This commit is contained in:
Бранимир Караџић
2021-10-05 19:42:44 -07:00
parent fc513e163b
commit 58441ea499
3 changed files with 285 additions and 149 deletions

View File

@@ -1,10 +1,10 @@
/* /*
* Copyright 2021 Richard Schubert. All rights reserved. * Copyright 2021 Richard Schubert. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
* *
* AMD FidelityFX Super Resolution 1.0 (FSR) * AMD FidelityFX Super Resolution 1.0 (FSR)
* Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/ * Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/
*/ */
#include <common.h> #include <common.h>
#include <camera.h> #include <camera.h>
@@ -13,9 +13,6 @@
#include <bx/rng.h> #include <bx/rng.h>
#include <bx/os.h> #include <bx/os.h>
#include <cmath>
#include <algorithm>
#include "fsr.h" #include "fsr.h"
namespace namespace
@@ -28,18 +25,20 @@ namespace
enum Meshes enum Meshes
{ {
MeshCube = 0, MeshCube = 0,
MeshHollowCube MeshHollowCube,
}; };
static const char *s_meshPaths[] = static const char *s_meshPaths[] =
{ {
"meshes/cube.bin", "meshes/cube.bin",
"meshes/hollowcube.bin"}; "meshes/hollowcube.bin",
};
static const float s_meshScale[] = static const float s_meshScale[] =
{ {
0.45f, 0.45f,
0.30f}; 0.30f,
};
// Vertex decl for our screen space quad (used in deferred rendering) // Vertex decl for our screen space quad (used in deferred rendering)
struct PosTexCoord0Vertex struct PosTexCoord0Vertex
@@ -66,7 +65,7 @@ namespace
void screenSpaceTriangle(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f, float _offsetX = 0.0f, float _offsetY = 0.0f) void screenSpaceTriangle(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f, float _offsetX = 0.0f, float _offsetY = 0.0f)
{ {
if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout)) if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout) )
{ {
bgfx::TransientVertexBuffer vb; bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout); bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout);
@@ -214,11 +213,10 @@ namespace
{ {
void init(uint32_t _width, uint32_t _height, bgfx::TextureFormat::Enum _format, uint64_t _flags) void init(uint32_t _width, uint32_t _height, bgfx::TextureFormat::Enum _format, uint64_t _flags)
{ {
m_width = _width; m_width = _width;
m_height = _height; m_height = _height;
m_texture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, _format, _flags); m_texture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, _format, _flags);
const bool destroyTextures = true; m_buffer = bgfx::createFrameBuffer(1, &m_texture, true);
m_buffer = bgfx::createFrameBuffer(1, &m_texture, destroyTextures);
} }
void destroy() void destroy()
@@ -253,14 +251,14 @@ namespace
m_position.y = y; m_position.y = y;
} }
void drawToScreen(bgfx::ViewId &view, AppState const &state, const bgfx::Caps *caps) void drawToScreen(bgfx::ViewId &view, AppState const &state)
{ {
float invScreenScaleX = 1.0f / static_cast<float>(state.m_width); float invScreenScaleX = 1.0f / static_cast<float>(state.m_width);
float invScreenScaleY = 1.0f / static_cast<float>(state.m_height); float invScreenScaleY = 1.0f / static_cast<float>(state.m_height);
float scaleX = m_widgetWidth * invScreenScaleX; float scaleX = m_widgetWidth * invScreenScaleX;
float scaleY = m_widgetHeight * invScreenScaleY; float scaleY = m_widgetHeight * invScreenScaleY;
float offsetX = -std::min(std::max(m_position.x - m_widgetWidth * 0.5f, -3.0f), static_cast<float>(state.m_width - m_widgetWidth + 3)) * invScreenScaleX; float offsetX = -bx::min(bx::max(m_position.x - m_widgetWidth * 0.5f, -3.0f), static_cast<float>(state.m_width - m_widgetWidth + 3) ) * invScreenScaleX;
float offsetY = -std::min(std::max(m_position.y - m_widgetHeight * 0.5f, -3.0f), static_cast<float>(state.m_height - m_widgetHeight + 3)) * invScreenScaleY; float offsetY = -bx::min(bx::max(m_position.y - m_widgetHeight * 0.5f, -3.0f), static_cast<float>(state.m_height - m_widgetHeight + 3) ) * invScreenScaleY;
bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS | BGFX_STATE_BLEND_ALPHA); bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS | BGFX_STATE_BLEND_ALPHA);
bgfx::setTexture(0, state.s_color, m_widgetTexture); bgfx::setTexture(0, state.s_color, m_widgetTexture);
@@ -279,16 +277,16 @@ namespace
bgfx::setTransform(identity); bgfx::setTransform(identity);
} }
float const verticalPos = caps->originBottomLeft ? state.m_height - m_position.y : m_position.y; const float verticalPos = caps->originBottomLeft ? state.m_height - m_position.y : m_position.y;
float const invMagScaleX = 1.0f / static_cast<float>(m_content.m_width); const float invMagScaleX = 1.0f / static_cast<float>(m_content.m_width);
