Add screen space AA option, with FXAA implementation.
This commit is contained in:
parent
9dc19f7619
commit
16ae2cc1bf
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@ -2480,6 +2480,8 @@ void Node3DEditorViewport::_notification(int p_what) {
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int msaa_mode = ProjectSettings::get_singleton()->get("rendering/quality/filters/msaa");
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viewport->set_msaa(Viewport::MSAA(msaa_mode));
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int ssaa_mode = GLOBAL_GET("rendering/quality/filters/screen_space_aa");
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viewport->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
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bool show_info = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_INFORMATION));
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if (show_info != info_label->is_visible()) {
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@ -1425,6 +1425,10 @@ SceneTree::SceneTree() {
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/msaa", PropertyInfo(Variant::INT, "rendering/quality/filters/msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,AndroidVR 2x,AndroidVR 4x"));
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root->set_msaa(Viewport::MSAA(msaa_mode));
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int ssaa_mode = GLOBAL_DEF("rendering/quality/filters/screen_space_aa", 0);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/screen_space_aa", PropertyInfo(Variant::INT, "rendering/quality/filters/screen_space_aa", PROPERTY_HINT_ENUM, "Disabled,FXAA"));
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root->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
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{ //load default fallback environment
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//get possible extensions
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List<String> exts;
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@ -3173,7 +3173,7 @@ int Viewport::gui_get_canvas_sort_index() {
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void Viewport::set_msaa(MSAA p_msaa) {
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ERR_FAIL_INDEX(p_msaa, 7);
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ERR_FAIL_INDEX(p_msaa, MSAA_MAX);
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if (msaa == p_msaa)
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return;
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msaa = p_msaa;
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@ -3185,6 +3185,19 @@ Viewport::MSAA Viewport::get_msaa() const {
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return msaa;
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}
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void Viewport::set_screen_space_aa(ScreenSpaceAA p_screen_space_aa) {
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ERR_FAIL_INDEX(p_screen_space_aa, SCREEN_SPACE_AA_MAX);
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if (screen_space_aa == p_screen_space_aa)
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return;
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screen_space_aa = p_screen_space_aa;
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RS::get_singleton()->viewport_set_screen_space_aa(viewport, RS::ViewportScreenSpaceAA(p_screen_space_aa));
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}
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Viewport::ScreenSpaceAA Viewport::get_screen_space_aa() const {
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return screen_space_aa;
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}
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void Viewport::set_debug_draw(DebugDraw p_debug_draw) {
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debug_draw = p_debug_draw;
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@ -3371,6 +3384,9 @@ void Viewport::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_msaa", "msaa"), &Viewport::set_msaa);
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ClassDB::bind_method(D_METHOD("get_msaa"), &Viewport::get_msaa);
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ClassDB::bind_method(D_METHOD("set_screen_space_aa", "screen_space_aa"), &Viewport::set_screen_space_aa);
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ClassDB::bind_method(D_METHOD("get_screen_space_aa"), &Viewport::get_screen_space_aa);
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ClassDB::bind_method(D_METHOD("set_debug_draw", "debug_draw"), &Viewport::set_debug_draw);
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ClassDB::bind_method(D_METHOD("get_debug_draw"), &Viewport::get_debug_draw);
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@ -3444,6 +3460,7 @@ void Viewport::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "handle_input_locally"), "set_handle_input_locally", "is_handling_input_locally");
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ADD_GROUP("Rendering", "");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,AndroidVR 2x,AndroidVR 4x"), "set_msaa", "get_msaa");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "screen_space_aa", PROPERTY_HINT_ENUM, "Disabled,FXAA"), "set_screen_space_aa", "get_screen_space_aa");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "debug_draw", PROPERTY_HINT_ENUM, "Disabled,Unshaded,Overdraw,Wireframe"), "set_debug_draw", "get_debug_draw");
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ADD_GROUP("Canvas Items", "canvas_item_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "canvas_item_default_texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,MipmapLinear,MipmapNearest"), "set_default_canvas_item_texture_filter", "get_default_canvas_item_texture_filter");
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@ -3586,7 +3603,7 @@ Viewport::Viewport() {
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gui.subwindow_drag = SUB_WINDOW_DRAG_DISABLED;
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msaa = MSAA_DISABLED;
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screen_space_aa = SCREEN_SPACE_AA_DISABLED;
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debug_draw = DEBUG_DRAW_DISABLED;
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snap_controls_to_pixels = true;
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@ -106,6 +106,13 @@ public:
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MSAA_4X,
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MSAA_8X,
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MSAA_16X,
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MSAA_MAX
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};
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enum ScreenSpaceAA {
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SCREEN_SPACE_AA_DISABLED,
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SCREEN_SPACE_AA_FXAA,
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SCREEN_SPACE_AA_MAX
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};
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enum RenderInfo {
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@ -272,6 +279,7 @@ private:
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ShadowAtlasQuadrantSubdiv shadow_atlas_quadrant_subdiv[4];
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MSAA msaa;
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ScreenSpaceAA screen_space_aa;
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Ref<ViewportTexture> default_texture;
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Set<ViewportTexture *> viewport_textures;
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@ -505,6 +513,9 @@ public:
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void set_msaa(MSAA p_msaa);
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MSAA get_msaa() const;
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void set_screen_space_aa(ScreenSpaceAA p_screen_space_aa);
