAT_R8G8B8A8_UNORM:
return FFX_SURFACE_FORMAT_R8G8B8A8_UNORM;
case RD::DATA_FORMAT_B10G11R11_UFLOAT_PACK32:
return FFX_SURFACE_FORMAT_R11G11B10_FLOAT;
case RD::DATA_FORMAT_R16G16_SFLOAT:
return FFX_SURFACE_FORMAT_R16G16_FLOAT;
case RD::DATA_FORMAT_R16G16_UINT:
return FFX_SURFACE_FORMAT_R16G16_UINT;
case RD::DATA_FORMAT_R16_SFLOAT:
return FFX_SURFACE_FORMAT_R16_FLOAT;
case RD::DATA_FORMAT_R16_UINT:
return FFX_SURFACE_FORMAT_R16_UINT;
case RD::DATA_FORMAT_R16_UNORM:
return FFX_SURFACE_FORMAT_R16_UNORM;
case RD::DATA_FORMAT_R16_SNORM:
return FFX_SURFACE_FORMAT_R16_SNORM;
case RD::DATA_FORMAT_R8_UNORM:
return FFX_SURFACE_FORMAT_R8_UNORM;
case RD::DATA_FORMAT_R8_UINT:
return FFX_SURFACE_FORMAT_R8_UINT;
case RD::DATA_FORMAT_R8G8_UNORM:
return FFX_SURFACE_FORMAT_R8G8_UNORM;
case RD::DATA_FORMAT_R32_SFLOAT:
return FFX_SURFACE_FORMAT_R32_FLOAT;
default:
return FFX_SURFACE_FORMAT_UNKNOWN;
}
}
static uint32_t ffx_usage_to_rd_usage_flags(uint32_t p_flags) {
uint32_t ret = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
if (p_flags & FFX_RESOURCE_USAGE_RENDERTARGET) {
ret |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
if (p_flags & FFX_RESOURCE_USAGE_UAV) {
ret |= RD::TEXTURE_USAGE_STORAGE_BIT;
ret |= RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
ret |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
}
return ret;
}
static FfxErrorCode create_backend_context_rd(FfxFsr2Interface *p_backend_interface, FfxDevice p_device) {
FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
// Store pointer to the device common to all contexts.
scratch.device = p_device;
// Create a ring buffer of uniform buffers.
// FIXME: This could be optimized to be a single memory block if it was possible for RD to create views into a particular memory range of a UBO.
for (uint32_t i = 0; i < FSR2_UBO_RING_BUFFER_SIZE; i++) {
scratch.ubo_ring_buffer[i] = RD::get_singleton()->uniform_buffer_create(FFX_MAX_CONST_SIZE * sizeof(uint32_t));
ERR_FAIL_COND_V(scratch.ubo_ring_buffer[i].is_null(), FFX_ERROR_BACKEND_API_ERROR);
}
return FFX_OK;
}
static FfxErrorCode get_device_capabilities_rd(FfxFsr2Interface *p_backend_interface, FfxDeviceCapabilities *p_out_device_capabilities, FfxDevice p_device) {
FSR2Effect::Device &effect_device = *reinterpret_cast<FSR2Effect::Device *>(p_device);
*p_out_device_capabilities = effect_device.capabilities;
return FFX_OK;
}
static FfxErrorCode destroy_backend_context_rd(FfxFsr2Interface *p_backend_interface) {
FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
for (uint32_t i = 0; i < FSR2_UBO_RING_BUFFER_SIZE; i++) {
RD::get_singleton()->free(scratch.ubo_ring_buffer[i]);
}
return FFX_OK;
}
static FfxErrorCode create_resource_rd(FfxFsr2Interface *p_backend_interface, const FfxCreateResourceDescription *p_create_resource_description, FfxResourceInternal *p_out_resource) {
// FSR2's base implementation won't issue a call to create a heap type that isn't just default on its own,
// so we can safely ignore it as RD does not expose this concept.
ERR_FAIL_COND_V(p_create_resource_description->heapType != FFX_HEAP_TYPE_DEFAULT, FFX_ERROR_INVALID_ARGUMENT);
RenderingDevice *rd = RD::get_singleton();
FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
FfxResourceDescription res_desc = p_create_resource_description->resourceDescription;
// FSR2's base implementation never requests buffer creation.