float const invMagScaleY = 1.0f / static_cast<float>(m_content.m_height); const float invMagScaleY = 1.0f / static_cast<float>(m_content.m_height);
float const scaleX = state.m_width * invMagScaleX; const float scaleX = state.m_width * invMagScaleX;
float const scaleY = state.m_height * invMagScaleY; const float scaleY = state.m_height * invMagScaleY;
float const offsetX = std::min(std::max(m_position.x - m_content.m_width * 0.5f, 0.0f), static_cast<float>(state.m_width - m_content.m_width)) * scaleX / state.m_width; const float offsetX = bx::min(bx::max(m_position.x - m_content.m_width * 0.5f, 0.0f), static_cast<float>(state.m_width - m_content.m_width) ) * scaleX / state.m_width;
float const offsetY = std::min(std::max(verticalPos - m_content.m_height * 0.5f, 0.0f), static_cast<float>(state.m_height - m_content.m_height)) * scaleY / state.m_height; const float offsetY = bx::min(bx::max(verticalPos - m_content.m_height * 0.5f, 0.0f), static_cast<float>(state.m_height - m_content.m_height) ) * scaleY / state.m_height;
bgfx::setViewName(view, "magnifier"); bgfx::setViewName(view, "magnifier");
bgfx::setViewRect(view, 0, 0, uint16_t(m_content.m_width), uint16_t(m_content.m_height)); bgfx::setViewRect(view, 0, 0, uint16_t(m_content.m_width), uint16_t(m_content.m_height) );
bgfx::setViewTransform(view, NULL, orthoProj); bgfx::setViewTransform(view, NULL, orthoProj);
bgfx::setViewFrameBuffer(view, m_content.m_buffer); bgfx::setViewFrameBuffer(view, m_content.m_buffer);
bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A); bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A);
@@ -307,16 +305,17 @@ namespace
private: private:
void createWidgetTexture(uint32_t _width, uint32_t _height) void createWidgetTexture(uint32_t _width, uint32_t _height)
{ {
const bgfx::Memory *mem = bgfx::alloc(_width * _height * sizeof(uint32_t)); const bgfx::Memory *mem = bgfx::alloc(_width * _height * sizeof(uint32_t) );
uint32_t *pixels = const_cast<uint32_t *>((uint32_t *const)(mem->data)); uint32_t *pixels = (uint32_t*)mem->data;
memset(pixels, 0, mem->size); bx::memSet(pixels, 0, mem->size);
uint32_t const white = 0xFFFFFFFF; const uint32_t white = 0xFFFFFFFF;
uint32_t const black = 0xFF000000; const uint32_t black = 0xFF000000;
const uint32_t y0 = 1;
const uint32_t y1 = _height - 3;
uint32_t const y0 = 1;
uint32_t const y1 = _height - 3;
for (uint32_t x = 0; x < _width - 4; x++) for (uint32_t x = 0; x < _width - 4; x++)
{ {
pixels[(y0 + 0) * _width + x + 1] = white; pixels[(y0 + 0) * _width + x + 1] = white;
@@ -324,8 +323,10 @@ namespace
pixels[(y1 + 0) * _width + x + 1] = white; pixels[(y1 + 0) * _width + x + 1] = white;
pixels[(y1 + 1) * _width + x + 2] = black; pixels[(y1 + 1) * _width + x + 2] = black;
} }
uint32_t const x0 = 1;
uint32_t const x1 = _width - 3; const uint32_t x0 = 1;
const uint32_t x1 = _width - 3;
for (uint32_t y = 0; y < _height - 3; y++) for (uint32_t y = 0; y < _height - 3; y++)
{ {
pixels[(y + 1) * _width + x0 + 0] = white; pixels[(y + 1) * _width + x0 + 0] = white;
@@ -333,11 +334,20 @@ namespace
pixels[(y + 1) * _width + x1 + 0] = white; pixels[(y + 1) * _width + x1 + 0] = white;
pixels[(y + 2) * _width + x1 + 1] = black; pixels[(y + 2) * _width + x1 + 1] = black;
} }
pixels[(y1 + 0) * _width + 2] = white; pixels[(y1 + 0) * _width + 2] = white;
m_widgetWidth = _width; m_widgetWidth = _width;
m_widgetHeight = _height; m_widgetHeight = _height;
m_widgetTexture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP, mem); m_widgetTexture = bgfx::createTexture2D(
uint16_t(_width)
, uint16_t(_height)
, false
, 1
, bgfx::TextureFormat::BGRA8
, BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
, mem
);
} }
}; };
@@ -353,18 +363,21 @@ namespace
{ {
Args args(_argc, _argv); Args args(_argc, _argv);
m_state.m_width = _width; m_state.m_width = _width;
m_state.m_height = _height; m_state.m_height = _height;
m_state.m_debug = BGFX_DEBUG_NONE; m_state.m_debug = BGFX_DEBUG_NONE;
m_state.m_reset = BGFX_RESET_MAXANISOTROPY; m_state.m_reset = 0
| BGFX_RESET_VSYNC
| BGFX_RESET_MAXANISOTROPY
;
bgfx::Init init; bgfx::Init init;
init.type = args.m_type; init.type = args.m_type;
init.vendorId = args.m_pciId; init.vendorId = args.m_pciId;
init.resolution.width = m_state.m_width; init.resolution.width = m_state.m_width;
init.resolution.height = m_state.m_height; init.resolution.height = m_state.m_height;
init.resolution.reset = m_state.m_reset; init.resolution.reset = m_state.m_reset;
bgfx::init(init); bgfx::init(init);
// Enable debug text. // Enable debug text.
