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- /**************************************************************************/
- /* fsr.h */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #ifndef FSR_RD_H
- #define FSR_RD_H
- #include "../pipeline_cache_rd.h"
- #include "../storage_rd/render_scene_buffers_rd.h"
- #include "servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl.gen.h"
- #include "servers/rendering/renderer_scene_render.h"
- #include "servers/rendering_server.h"
- namespace RendererRD {
- class FSR {
- public:
- FSR();
- ~FSR();
- void fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture);
- private:
- enum FSRUpscalePass {
- FSR_UPSCALE_PASS_EASU = 0,
- FSR_UPSCALE_PASS_RCAS = 1
- };
- struct FSRUpscalePushConstant {
- float resolution_width;
- float resolution_height;
- float upscaled_width;
- float upscaled_height;
- float sharpness;
- int pass;
- int _unused0, _unused1;
- };
- FsrUpscaleShaderRD fsr_shader;
- RID shader_version;
- RID pipeline;
- };
- } // namespace RendererRD
- #endif // FSR_RD_H
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