ERR_FAIL_COND_V(res_desc.type != FFX_RESOURCE_TYPE_TEXTURE1D && res_desc.type != FFX_RESOURCE_TYPE_TEXTURE2D && res_desc.type != FFX_RESOURCE_TYPE_TEXTURE3D, FFX_ERROR_INVALID_ARGUMENT);
if (res_desc.mipCount == 0) {
// Mipmap count must be derived from the resource's dimensions.
res_desc.mipCount = uint32_t(1 + floor(log2(MAX(MAX(res_desc.width, res_desc.height), res_desc.depth))));
}
Vector<PackedByteArray> initial_data;
if (p_create_resource_description->initDataSize) {
PackedByteArray byte_array;
byte_array.resize(p_create_resource_description->initDataSize);
memcpy(byte_array.ptrw(), p_create_resource_description->initData, p_create_resource_description->initDataSize);
initial_data.push_back(byte_array);
}
RD::TextureFormat texture_format;
texture_format.texture_type = ffx_resource_type_to_rd_texture_type(res_desc.type);
texture_format.format = ffx_surface_format_to_rd_format(res_desc.format);
texture_format.usage_bits = ffx_usage_to_rd_usage_flags(p_create_resource_description->usage);
texture_format.width = res_desc.width;
texture_format.height = res_desc.height;
texture_format.depth = res_desc.depth;
texture_format.mipmaps = res_desc.mipCount;
texture_format.is_discardable = true;
RID texture = rd->texture_create(texture_format, RD::TextureView(), initial_data);
ERR_FAIL_COND_V(texture.is_null(), FFX_ERROR_BACKEND_API_ERROR);
rd->set_resource_name(texture, String(p_create_resource_description->name));
// Add the resource to the storage and use the internal index to reference it.
p_out_resource->internalIndex = scratch.resources.add(texture, false, p_create_resource_description->id, res_desc);
return FFX_OK;
}
static FfxErrorCode register_resource_rd(FfxFsr2Interface *p_backend_interface, const FfxResource *p_in_resource, FfxResourceInternal *p_out_resource) {
if (p_in_resource->resource == nullptr) {
// Null resource case.
p_out_resource->internalIndex = -1;
return FFX_OK;
}
FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
const RID &rid = *reinterpret_cast<const RID *>(p_in_resource->resource);
ERR_FAIL_COND_V(rid.is_null(), FFX_ERROR_INVALID_ARGUMENT);
// Add the resource to the storage and use the internal index to reference it.
p_out_resource->internalIndex = scratch.resources.add(rid, true, FSR2Context::RESOURCE_ID_DYNAMIC, p_in_resource->description);
return FFX_OK;
}
static FfxErrorCode unregister_resources_rd(FfxFsr2Interface *p_backend_interface) {
FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
LocalVector<uint32_t> dynamic_list_copy = scratch.resources.dynamic_list;
for (uint32_t i : dynamic_list_copy) {
scratch.resources.remove(i);
}
return FFX_OK;
}
static FfxResourceDescription get_resource_description_rd(FfxFsr2Interface *p_backend_interface, FfxResourceInternal p_resource) {
if (p_resource.internalIndex != -1) {
FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
return scratch.resources.descriptions[p_resource.internalIndex];
} else {
return {};
}
}
static FfxErrorCode destroy_resource_rd(FfxFsr2Interface *p_backend_interface, FfxResourceInternal p_resource) {
if (p_resource.internalIndex != -1) {
FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
if (scratch.resources.rids[p_resource.internalIndex].is_valid()) {
RD::get_singleton()->free(scratch.resources.rids[p_resource.internalIndex]);
scratch.resources.remove(p_resource.internalIndex);
}
}
return FFX_OK;
}
static FfxErrorCode create_pipeline_rd(FfxFsr2Interface *p_backend_interface, FfxFsr2Pass p_pass, const FfxPipelineDescription *p_pipeline_description, FfxPipelineState *p_out_pipeline) {
FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
FSR2Effect::Device &device = *reinterpret_cast<FSR2Effect::Device *>(scratch.device);
FSR2Effect::Pass &effect_pass = device.passes[p_pass];
if (effect_pass.pipeline.pipeline_rid.is_null()) {
// Create pipeline for the device if it hasn't been created yet.
effect_pass.root_signature.shader_rid = effect_pass.shader->version_get_shader(effect_pass.shader_version, effect_pass.shader_variant);
ERR_FAIL_COND_V(effect_pass.root_signature.shader_rid.is_null(), FFX_ERROR_BACKEND_API_ERROR);
effect_pass.pipeline.pipeline_rid = RD::get_singleton()->compute_pipeline_create(effect_pass.root_signature.shader_rid);
ERR_FAIL_COND_V(effect_pass.pipeline.pipeline_rid.is_null(), FFX_ERROR_BACKEND_API_ERROR);
}
// While this is not their intended use, we use the pipeline and root signature pointers to store the
// RIDs to the pipeline and shader that RD needs for the compute pipeline.