@@ -375,12 +388,12 @@ namespace
// Create texture sampler uniforms (used when we bind textures) // Create texture sampler uniforms (used when we bind textures)
m_state.s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler); m_state.s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
m_state.s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler); m_state.s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler);
m_state.s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler); m_state.s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler);
// Create program from shaders. // Create program from shaders.
m_state.m_forwardProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward"); m_state.m_forwardProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward");
m_state.m_gridProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward_grid"); m_state.m_gridProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward_grid");
m_state.m_copyLinearToGammaProgram = loadProgram("vs_fsr_screenquad", "fs_fsr_copy_linear_to_gamma"); m_state.m_copyLinearToGammaProgram = loadProgram("vs_fsr_screenquad", "fs_fsr_copy_linear_to_gamma");
// Load some meshes // Load some meshes
@@ -457,18 +470,22 @@ namespace
bool update() override bool update() override
{ {
if (!entry::processEvents(m_state.m_width, m_state.m_height, m_state.m_debug, m_state.m_reset, &m_state.m_mouseState)) if (!entry::processEvents(m_state.m_width, m_state.m_height, m_state.m_debug, m_state.m_reset, &m_state.m_mouseState) )
{ {
// skip processing when minimized, otherwise crashing // skip processing when minimized, otherwise crashing
if (0 == m_state.m_width || 0 == m_state.m_height) if (0 == m_state.m_width
|| 0 == m_state.m_height)
{ {
return true; return true;
} }
if (m_state.m_mouseState.m_buttons[entry::MouseButton::Left] && !ImGui::MouseOverArea()) if (m_state.m_mouseState.m_buttons[entry::MouseButton::Left]
&& !ImGui::MouseOverArea() )
{ {
m_magnifierWidget.setPosition(static_cast<float>(m_state.m_mouseState.m_mx), m_magnifierWidget.setPosition(
static_cast<float>(m_state.m_mouseState.m_my)); float(m_state.m_mouseState.m_mx)
, float(m_state.m_mouseState.m_my)
);
} }
// Update frame timer // Update frame timer
@@ -476,9 +493,9 @@ namespace
static int64_t last = now; static int64_t last = now;
const int64_t frameTime = now - last; const int64_t frameTime = now - last;
last = now; last = now;
const double freq = double(bx::getHPFrequency()); const double freq = double(bx::getHPFrequency() );
const float deltaTime = float(frameTime / freq); const float deltaTime = float(frameTime / freq);
const bgfx::Caps *caps = bgfx::getCaps(); const bgfx::Caps* caps = bgfx::getCaps();
if (m_state.m_size[0] != (int32_t)m_state.m_width || m_state.m_size[1] != (int32_t)m_state.m_height) if (m_state.m_size[0] != (int32_t)m_state.m_width || m_state.m_size[1] != (int32_t)m_state.m_height)
{ {
@@ -497,13 +514,20 @@ namespace
} }
// Update camera // Update camera
cameraUpdate(deltaTime * 0.15f, m_state.m_mouseState, ImGui::MouseOverArea()); cameraUpdate(deltaTime * 0.15f, m_state.m_mouseState, ImGui::MouseOverArea() );
cameraGetViewMtx(m_state.m_view); cameraGetViewMtx(m_state.m_view);
updateUniforms(); updateUniforms();
bx::mtxProj(m_state.m_proj, m_state.m_fovY, float(m_state.m_size[0]) / float(m_state.m_size[1]), 0.01f, 100.0f, caps->homogeneousDepth); bx::mtxProj(
m_state.m_proj
, m_state.m_fovY
, float(m_state.m_size[0]) / float(m_state.m_size[1])
, 0.01f
, 100.0f
, caps->homogeneousDepth
);
bgfx::ViewId view = 0; bgfx::ViewId view = 0;
@@ -512,15 +536,24 @@ namespace
bgfx::setViewName(view, "forward scene"); bgfx::setViewName(view, "forward scene");
bgfx::setViewClear(view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x7fb8ffff, 1.0f, 0); bgfx::setViewClear(view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x7fb8ffff, 1.0f, 0);
float const viewScale = m_state.m_renderNativeResolution ? 1.0f : 1.0f / m_state.m_fsr.m_config.m_superSamplingFactor; const float viewScale = m_state.m_renderNativeResolution
uint16_t const viewRectWidth = uint16_t(ceilf(m_state.m_size[0] * viewScale)); ? 1.0f