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ScreenSpaceAA get_screen_space_aa() const;
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Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const;
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Vector2 get_camera_rect_size() const;
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@ -624,6 +635,7 @@ public:
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VARIANT_ENUM_CAST(SubViewport::UpdateMode);
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VARIANT_ENUM_CAST(Viewport::ShadowAtlasQuadrantSubdiv);
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VARIANT_ENUM_CAST(Viewport::MSAA);
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VARIANT_ENUM_CAST(Viewport::ScreenSpaceAA);
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VARIANT_ENUM_CAST(Viewport::DebugDraw);
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VARIANT_ENUM_CAST(SubViewport::ClearMode);
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VARIANT_ENUM_CAST(Viewport::RenderInfo);
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@ -263,7 +263,7 @@ public:
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virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
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virtual RID render_buffers_create() = 0;
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virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa) = 0;
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virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa) = 0;
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virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_curve) = 0;
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virtual bool screen_space_roughness_limiter_is_active() const = 0;
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@ -676,6 +676,10 @@ void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer,
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tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
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tonemap.push_constant.use_fxaa = p_settings.use_fxaa;
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tonemap.push_constant.pixel_size[0] = 1.0 / p_settings.texture_size.x;
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tonemap.push_constant.pixel_size[1] = 1.0 / p_settings.texture_size.y;
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0);
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@ -170,6 +170,10 @@ class RasterizerEffectsRD {
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float exposure;
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float white;
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float auto_exposure_grey;
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float pixel_size[2];
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uint32_t use_fxaa;
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uint32_t pad;
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};
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/* tonemap actually writes to a framebuffer, which is
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@ -595,6 +599,9 @@ public:
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bool use_color_correction = false;
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RID color_correction_texture;
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bool use_fxaa = false;
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Vector2i texture_size;
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};
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void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
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@ -3439,6 +3439,12 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
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tonemap.glow_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
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}
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if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
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tonemap.use_fxaa = true;
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}
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tonemap.texture_size = Vector2i(rb->width, rb->height);
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if (env) {
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tonemap.tonemap_mode = env->tone_mapper;
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tonemap.white = env->white;
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@ -3517,13 +3523,14 @@ RID RasterizerSceneRD::render_buffers_get_ao_texture(RID p_render_buffers) {
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return rb->ssao.ao_full.is_valid() ? rb->ssao.ao_full : rb->ssao.ao[0];
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}
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void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
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void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa) {
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RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
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rb->width = p_width;
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rb->height = p_height;
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rb->render_target = p_render_target;
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rb->msaa = p_msaa;
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rb->screen_space_aa = p_screen_space_aa;
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_free_render_buffer_data(rb);
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{
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@ -716,6 +716,8 @@ private:
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RenderBufferData *data = nullptr;
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int width = 0, height = 0;
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RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
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RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
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RID render_target;
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uint64_t auto_exposure_version = 1;
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@ -1149,7 +1151,7 @@ public:
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GIProbeQuality gi_probe_get_quality() const;
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RID render_buffers_create();
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void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa);
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void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa);
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RID render_buffers_get_ao_texture(RID p_render_buffers);
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RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
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@ -48,6 +48,10 @@ layout(push_constant, binding = 1, std430) uniform Params {
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float exposure;
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float white;
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float auto_exposure_grey;
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vec2 pixel_size;
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bool use_fxaa;
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uint pad;
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}
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params;
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@ -255,16 +259,63 @@ vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
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return texture(correction_tex, color).rgb;
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}