p_out_pipeline->pipeline = reinterpret_cast<FfxPipeline>(&effect_pass.pipeline);
p_out_pipeline->rootSignature = reinterpret_cast<FfxRootSignature>(&effect_pass.root_signature);
p_out_pipeline->srvCount = effect_pass.sampled_bindings.size();
ERR_FAIL_COND_V(p_out_pipeline->srvCount > FFX_MAX_NUM_SRVS, FFX_ERROR_OUT_OF_RANGE);
memcpy(p_out_pipeline->srvResourceBindings, effect_pass.sampled_bindings.ptr(), sizeof(FfxResourceBinding) * p_out_pipeline->srvCount);
p_out_pipeline->uavCount = effect_pass.storage_bindings.size();
ERR_FAIL_COND_V(p_out_pipeline->uavCount > FFX_MAX_NUM_UAVS, FFX_ERROR_OUT_OF_RANGE);
memcpy(p_out_pipeline->uavResourceBindings, effect_pass.storage_bindings.ptr(), sizeof(FfxResourceBinding) * p_out_pipeline->uavCount);
p_out_pipeline->constCount = effect_pass.uniform_bindings.size();
ERR_FAIL_COND_V(p_out_pipeline->constCount > FFX_MAX_NUM_CONST_BUFFERS, FFX_ERROR_OUT_OF_RANGE);
memcpy(p_out_pipeline->cbResourceBindings, effect_pass.uniform_bindings.ptr(), sizeof(FfxResourceBinding) * p_out_pipeline->constCount);
bool low_resolution_mvs = (p_pipeline_description->contextFlags & FFX_FSR2_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS) == 0;
if (p_pass == FFX_FSR2_PASS_ACCUMULATE || p_pass == FFX_FSR2_PASS_ACCUMULATE_SHARPEN) {
// Change the binding for motion vectors in this particular pass if low resolution MVs are used.
if (low_resolution_mvs) {
FfxResourceBinding &binding = p_out_pipeline->srvResourceBindings[2];
wcscpy_s(binding.name, L"r_dilated_motion_vectors");
}
}
return FFX_OK;
}
static FfxErrorCode destroy_pipeline_rd(FfxFsr2Interface *p_backend_interface, FfxPipelineState *p_pipeline) {
// We don't want to destroy pipelines when the FSR2 API deems it necessary as it'll do so whenever the context is destroyed.
return FFX_OK;
}
static FfxErrorCode schedule_gpu_job_rd(FfxFsr2Interface *p_backend_interface, const FfxGpuJobDescription *p_job) {
ERR_FAIL_NULL_V(p_backend_interface, FFX_ERROR_INVALID_ARGUMENT);
ERR_FAIL_NULL_V(p_job, FFX_ERROR_INVALID_ARGUMENT);
FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
scratch.gpu_jobs.push_back(*p_job);
return FFX_OK;
}
static FfxErrorCode execute_gpu_job_clear_float_rd(FSR2Context::Scratch &p_scratch, const FfxClearFloatJobDescription &p_job) {
RID resource = p_scratch.resources.rids[p_job.target.internalIndex];
FfxResourceDescription &desc = p_scratch.resources.descriptions[p_job.target.internalIndex];
ERR_FAIL_COND_V(desc.type == FFX_RESOURCE_TYPE_BUFFER, FFX_ERROR_INVALID_ARGUMENT);
Color color(p_job.color[0], p_job.color[1], p_job.color[2], p_job.color[3]);
RD::get_singleton()->texture_clear(resource, color, 0, desc.mipCount, 0, 1);
return FFX_OK;
}
static FfxErrorCode execute_gpu_job_copy_rd(FSR2Context::Scratch &p_scratch, const FfxCopyJobDescription &p_job) {
RID src = p_scratch.resources.rids[p_job.src.internalIndex];
RID dst = p_scratch.resources.rids[p_job.dst.internalIndex];
FfxResourceDescription &src_desc = p_scratch.resources.descriptions[p_job.src.internalIndex];
FfxResourceDescription &dst_desc = p_scratch.resources.descriptions[p_job.dst.internalIndex];<--- Variable 'dst_desc' can be declared with const
ERR_FAIL_COND_V(src_desc.type == FFX_RESOURCE_TYPE_BUFFER, FFX_ERROR_INVALID_ARGUMENT);
ERR_FAIL_COND_V(dst_desc.type == FFX_RESOURCE_TYPE_BUFFER, FFX_ERROR_INVALID_ARGUMENT);
for (uint32_t mip_level = 0; mip_level < src_desc.mipCount; mip_level++) {
RD::get_singleton()->texture_copy(src, dst, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(src_desc.width, src_desc.height, src_desc.depth), mip_level, mip_level, 0, 0);
}
return FFX_OK;
}
static FfxErrorCode execute_gpu_job_compute_rd(FSR2Context::Scratch &p_scratch, const FfxComputeJobDescription &p_job) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL_V(uniform_set_cache, FFX_ERROR_BACKEND_API_ERROR);
FSR2Effect::RootSignature &root_signature = *reinterpret_cast<FSR2Effect::RootSignature *>(p_job.pipeline.rootSignature);