uint16_t const viewRectHeight = uint16_t(ceilf(m_state.m_size[1] * viewScale)); : 1.0f / m_state.m_fsr.m_config.m_superSamplingFactor
uint16_t const viewRectY = caps->originBottomLeft ? m_state.m_size[1] - viewRectHeight : 0; ;
const uint16_t viewRectWidth = uint16_t(bx::ceil(m_state.m_size[0] * viewScale) );
const uint16_t viewRectHeight = uint16_t(bx::ceil(m_state.m_size[1] * viewScale) );
const uint16_t viewRectY = caps->originBottomLeft ? m_state.m_size[1] - viewRectHeight : 0;
bgfx::setViewRect(view, 0, viewRectY, viewRectWidth, viewRectHeight); bgfx::setViewRect(view, 0, viewRectY, viewRectWidth, viewRectHeight);
bgfx::setViewTransform(view, m_state.m_view, m_state.m_proj); bgfx::setViewTransform(view, m_state.m_view, m_state.m_proj);
bgfx::setViewFrameBuffer(view, m_state.m_frameBuffer); bgfx::setViewFrameBuffer(view, m_state.m_frameBuffer);
bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS); bgfx::setState(0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_WRITE_Z
| BGFX_STATE_DEPTH_TEST_LESS
);
drawAllModels(view, m_state.m_forwardProgram, m_state.m_modelUniforms); drawAllModels(view, m_state.m_forwardProgram, m_state.m_modelUniforms);
@@ -536,6 +569,7 @@ namespace
// render result to screen // render result to screen
{ {
bgfx::TextureHandle srcTexture = m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR]; bgfx::TextureHandle srcTexture = m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR];
if (!m_state.m_renderNativeResolution) if (!m_state.m_renderNativeResolution)
{ {
srcTexture = m_state.m_fsr.getResultTexture(); srcTexture = m_state.m_fsr.getResultTexture();
@@ -545,17 +579,11 @@ namespace
float orthoProj[16]; float orthoProj[16];
bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth); bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
{
// clear out transform stack
float identity[16];
bx::mtxIdentity(identity);
bgfx::setTransform(identity);
}
bgfx::setViewName(view, "display"); bgfx::setViewName(view, "display");
bgfx::setViewClear(view, BGFX_CLEAR_NONE, 0, 1.0f, 0); bgfx::setViewClear(view, BGFX_CLEAR_NONE, 0, 1.0f, 0);
bgfx::setViewRect(view, 0, 0, uint16_t(m_state.m_width), uint16_t(m_state.m_height)); bgfx::setViewRect(view, 0, 0, uint16_t(m_state.m_width), uint16_t(m_state.m_height) );
bgfx::setViewTransform(view, NULL, orthoProj); bgfx::setViewTransform(view, NULL, orthoProj);
bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE); bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A); bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A);
@@ -564,12 +592,12 @@ namespace
bgfx::submit(view, m_state.m_copyLinearToGammaProgram); bgfx::submit(view, m_state.m_copyLinearToGammaProgram);
} }
m_magnifierWidget.drawToScreen(view, m_state, caps); m_magnifierWidget.drawToScreen(view, m_state);
++view; ++view;
// Draw UI // Draw UI
imguiBeginFrame(m_state.m_mouseState.m_mx, m_state.m_mouseState.m_my, (m_state.m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0), m_state.m_mouseState.m_mz, uint16_t(m_state.m_width), uint16_t(m_state.m_height)); imguiBeginFrame(m_state.m_mouseState.m_mx, m_state.m_mouseState.m_my, (m_state.m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0), m_state.m_mouseState.m_mz, uint16_t(m_state.m_width), uint16_t(m_state.m_height) );
showExampleDialog(this); showExampleDialog(this);
@@ -578,29 +606,30 @@ namespace
ImGui::Begin("Settings", NULL, 0); ImGui::Begin("Settings", NULL, 0);
ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f); ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
ImVec2 const itemSize = ImGui::GetItemRectSize(); const ImVec2 itemSize = ImGui::GetItemRectSize();
{ {
ImGui::Checkbox("Animate scene", &m_state.m_animateScene); ImGui::Checkbox("Animate scene", &m_state.m_animateScene);
if (ImGui::Combo("Antialiasing", &m_state.m_antiAliasingSetting, "none\0" if (ImGui::Combo("Antialiasing", &m_state.m_antiAliasingSetting, "none\0""4x\0""16x\0""\0") )
"4x\0"
"16x\0"
"\0"))
{ {
resize(); resize();
} }
ImGui::Checkbox("Render native resolution", &m_state.m_renderNativeResolution); ImGui::Checkbox("Render native resolution", &m_state.m_renderNativeResolution);
if (ImGui::IsItemHovered())
ImGui::SetTooltip("Disable super sampling and FSR.");
