Adding Variable Rate Shading support to Godot

Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
This commit is contained in:
Bastiaan Olij 2022-02-11 22:33:54 +11:00
parent e3a8ab68ce
commit d139131aab
44 changed files with 1574 additions and 466 deletions

View file

@ -3080,6 +3080,41 @@ Viewport::DefaultCanvasItemTextureRepeat Viewport::get_default_canvas_item_textu
return default_canvas_item_texture_repeat;
}
void Viewport::set_vrs_mode(Viewport::VRSMode p_vrs_mode) {
// Note, set this even if not supported on this hardware, it will only be used if it is but we want to save the value as set by the user.
vrs_mode = p_vrs_mode;
switch (p_vrs_mode) {
case VRS_TEXTURE: {
RS::get_singleton()->viewport_set_vrs_mode(viewport, RS::VIEWPORT_VRS_TEXTURE);
} break;
case VRS_XR: {
RS::get_singleton()->viewport_set_vrs_mode(viewport, RS::VIEWPORT_VRS_XR);
} break;
default: {
RS::get_singleton()->viewport_set_vrs_mode(viewport, RS::VIEWPORT_VRS_DISABLED);
} break;
}
notify_property_list_changed();
}
Viewport::VRSMode Viewport::get_vrs_mode() const {
return vrs_mode;
}
void Viewport::set_vrs_texture(Ref<Texture2D> p_texture) {
vrs_texture = p_texture;
// TODO need to add something here in case the RID changes
RID tex = p_texture.is_valid() ? p_texture->get_rid() : RID();
RS::get_singleton()->viewport_set_vrs_texture(viewport, tex);
}
Ref<Texture2D> Viewport::get_vrs_texture() const {
return vrs_texture;
}
DisplayServer::WindowID Viewport::get_window_id() const {
return DisplayServer::MAIN_WINDOW_ID;
}
@ -3741,6 +3776,12 @@ void Viewport::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_fsr_mipmap_bias", "fsr_mipmap_bias"), &Viewport::set_fsr_mipmap_bias);
ClassDB::bind_method(D_METHOD("get_fsr_mipmap_bias"), &Viewport::get_fsr_mipmap_bias);
ClassDB::bind_method(D_METHOD("set_vrs_mode", "mode"), &Viewport::set_vrs_mode);
ClassDB::bind_method(D_METHOD("get_vrs_mode"), &Viewport::get_vrs_mode);
ClassDB::bind_method(D_METHOD("set_vrs_texture", "texture"), &Viewport::set_vrs_texture);
ClassDB::bind_method(D_METHOD("get_vrs_texture"), &Viewport::get_vrs_texture);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disable_3d"), "set_disable_3d", "is_3d_disabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_xr"), "set_use_xr", "is_using_xr");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "own_world_3d"), "set_use_own_world_3d", "is_using_own_world_3d");
@ -3766,6 +3807,9 @@ void Viewport::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fsr_mipmap_bias", PROPERTY_HINT_RANGE, "-2,2,0.1"), "set_fsr_mipmap_bias", "get_fsr_mipmap_bias");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fsr_sharpness", PROPERTY_HINT_RANGE, "0,2,0.1"), "set_fsr_sharpness", "get_fsr_sharpness");
#endif
ADD_GROUP("Variable Rate Shading", "vrs_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "vrs_mode", PROPERTY_HINT_ENUM, "Disabled,Texture,Depth buffer,XR"), "set_vrs_mode", "get_vrs_mode");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "vrs_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_vrs_texture", "get_vrs_texture");
ADD_GROUP("Canvas Items", "canvas_item_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "canvas_item_default_texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Linear Mipmap,Nearest Mipmap"), "set_default_canvas_item_texture_filter", "get_default_canvas_item_texture_filter");
ADD_PROPERTY(PropertyInfo(Variant::INT, "canvas_item_default_texture_repeat", PROPERTY_HINT_ENUM, "Disabled,Enabled,Mirror"), "set_default_canvas_item_texture_repeat", "get_default_canvas_item_texture_repeat");
@ -3876,6 +3920,17 @@ void Viewport::_bind_methods() {
BIND_ENUM_CONSTANT(SDF_SCALE_50_PERCENT);
BIND_ENUM_CONSTANT(SDF_SCALE_25_PERCENT);
BIND_ENUM_CONSTANT(SDF_SCALE_MAX);
BIND_ENUM_CONSTANT(VRS_DISABLED);
BIND_ENUM_CONSTANT(VRS_TEXTURE);
BIND_ENUM_CONSTANT(VRS_XR);
BIND_ENUM_CONSTANT(VRS_MAX);
}
void Viewport::_validate_property(PropertyInfo &property) const {
if (vrs_mode != VRS_TEXTURE && (property.name == "vrs_texture")) {
property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
Viewport::Viewport() {