ERR_FAIL_COND_V(root_signature.shader_rid.is_null(), FFX_ERROR_INVALID_ARGUMENT);
FSR2Effect::Pipeline &backend_pipeline = *reinterpret_cast<FSR2Effect::Pipeline *>(p_job.pipeline.pipeline);
ERR_FAIL_COND_V(backend_pipeline.pipeline_rid.is_null(), FFX_ERROR_INVALID_ARGUMENT);
thread_local LocalVector<RD::Uniform> compute_uniforms;
compute_uniforms.clear();
for (uint32_t i = 0; i < p_job.pipeline.srvCount; i++) {
RID texture_rid = p_scratch.resources.rids[p_job.srvs[i].internalIndex];
RD::Uniform texture_uniform(RD::UNIFORM_TYPE_TEXTURE, p_job.pipeline.srvResourceBindings[i].slotIndex, texture_rid);
compute_uniforms.push_back(texture_uniform);
}
for (uint32_t i = 0; i < p_job.pipeline.uavCount; i++) {
RID image_rid = p_scratch.resources.rids[p_job.uavs[i].internalIndex];
RD::Uniform storage_uniform;
storage_uniform.uniform_type = RD::UNIFORM_TYPE_IMAGE;
storage_uniform.binding = p_job.pipeline.uavResourceBindings[i].slotIndex;
if (p_job.uavMip[i] > 0) {
LocalVector<RID> &mip_slice_rids = p_scratch.resources.mip_slice_rids[p_job.uavs[i].internalIndex];
if (mip_slice_rids.is_empty()) {
mip_slice_rids.resize(p_scratch.resources.descriptions[p_job.uavs[i].internalIndex].mipCount);
}
ERR_FAIL_COND_V(p_job.uavMip[i] >= mip_slice_rids.size(), FFX_ERROR_INVALID_ARGUMENT);
if (mip_slice_rids[p_job.uavMip[i]].is_null()) {
mip_slice_rids[p_job.uavMip[i]] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), image_rid, 0, p_job.uavMip[i]);
}
ERR_FAIL_COND_V(mip_slice_rids[p_job.uavMip[i]].is_null(), FFX_ERROR_BACKEND_API_ERROR);
storage_uniform.append_id(mip_slice_rids[p_job.uavMip[i]]);
} else {
storage_uniform.append_id(image_rid);
}
compute_uniforms.push_back(storage_uniform);
}
for (uint32_t i = 0; i < p_job.pipeline.constCount; i++) {
RID buffer_rid = p_scratch.ubo_ring_buffer[p_scratch.ubo_ring_buffer_index];
p_scratch.ubo_ring_buffer_index = (p_scratch.ubo_ring_buffer_index + 1) % FSR2_UBO_RING_BUFFER_SIZE;
RD::get_singleton()->buffer_update(buffer_rid, 0, p_job.cbs[i].uint32Size * sizeof(uint32_t), p_job.cbs[i].data);
RD::Uniform buffer_uniform(RD::UNIFORM_TYPE_UNIFORM_BUFFER, p_job.pipeline.cbResourceBindings[i].slotIndex, buffer_rid);
compute_uniforms.push_back(buffer_uniform);
}
FSR2Effect::Device &device = *reinterpret_cast<FSR2Effect::Device *>(p_scratch.device);
RD::Uniform u_point_clamp_sampler(RD::UniformType::UNIFORM_TYPE_SAMPLER, 0, device.point_clamp_sampler);
RD::Uniform u_linear_clamp_sampler(RD::UniformType::UNIFORM_TYPE_SAMPLER, 1, device.linear_clamp_sampler);
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, backend_pipeline.pipeline_rid);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(root_signature.shader_rid, 0, u_point_clamp_sampler, u_linear_clamp_sampler), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache_vec(root_signature.shader_rid, 1, compute_uniforms), 1);
RD::get_singleton()->compute_list_dispatch(compute_list, p_job.dimensions[0], p_job.dimensions[1], p_job.dimensions[2]);
RD::get_singleton()->compute_list_end();
return FFX_OK;
}
static FfxErrorCode execute_gpu_jobs_rd(FfxFsr2Interface *p_backend_interface, FfxCommandList p_command_list) {
ERR_FAIL_NULL_V(p_backend_interface, FFX_ERROR_INVALID_ARGUMENT);
FSR2Context::Scratch &scratch = *reinterpret_cast<FSR2Context::Scratch *>(p_backend_interface->scratchBuffer);
FfxErrorCode error_code = FFX_OK;
for (const FfxGpuJobDescription &job : scratch.gpu_jobs) {
switch (job.jobType) {
case FFX_GPU_JOB_CLEAR_FLOAT: {
error_code = execute_gpu_job_clear_float_rd(scratch, job.clearJobDescriptor);
} break;
case FFX_GPU_JOB_COPY: {
error_code = execute_gpu_job_copy_rd(scratch, job.copyJobDescriptor);
} break;
case FFX_GPU_JOB_COMPUTE: {
error_code = execute_gpu_job_compute_rd(scratch, job.computeJobDescriptor);
} break;
default: {
error_code = FFX_ERROR_INVALID_ARGUMENT;
} break;
}