ImGui::Image(m_magnifierWidget.m_content.m_texture, ImVec2(itemSize.x * 0.94f, itemSize.x * 0.94f)); if (ImGui::IsItemHovered() )
{
ImGui::SetTooltip("Disable super sampling and FSR.");
}
ImGui::Image(m_magnifierWidget.m_content.m_texture, ImVec2(itemSize.x * 0.94f, itemSize.x * 0.94f) );
if (!m_state.m_renderNativeResolution) if (!m_state.m_renderNativeResolution)
{ {
ImGui::SliderFloat("Super sampling", &m_state.m_fsr.m_config.m_superSamplingFactor, 1.0f, 2.0f); ImGui::SliderFloat("Super sampling", &m_state.m_fsr.m_config.m_superSamplingFactor, 1.0f, 2.0f);
if (ImGui::IsItemHovered())
if (ImGui::IsItemHovered() )
{ {
ImGui::BeginTooltip(); ImGui::BeginTooltip();
ImGui::Text("2.0 means the scene is rendered at half window resolution."); ImGui::Text("2.0 means the scene is rendered at half window resolution.");
@@ -610,10 +639,11 @@ namespace
ImGui::Separator(); ImGui::Separator();
if (m_state.m_fsr.supports16BitPrecision()) if (m_state.m_fsr.supports16BitPrecision() )
{ {
ImGui::Checkbox("Use 16 Bit", &m_state.m_fsr.m_config.m_fsr16Bit); ImGui::Checkbox("Use 16 Bit", &m_state.m_fsr.m_config.m_fsr16Bit);
if (ImGui::IsItemHovered())
if (ImGui::IsItemHovered() )
{ {
ImGui::BeginTooltip(); ImGui::BeginTooltip();
ImGui::Text("For better performance and less memory consumption use 16 Bit precision."); ImGui::Text("For better performance and less memory consumption use 16 Bit precision.");
@@ -624,20 +654,29 @@ namespace
} }
ImGui::Checkbox("Apply FSR", &m_state.m_fsr.m_config.m_applyFsr); ImGui::Checkbox("Apply FSR", &m_state.m_fsr.m_config.m_applyFsr);
if (ImGui::IsItemHovered())
if (ImGui::IsItemHovered() )
{
ImGui::SetTooltip("Compare between FSR and bilinear interpolation of source image."); ImGui::SetTooltip("Compare between FSR and bilinear interpolation of source image.");
}
if (m_state.m_fsr.m_config.m_applyFsr) if (m_state.m_fsr.m_config.m_applyFsr)
{ {
ImGui::Checkbox("Apply FSR sharpening", &m_state.m_fsr.m_config.m_applyFsrRcas); ImGui::Checkbox("Apply FSR sharpening", &m_state.m_fsr.m_config.m_applyFsrRcas);
if (ImGui::IsItemHovered())
if (ImGui::IsItemHovered() )
{
ImGui::SetTooltip("Apply the FSR RCAS sharpening pass."); ImGui::SetTooltip("Apply the FSR RCAS sharpening pass.");
}
if (m_state.m_fsr.m_config.m_applyFsrRcas) if (m_state.m_fsr.m_config.m_applyFsrRcas)
{ {
ImGui::SliderFloat("Sharpening attenuation", &m_state.m_fsr.m_config.m_rcasAttenuation, 0.01f, 2.0f); ImGui::SliderFloat("Sharpening attenuation", &m_state.m_fsr.m_config.m_rcasAttenuation, 0.01f, 2.0f);
if (ImGui::IsItemHovered())
if (ImGui::IsItemHovered() )
{
ImGui::SetTooltip("Lower value means sharper."); ImGui::SetTooltip("Lower value means sharper.");
}
} }
} }
} }
@@ -662,9 +701,9 @@ namespace
const int32_t width = 6; const int32_t width = 6;
const int32_t length = 20; const int32_t length = 20;
float c0[] = {235.0f / 255.0f, 126.0f / 255.0f, 30.0f / 255.0f}; // orange float c0[] = { 235.0f / 255.0f, 126.0f / 255.0f, 30.0f / 255.0f}; // orange
float c1[] = {235.0f / 255.0f, 146.0f / 255.0f, 251.0f / 255.0f}; // purple float c1[] = { 235.0f / 255.0f, 146.0f / 255.0f, 251.0f / 255.0f}; // purple
float c2[] = {199.0f / 255.0f, 0.0f / 255.0f, 57.0f / 255.0f}; // pink float c2[] = { 199.0f / 255.0f, 0.0f / 255.0f, 57.0f / 255.0f}; // pink
for (int32_t zz = 0; zz < length; ++zz) for (int32_t zz = 0; zz < length; ++zz)
{ {
@@ -735,15 +774,48 @@ namespace
m_state.m_size[0] = m_state.m_width; m_state.m_size[0] = m_state.m_width;
m_state.m_size[1] = m_state.m_height; m_state.m_size[1] = m_state.m_height;
uint64_t constexpr msaaFlags[] = {BGFX_TEXTURE_NONE, BGFX_TEXTURE_RT_MSAA_X4, BGFX_TEXTURE_RT_MSAA_X16}; constexpr uint64_t msaaFlags[] =
{
BGFX_TEXTURE_NONE,
BGFX_TEXTURE_RT_MSAA_X4,
BGFX_TEXTURE_RT_MSAA_X16,
};
const uint64_t msaa = msaaFlags[m_state.m_antiAliasingSetting]; const uint64_t msaa = msaaFlags[m_state.m_antiAliasingSetting];
const uint64_t colorFlags = 0 | BGFX_TEXTURE_RT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP | msaa; const uint64_t colorFlags = 0
const uint64_t depthFlags = 0 | BGFX_TEXTURE_RT_WRITE_ONLY | msaa; | BGFX_TEXTURE_RT
| BGFX_SAMPLER_U_CLAMP
| BGFX_SAMPLER_V_CLAMP
| msaa
;
const uint64_t depthFlags = 0
| BGFX_TEXTURE_RT_WRITE_ONLY
| msaa
;
m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR] = bgfx::createTexture2D(uint16_t(m_state.m_size[0]), uint16_t(m_state.m_size[1]), false, 1, bgfx::TextureFormat::RGBA16F, colorFlags); m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR] = bgfx::createTexture2D(
m_state.m_frameBufferTex[FRAMEBUFFER_RT_DEPTH] = bgfx::createTexture2D(uint16_t(m_state.m_size[0]), uint16_t(m_state.m_size[1]), false, 1, bgfx::TextureFormat::D24S8, depthFlags); uint16_t(m_state.m_size[0])
m_state.m_frameBuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_state.m_frameBufferTex), m_state.m_frameBufferTex, true); , uint16_t(m_state.m_size[1])
, false
, 1
, bgfx::TextureFormat::RGBA16F
, colorFlags
);
m_state.m_frameBufferTex[FRAMEBUFFER_RT_DEPTH] = bgfx::createTexture2D(
uint16_t(m_state.m_size[0])
, uint16_t(m_state.m_size[1])
, false
, 1
, bgfx::TextureFormat::D32F
, depthFlags
);
m_state.m_frameBuffer = bgfx::createFrameBuffer(
BX_COUNTOF(m_state.m_frameBufferTex)
, m_state.m_frameBufferTex
, true
);
} }
// all buffers set to destroy their textures // all buffers set to destroy their textures
@@ -765,4 +837,10 @@ namespace
} // namespace } // namespace
ENTRY_IMPLEMENT_MAIN(ExampleFsr, "46-fsr", "AMD FidelityFX Super Resolution (FSR)\n\nFor an optimal FSR result high quality antialiasing for the low resolution source image and negative texture LOD bias is recommended."); ENTRY_IMPLEMENT_MAIN(
ExampleFsr
, "46-fsr"
, "AMD FidelityFX Super Resolution (FSR)\n"
"\n"
"For an optimal FSR result high quality antialiasing for the low resolution source image and negative texture LOD bias is recommended."
);

View File

@@ -1,7 +1,7 @@
/* /*
* Copyright 2021 Richard Schubert. All rights reserved. * Copyright 2021 Richard Schubert. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
* *
* AMD FidelityFX Super Resolution 1.0 (FSR) * AMD FidelityFX Super Resolution 1.0 (FSR)
* Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/ * Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/
*/ */
@@ -9,7 +9,6 @@
#include "fsr.h" #include "fsr.h"
#include <bgfx_utils.h> #include <bgfx_utils.h>
#include <assert.h>
struct FsrResources struct FsrResources
{ {
@@ -104,21 +103,22 @@ void Fsr::init(uint32_t _width, uint32_t _height)
// Create program from shaders. // Create program from shaders.
m_resources->m_bilinear32Program = bgfx::createProgram(loadShader("cs_fsr_bilinear_32"), true); m_resources->m_bilinear32Program = bgfx::createProgram(loadShader("cs_fsr_bilinear_32"), true);
m_resources->m_easu32Program = bgfx::createProgram(loadShader("cs_fsr_easu_32"), true); m_resources->m_easu32Program = bgfx::createProgram(loadShader("cs_fsr_easu_32"), true);
m_resources->m_rcas32Program = bgfx::createProgram(loadShader("cs_fsr_rcas_32"), true); m_resources->m_rcas32Program = bgfx::createProgram(loadShader("cs_fsr_rcas_32"), true);
m_support16BitPrecision = (bgfx::getRendererType() != bgfx::RendererType::OpenGL); m_support16BitPrecision = (bgfx::getRendererType() != bgfx::RendererType::OpenGL);
if (m_support16BitPrecision) if (m_support16BitPrecision)
{ {
m_resources->m_bilinear16Program = bgfx::createProgram(loadShader("cs_fsr_bilinear_16"), true); m_resources->m_bilinear16Program = bgfx::createProgram(loadShader("cs_fsr_bilinear_16"), true);
m_resources->m_easu16Program = bgfx::createProgram(loadShader("cs_fsr_easu_16"), true); m_resources->m_easu16Program = bgfx::createProgram(loadShader("cs_fsr_easu_16"), true);
m_resources->m_rcas16Program = bgfx::createProgram(loadShader("cs_fsr_rcas_16"), true); m_resources->m_rcas16Program = bgfx::createProgram(loadShader("cs_fsr_rcas_16"), true);
} }
} }
void Fsr::destroy() void Fsr::destroy()
{ {
if(m_support16BitPrecision) if (m_support16BitPrecision)
{ {
bgfx::destroy(m_resources->m_bilinear16Program); bgfx::destroy(m_resources->m_bilinear16Program);
bgfx::destroy(m_resources->m_easu16Program); bgfx::destroy(m_resources->m_easu16Program);
@@ -133,59 +133,104 @@ void Fsr::destroy()
bgfx::destroy(m_resources->s_inputTexture); bgfx::destroy(m_resources->s_inputTexture);