if (error_code != FFX_OK) {
scratch.gpu_jobs.clear();
return error_code;
}
}
scratch.gpu_jobs.clear();
return FFX_OK;
}
static FfxResource get_resource_rd(RID *p_rid, const wchar_t *p_name) {
FfxResource res = {};
if (p_rid->is_null()) {
return res;
}
wcscpy_s(res.name, p_name);
RD::TextureFormat texture_format = RD::get_singleton()->texture_get_format(*p_rid);
res.description.type = rd_texture_type_to_ffx_resource_type(texture_format.texture_type);
res.description.format = rd_format_to_ffx_surface_format(texture_format.format);
res.description.width = texture_format.width;
res.description.height = texture_format.height;
res.description.depth = texture_format.depth;
res.description.mipCount = texture_format.mipmaps;
res.description.flags = FFX_RESOURCE_FLAGS_NONE;
res.resource = reinterpret_cast<void *>(p_rid);
res.isDepth = texture_format.usage_bits & RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
return res;
}
FSR2Context::~FSR2Context() {
ffxFsr2ContextDestroy(&fsr_context);
}
FSR2Effect::FSR2Effect() {
FfxDeviceCapabilities &capabilities = device.capabilities;
uint64_t default_subgroup_size = RD::get_singleton()->limit_get(RD::LIMIT_SUBGROUP_SIZE);
capabilities.minimumSupportedShaderModel = FFX_SHADER_MODEL_5_1;
capabilities.waveLaneCountMin = RD::get_singleton()->limit_get(RD::LIMIT_SUBGROUP_MIN_SIZE);
capabilities.waveLaneCountMax = RD::get_singleton()->limit_get(RD::LIMIT_SUBGROUP_MAX_SIZE);
capabilities.fp16Supported = RD::get_singleton()->has_feature(RD::Features::SUPPORTS_FSR_HALF_FLOAT);
capabilities.raytracingSupported = false;
bool force_wave_64 = default_subgroup_size == 32 && capabilities.waveLaneCountMax == 64;
bool use_lut = force_wave_64 || default_subgroup_size == 64;
String general_defines_base =
"\n#define FFX_GPU\n"
"\n#define FFX_GLSL 1\n"
"\n#define FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS 1\n"
"\n#define FFX_FSR2_OPTION_HDR_COLOR_INPUT 1\n"
"\n#define FFX_FSR2_OPTION_INVERTED_DEPTH 1\n"
"\n#define FFX_FSR2_OPTION_GODOT_REACTIVE_MASK_CLAMP 1\n"
"\n#define FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS 1\n";
if (use_lut) {
general_defines_base += "\n#define FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE 1\n";
}
String general_defines = general_defines_base;
if (capabilities.fp16Supported) {
general_defines += "\n#define FFX_HALF 1\n";
}
Vector<String> modes;
modes.push_back("");
// Since Godot currently lacks a shader reflection mechanism to persist the name of the bindings in the shader cache and
// there's also no mechanism to compile the shaders offline, the bindings are created manually by looking at the GLSL
// files included in FSR2 and mapping the macro bindings (#define FSR2_BIND_*) to their respective implementation names.
//
// It is not guaranteed these will remain consistent at all between versions of FSR2, so it'll be necessary to keep these
// bindings up to date whenever the library is updated. In such cases, it is very likely the validation layer will throw an
// error if the bindings do not match.
{
Pass &pass = device.passes[FFX_FSR2_PASS_DEPTH_CLIP];
pass.shader = &shaders.depth_clip;
pass.shader->initialize(modes, general_defines);
pass.shader_version = pass.shader->version_create();
pass.sampled_bindings = {
FfxResourceBinding{ 0, 0, L"r_reconstructed_previous_nearest_depth" },
FfxResourceBinding{ 1, 0, L"r_dilated_motion_vectors" },
FfxResourceBinding{ 2, 0, L"r_dilatedDepth" },
FfxResourceBinding{ 3, 0, L"r_reactive_mask" },
FfxResourceBinding{ 4, 0, L"r_transparency_and_composition_mask" },
FfxResourceBinding{ 6, 0, L"r_previous_dilated_motion_vectors" },
FfxResourceBinding{ 7, 0, L"r_input_motion_vectors" },
FfxResourceBinding{ 8, 0, L"r_input_color_jittered" },
FfxResourceBinding{ 9, 0, L"r_input_depth" },
FfxResourceBinding{ 10, 0, L"r_input_exposure" }
};
pass.storage_bindings = {
// FSR2_BIND_UAV_DEPTH_CLIP (11) does not point to anything.
FfxResourceBinding{ 12, 0, L"rw_dilated_reactive_masks" },
FfxResourceBinding{ 13, 0, L"rw_prepared_input_color" }
};
pass.uniform_bindings = {
FfxResourceBinding{ 14, 0, L"cbFSR2" }
};
}
{
Pass &pass = device.passes[FFX_FSR2_PASS_RECONSTRUCT_PREVIOUS_DEPTH];
pass.shader = &shaders.reconstruct_previous_depth;
pass.shader->initialize(modes, general_defines);
pass.shader_version = pass.shader->version_create();
pass.sampled_bindings = {
FfxResourceBinding{ 0, 0, L"r_input_motion_vectors" },
FfxResourceBinding{ 1, 0, L"r_input_depth" },
FfxResourceBinding{ 2, 0, L"r_input_color_jittered" },
FfxResourceBinding{ 3, 0, L"r_input_exposure" },
FfxResourceBinding{ 4, 0, L"r_luma_history" }
};
pass.storage_bindings = {
FfxResourceBinding{ 5, 0, L"rw_reconstructed_previous_nearest_depth" },
FfxResourceBinding{ 6, 0, L"rw_dilated_motion_vectors" },
FfxResourceBinding{ 7, 0, L"rw_dilatedDepth" },
FfxResourceBinding{ 8, 0, L"rw_prepared_input_color" },
FfxResourceBinding{ 9, 0, L"rw_luma_history" },
// FSR2_BIND_UAV_LUMA_INSTABILITY (10) does not point to anything.
FfxResourceBinding{ 11, 0, L"rw_lock_input_luma" }
};
pass.uniform_bindings = {
FfxResourceBinding{ 12, 0, L"cbFSR2" }
};
}
{
Pass &pass = device.passes[FFX_FSR2_PASS_LOCK];
pass.shader = &shaders.lock;
pass.shader->initialize(modes, general_defines);
pass.shader_version = pass.shader->version_create();
pass.sampled_bindings = {
FfxResourceBinding{ 0, 0, L"r_lock_input_luma" }
};
pass.storage_bindings = {
FfxResourceBinding{ 1, 0, L"rw_new_locks" },
FfxResourceBinding{ 2, 0, L"rw_reconstructed_previous_nearest_depth" }
};
pass.uniform_bindings = {
FfxResourceBinding{ 3, 0, L"cbFSR2" }
};
}
{
Vector<String> accumulate_modes;
accumulate_modes.push_back("\n");
accumulate_modes.push_back("\n#define FFX_FSR2_OPTION_APPLY_SHARPENING 1\n");
String general_defines_accumulate;
if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {
// Workaround: Disable FP16 path for the accumulate pass on NVIDIA due to reduced occupancy and high VRAM throughput.
general_defines_accumulate = general_defines_base;
} else {
general_defines_accumulate = general_defines;
}
Pass &pass = device.passes[FFX_FSR2_PASS_ACCUMULATE];
pass.shader = &shaders.accumulate;
pass.shader->initialize(accumulate_modes, general_defines_accumulate);
pass.shader_version = pass.shader->version_create();
pass.sampled_bindings = {
FfxResourceBinding{ 0, 0, L"r_input_exposure" },
FfxResourceBinding{ 1, 0, L"r_dilated_reactive_masks" },
FfxResourceBinding{ 2, 0, L"r_input_motion_vectors" },
FfxResourceBinding{ 3, 0, L"r_internal_upscaled_color" },
FfxResourceBinding{ 4, 0, L"r_lock_status" },
FfxResourceBinding{ 5, 0, L"r_input_depth" },
FfxResourceBinding{ 6, 0, L"r_prepared_input_color" },
// FSR2_BIND_SRV_LUMA_INSTABILITY(7) does not point to anything.
FfxResourceBinding{ 8, 0, L"r_lanczos_lut" },
FfxResourceBinding{ 9, 0, L"r_upsample_maximum_bias_lut" },
FfxResourceBinding{ 10, 0, L"r_imgMips" },
FfxResourceBinding{ 11, 0, L"r_auto_exposure" },
FfxResourceBinding{ 12, 0, L"r_luma_history" }
};
pass.storage_bindings = {
FfxResourceBinding{ 13, 0, L"rw_internal_upscaled_color" },
FfxResourceBinding{ 14, 0, L"rw_lock_status" },
FfxResourceBinding{ 15, 0, L"rw_upscaled_output" },
FfxResourceBinding{ 16, 0, L"rw_new_locks" },
FfxResourceBinding{ 17, 0, L"rw_luma_history" }
};
pass.uniform_bindings = {
FfxResourceBinding{ 18, 0, L"cbFSR2" }
};
// Sharpen pass is a clone of the accumulate pass.