if (m_support16BitPrecision) if (bgfx::isValid(m_resources->m_easuTexture16F) )
{ {
bgfx::destroy(m_resources->m_easuTexture16F); bgfx::destroy(m_resources->m_easuTexture16F);
bgfx::destroy(m_resources->m_rcasTexture16F); bgfx::destroy(m_resources->m_rcasTexture16F);
} }
bgfx::destroy(m_resources->m_easuTexture32F); if (bgfx::isValid(m_resources->m_easuTexture32F) )
bgfx::destroy(m_resources->m_rcasTexture32F); {
bgfx::destroy(m_resources->m_easuTexture32F);
bgfx::destroy(m_resources->m_rcasTexture32F);
}
} }
void Fsr::resize(uint32_t _width, uint32_t _height) void Fsr::resize(uint32_t _width, uint32_t _height)
{ {
m_resources->m_width = _width; m_resources->m_width = _width;
m_resources->m_height = _height; m_resources->m_height = _height;
if(m_resources->m_easuTexture16F.idx != bgfx::kInvalidHandle) if (bgfx::isValid(m_resources->m_easuTexture16F) )
{
bgfx::destroy(m_resources->m_easuTexture16F);
bgfx::destroy(m_resources->m_rcasTexture16F);
}
if (bgfx::isValid(m_resources->m_easuTexture32F) )
{ {
if (m_support16BitPrecision)
{
bgfx::destroy(m_resources->m_easuTexture16F);
bgfx::destroy(m_resources->m_rcasTexture16F);
}
bgfx::destroy(m_resources->m_easuTexture32F); bgfx::destroy(m_resources->m_easuTexture32F);
bgfx::destroy(m_resources->m_rcasTexture32F); bgfx::destroy(m_resources->m_rcasTexture32F);
} }
if (m_support16BitPrecision) if (m_support16BitPrecision)
{ {
m_resources->m_easuTexture16F = bgfx::createTexture2D(uint16_t(m_resources->m_width), uint16_t(m_resources->m_height), false, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP); m_resources->m_easuTexture16F = bgfx::createTexture2D(
m_resources->m_rcasTexture16F = bgfx::createTexture2D(uint16_t(m_resources->m_width), uint16_t(m_resources->m_height), false, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP); uint16_t(m_resources->m_width)
, uint16_t(m_resources->m_height)
, false
, 1
, bgfx::TextureFormat::RGBA16F
, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
);
m_resources->m_rcasTexture16F = bgfx::createTexture2D(
uint16_t(m_resources->m_width)
, uint16_t(m_resources->m_height)
, false
, 1
, bgfx::TextureFormat::RGBA16F
, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
);
} }
m_resources->m_easuTexture32F = bgfx::createTexture2D(uint16_t(m_resources->m_width), uint16_t(m_resources->m_height), false, 1, bgfx::TextureFormat::RGBA32F, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
m_resources->m_rcasTexture32F = bgfx::createTexture2D(uint16_t(m_resources->m_width), uint16_t(m_resources->m_height), false, 1, bgfx::TextureFormat::RGBA32F, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP); m_resources->m_easuTexture32F = bgfx::createTexture2D(
uint16_t(m_resources->m_width)
, uint16_t(m_resources->m_height)
, false
, 1
, bgfx::TextureFormat::RGBA32F
, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
);
m_resources->m_rcasTexture32F = bgfx::createTexture2D(
uint16_t(m_resources->m_width)
, uint16_t(m_resources->m_height)
, false
, 1
, bgfx::TextureFormat::RGBA32F
, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
);
} }
bgfx::ViewId Fsr::computeFsr(bgfx::ViewId _pass, bgfx::TextureHandle _colorTexture) bgfx::ViewId Fsr::computeFsr(bgfx::ViewId _pass, bgfx::TextureHandle _colorTexture)
{ {
assert(!m_config.m_fsr16Bit || m_support16BitPrecision);
updateUniforms(); updateUniforms();
bgfx::ViewId view = _pass; bgfx::ViewId view = _pass;
// This value is the image region dimension that each thread group of the FSR shader operates on // This value is the image region dimension that each thread group of the FSR shader operates on
static constexpr int threadGroupWorkRegionDim = 16; constexpr int threadGroupWorkRegionDim = 16;
int const dispatchX = (m_resources->m_width + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
int const dispatchY = (m_resources->m_height + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim; const int32_t dispatchX = (m_resources->m_width + (threadGroupWorkRegionDim - 1) ) / threadGroupWorkRegionDim;
bgfx::TextureFormat::Enum const format = m_config.m_fsr16Bit ? bgfx::TextureFormat::RGBA16F : bgfx::TextureFormat::RGBA32F; const int32_t dispatchY = (m_resources->m_height + (threadGroupWorkRegionDim - 1) ) / threadGroupWorkRegionDim;