Pass &sharpen_pass = device.passes[FFX_FSR2_PASS_ACCUMULATE_SHARPEN];
sharpen_pass = pass;
sharpen_pass.shader_variant = 1;
}
{
Pass &pass = device.passes[FFX_FSR2_PASS_RCAS];
pass.shader = &shaders.rcas;
pass.shader->initialize(modes, general_defines_base);
pass.shader_version = pass.shader->version_create();
pass.sampled_bindings = {
FfxResourceBinding{ 0, 0, L"r_input_exposure" },
FfxResourceBinding{ 1, 0, L"r_rcas_input" }
};
pass.storage_bindings = {
FfxResourceBinding{ 2, 0, L"rw_upscaled_output" }
};
pass.uniform_bindings = {
FfxResourceBinding{ 3, 0, L"cbFSR2" },
FfxResourceBinding{ 4, 0, L"cbRCAS" }
};
}
{
Pass &pass = device.passes[FFX_FSR2_PASS_COMPUTE_LUMINANCE_PYRAMID];
pass.shader = &shaders.compute_luminance_pyramid;
pass.shader->initialize(modes, general_defines_base);
pass.shader_version = pass.shader->version_create();
pass.sampled_bindings = {
FfxResourceBinding{ 0, 0, L"r_input_color_jittered" }
};
pass.storage_bindings = {
FfxResourceBinding{ 1, 0, L"rw_spd_global_atomic" },
FfxResourceBinding{ 2, 0, L"rw_img_mip_shading_change" },
FfxResourceBinding{ 3, 0, L"rw_img_mip_5" },
FfxResourceBinding{ 4, 0, L"rw_auto_exposure" }
};
pass.uniform_bindings = {
FfxResourceBinding{ 5, 0, L"cbFSR2" },
FfxResourceBinding{ 6, 0, L"cbSPD" }
};
}
{
Pass &pass = device.passes[FFX_FSR2_PASS_GENERATE_REACTIVE];
pass.shader = &shaders.autogen_reactive;
pass.shader->initialize(modes, general_defines);
pass.shader_version = pass.shader->version_create();
pass.sampled_bindings = {
FfxResourceBinding{ 0, 0, L"r_input_opaque_only" },
FfxResourceBinding{ 1, 0, L"r_input_color_jittered" }
};
pass.storage_bindings = {
FfxResourceBinding{ 2, 0, L"rw_output_autoreactive" }
};
pass.uniform_bindings = {
FfxResourceBinding{ 3, 0, L"cbGenerateReactive" },
FfxResourceBinding{ 4, 0, L"cbFSR2" }
};
}
{
Pass &pass = device.passes[FFX_FSR2_PASS_TCR_AUTOGENERATE];
pass.shader = &shaders.tcr_autogen;
pass.shader->initialize(modes, general_defines);
pass.shader_version = pass.shader->version_create();
pass.sampled_bindings = {
FfxResourceBinding{ 0, 0, L"r_input_opaque_only" },
FfxResourceBinding{ 1, 0, L"r_input_color_jittered" },
FfxResourceBinding{ 2, 0, L"r_input_motion_vectors" },
FfxResourceBinding{ 3, 0, L"r_input_prev_color_pre_alpha" },
FfxResourceBinding{ 4, 0, L"r_input_prev_color_post_alpha" },
FfxResourceBinding{ 5, 0, L"r_reactive_mask" },
FfxResourceBinding{ 6, 0, L"r_transparency_and_composition_mask" },
FfxResourceBinding{ 13, 0, L"r_input_depth" }
};
pass.storage_bindings = {
FfxResourceBinding{ 7, 0, L"rw_output_autoreactive" },
FfxResourceBinding{ 8, 0, L"rw_output_autocomposition" },
FfxResourceBinding{ 9, 0, L"rw_output_prev_color_pre_alpha" },
FfxResourceBinding{ 10, 0, L"rw_output_prev_color_post_alpha" }
};
pass.uniform_bindings = {
FfxResourceBinding{ 11, 0, L"cbFSR2" },
FfxResourceBinding{ 12, 0, L"cbGenerateReactive" }
};
}
RD::SamplerState state;
state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
state.min_filter = RD::SAMPLER_FILTER_NEAREST;
state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
state.min_lod = -1000.0f;
state.max_lod = 1000.0f;
state.anisotropy_max = 1.0;
device.point_clamp_sampler = RD::get_singleton()->sampler_create(state);
ERR_FAIL_COND(device.point_clamp_sampler.is_null());
state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
state.min_filter = RD::SAMPLER_FILTER_LINEAR;
device.linear_clamp_sampler = RD::get_singleton()->sampler_create(state);
ERR_FAIL_COND(device.linear_clamp_sampler.is_null());
}
FSR2Effect::~FSR2Effect() {
RD::get_singleton()->free(device.point_clamp_sampler);
RD::get_singleton()->free(device.linear_clamp_sampler);
for (uint32_t i = 0; i < FFX_FSR2_PASS_COUNT; i++) {
device.passes[i].shader->version_free(device.passes[i].shader_version);
}
}
FSR2Context *FSR2Effect::create_context(Size2i p_internal_size, Size2i p_target_size) {
FSR2Context *context = memnew(RendererRD::FSR2Context);
context->fsr_desc.flags = FFX_FSR2_ENABLE_HIGH_DYNAMIC_RANGE | FFX_FSR2_ENABLE_DEPTH_INVERTED;
context->fsr_desc.maxRenderSize.width = p_internal_size.x;
context->fsr_desc.maxRenderSize.height = p_internal_size.y;
context->fsr_desc.displaySize.width = p_target_size.x;
context->fsr_desc.displaySize.height = p_target_size.y;
context->fsr_desc.device = &device;
FfxFsr2Interface &functions = context->fsr_desc.callbacks;
functions.fpCreateBackendContext = create_backend_context_rd;
functions.fpGetDeviceCapabilities = get_device_capabilities_rd;
functions.fpDestroyBackendContext = destroy_backend_context_rd;
functions.fpCreateResource = create_resource_rd;
functions.fpRegisterResource = register_resource_rd;
functions.fpUnregisterResources = unregister_resources_rd;
functions.fpGetResourceDescription = get_resource_description_rd;
functions.fpDestroyResource = destroy_resource_rd;
functions.fpCreatePipeline = create_pipeline_rd;
functions.fpDestroyPipeline = destroy_pipeline_rd;
functions.fpScheduleGpuJob = schedule_gpu_job_rd;
functions.fpExecuteGpuJobs = execute_gpu_jobs_rd;
functions.scratchBuffer = &context->scratch;
functions.scratchBufferSize = sizeof(context->scratch);
FfxErrorCode result = ffxFsr2ContextCreate(&context->fsr_context, &context->fsr_desc);
if (result == FFX_OK) {
return context;
} else {
memdelete(context);
return nullptr;
}
}
void FSR2Effect::upscale(const Parameters &p_params) {
// TODO: Transparency & Composition mask is not implemented.
FfxFsr2DispatchDescription dispatch_desc = {};
RID color = p_params.color;
RID depth = p_params.depth;
RID velocity = p_params.velocity;
RID reactive = p_params.reactive;
RID exposure = p_params.exposure;
RID output = p_params.output;
dispatch_desc.commandList = nullptr;
dispatch_desc.color = get_resource_rd(&color, L"color");
dispatch_desc.depth = get_resource_rd(&depth, L"depth");
dispatch_desc.motionVectors = get_resource_rd(&velocity, L"velocity");
dispatch_desc.reactive = get_resource_rd(&reactive, L"reactive");
dispatch_desc.exposure = get_resource_rd(&exposure, L"exposure");
dispatch_desc.transparencyAndComposition = {};
dispatch_desc.output = get_resource_rd(&output, L"output");
dispatch_desc.colorOpaqueOnly = {};
dispatch_desc.jitterOffset.x = p_params.jitter.x;
dispatch_desc.jitterOffset.y = p_params.jitter.y;
dispatch_desc.motionVectorScale.x = float(p_params.internal_size.width);
dispatch_desc.motionVectorScale.y = float(p_params.internal_size.height);
dispatch_desc.reset = p_params.reset_accumulation;
dispatch_desc.renderSize.width = p_params.internal_size.width;
dispatch_desc.renderSize.height = p_params.internal_size.height;
dispatch_desc.enableSharpening = (p_params.sharpness > 1e-6f);
dispatch_desc.sharpness = p_params.sharpness;
dispatch_desc.frameTimeDelta = p_params.delta_time;
dispatch_desc.preExposure = 1.0f;
dispatch_desc.cameraNear = p_params.z_near;
dispatch_desc.cameraFar = p_params.z_far;
dispatch_desc.cameraFovAngleVertical = p_params.fovy;
dispatch_desc.viewSpaceToMetersFactor = 1.0f;
dispatch_desc.enableAutoReactive = false;
dispatch_desc.autoTcThreshold = 1.0f;
dispatch_desc.autoTcScale = 1.0f;
dispatch_desc.autoReactiveScale = 1.0f;
dispatch_desc.autoReactiveMax = 1.0f;
RendererRD::MaterialStorage::store_camera(p_params.reprojection, dispatch_desc.reprojectionMatrix);
FfxErrorCode result = ffxFsr2ContextDispatch(&p_params.context->fsr_context, &dispatch_desc);
ERR_FAIL_COND(result != FFX_OK);
}
|