bgfx::TextureHandle fsrEasuTexture = m_config.m_fsr16Bit ? m_resources->m_easuTexture16F : m_resources->m_easuTexture32F;
bgfx::TextureFormat::Enum const format = m_config.m_fsr16Bit
? bgfx::TextureFormat::RGBA16F
: bgfx::TextureFormat::RGBA32F
;
bgfx::TextureHandle fsrEasuTexture = m_config.m_fsr16Bit
? m_resources->m_easuTexture16F
: m_resources->m_easuTexture32F
;
// EASU pass (upscale) // EASU pass (upscale)
{ {
bgfx::ProgramHandle program = m_config.m_fsr16Bit ? m_resources->m_easu16Program : m_resources->m_easu32Program; bgfx::ProgramHandle program = m_config.m_fsr16Bit
? m_resources->m_easu16Program
: m_resources->m_easu32Program
;
if (!m_config.m_applyFsr) if (!m_config.m_applyFsr)
{ {
@@ -203,12 +248,21 @@ bgfx::ViewId Fsr::computeFsr(bgfx::ViewId _pass, bgfx::TextureHandle _colorTextu
// RCAS pass (sharpening) // RCAS pass (sharpening)
if (m_config.m_applyFsrRcas) if (m_config.m_applyFsrRcas)
{ {
bgfx::ProgramHandle program = m_config.m_fsr16Bit ? m_resources->m_rcas16Program : m_resources->m_rcas32Program; bgfx::ProgramHandle program = m_config.m_fsr16Bit
? m_resources->m_rcas16Program
: m_resources->m_rcas32Program
;
bgfx::setViewName(view, "fsr rcas"); bgfx::setViewName(view, "fsr rcas");
m_resources->m_uniforms.submit(); m_resources->m_uniforms.submit();
bgfx::setTexture(0, m_resources->s_inputTexture, fsrEasuTexture); bgfx::setTexture(0, m_resources->s_inputTexture, fsrEasuTexture);
bgfx::setImage(1, m_config.m_fsr16Bit ? m_resources->m_rcasTexture16F : m_resources->m_rcasTexture32F, 0, bgfx::Access::Write, format); bgfx::setImage(
1
, m_config.m_fsr16Bit? m_resources->m_rcasTexture16F: m_resources->m_rcasTexture32F
, 0
, bgfx::Access::Write
, format
);
bgfx::dispatch(view, program, dispatchX, dispatchY, 1); bgfx::dispatch(view, program, dispatchX, dispatchY, 1);
++view; ++view;
} }
@@ -220,12 +274,16 @@ bgfx::TextureHandle Fsr::getResultTexture() const
{ {
if (m_config.m_applyFsr && m_config.m_applyFsrRcas) if (m_config.m_applyFsr && m_config.m_applyFsrRcas)
{ {
return m_config.m_fsr16Bit ? m_resources->m_rcasTexture16F : m_resources->m_rcasTexture32F; return m_config.m_fsr16Bit
} ? m_resources->m_rcasTexture16F
else : m_resources->m_rcasTexture32F
{ ;
return m_config.m_fsr16Bit ? m_resources->m_easuTexture16F : m_resources->m_easuTexture32F;
} }
return m_config.m_fsr16Bit
? m_resources->m_easuTexture16F
: m_resources->m_easuTexture32F
;
} }
bool Fsr::supports16BitPrecision() const bool Fsr::supports16BitPrecision() const
@@ -235,8 +293,8 @@ bool Fsr::supports16BitPrecision() const
void Fsr::updateUniforms() void Fsr::updateUniforms()
{ {
float const srcWidth = static_cast<float>(m_resources->m_width) / m_config.m_superSamplingFactor; const float srcWidth = static_cast<float>(m_resources->m_width) / m_config.m_superSamplingFactor;
float const srcHeight = static_cast<float>(m_resources->m_height) / m_config.m_superSamplingFactor; const float srcHeight = static_cast<float>(m_resources->m_height) / m_config.m_superSamplingFactor;
m_resources->m_uniforms.ViewportSizeRcasAttenuation.x = srcWidth; m_resources->m_uniforms.ViewportSizeRcasAttenuation.x = srcWidth;
m_resources->m_uniforms.ViewportSizeRcasAttenuation.y = srcHeight; m_resources->m_uniforms.ViewportSizeRcasAttenuation.y = srcHeight;

View File

@@ -1,10 +1,10 @@
/* /*
* Copyright 2021 Richard Schubert. All rights reserved. * Copyright 2021 Richard Schubert. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
* *
* AMD FidelityFX Super Resolution 1.0 (FSR) * AMD FidelityFX Super Resolution 1.0 (FSR)
* Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/ * Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/
*/ */
#ifndef __FSR_H__ #ifndef __FSR_H__
#define __FSR_H__ #define __FSR_H__
@@ -17,11 +17,11 @@ public:
struct Config struct Config
{ {
bool m_applyFsr{ true }; float m_superSamplingFactor = 2.0f;
bool m_applyFsrRcas{ true }; float m_rcasAttenuation = 0.2f;
float m_superSamplingFactor{ 2.0f }; bool m_applyFsr = true;
float m_rcasAttenuation{ 0.2f }; bool m_applyFsrRcas = true;
bool m_fsr16Bit{ false }; bool m_fsr16Bit = false;
}; };
Config m_config; Config m_config;