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vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
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const float FXAA_REDUCE_MIN = (1.0 / 128.0);
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const float FXAA_REDUCE_MUL = (1.0 / 8.0);
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const float FXAA_SPAN_MAX = 8.0;
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vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
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vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
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vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
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vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
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vec3 rgbM = color;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
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(0.25 * FXAA_REDUCE_MUL),
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FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) *
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params.pixel_size;
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vec3 rgbA = 0.5 * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz * exposure + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz) * exposure;
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vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz * exposure +
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textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz * exposure);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax))
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return rgbA;
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else
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return rgbB;
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}
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void main() {
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vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
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// Exposure
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float exposure = params.exposure;
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if (params.use_auto_exposure) {
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color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey;
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exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey);
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}
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color *= params.exposure;
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color *= exposure;
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// Early Tonemap & SRGB Conversion
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color.rgb = mix(color.rgb, glow, params.glow_intensity);
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}
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if (params.use_fxaa) {
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color = do_fxaa(color, exposure, uv_interp);
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}
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color = apply_tonemapping(color, params.white);
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color = linear_to_srgb(color); // regular linear -> SRGB conversion
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@ -489,6 +489,7 @@ public:
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BIND2(viewport_set_shadow_atlas_size, RID, int)
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BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
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BIND2(viewport_set_msaa, RID, ViewportMSAA)
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BIND2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
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BIND2R(int, viewport_get_render_info, RID, ViewportRenderInfo)
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BIND2(viewport_set_debug_draw, RID, ViewportDebugDraw)
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@ -119,7 +119,7 @@ void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, XRInterface::
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if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
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//wants to draw 3D but there is no render buffer, create
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p_viewport->render_buffers = RSG::scene_render->render_buffers_create();
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RSG::scene_render->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, p_viewport->size.width, p_viewport->size.height, p_viewport->msaa);
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RSG::scene_render->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, p_viewport->size.width, p_viewport->size.height, p_viewport->msaa, p_viewport->screen_space_aa);
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}
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RSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor);
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@ -506,7 +506,7 @@ void RenderingServerViewport::viewport_set_size(RID p_viewport, int p_width, int
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RSG::scene_render->free(viewport->render_buffers);
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viewport->render_buffers = RID();
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} else {
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RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa);
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RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa);
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}
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}
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}
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@ -736,7 +736,20 @@ void RenderingServerViewport::viewport_set_msaa(RID p_viewport, RS::ViewportMSAA
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}
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viewport->msaa = p_msaa;
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if (viewport->render_buffers.is_valid()) {
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RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, p_msaa);
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RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, p_msaa, viewport->screen_space_aa);
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}
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}
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void RenderingServerViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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if (viewport->screen_space_aa == p_mode) {
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return;
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}
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viewport->screen_space_aa = p_mode;
|
||||
if (viewport->render_buffers.is_valid()) {
|
||||
RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, p_mode);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -59,6 +59,7 @@ public:
|
|||
RID render_buffers;
|
||||
|
||||
RS::ViewportMSAA msaa;
|
||||
RS::ViewportScreenSpaceAA screen_space_aa;
|
||||
|
||||
DisplayServer::WindowID viewport_to_screen;
|
||||
Rect2 viewport_to_screen_rect;
|
||||
|
@ -130,6 +131,8 @@ public:
|
|||
|
||||
debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
|
||||
msaa = RS::VIEWPORT_MSAA_DISABLED;
|
||||
screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
|
||||
|
||||
for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_MAX; i++) {
|
||||
render_info[i] = 0;
|
||||
}
|
||||
|
@ -206,6 +209,7 @@ public:
|
|||
void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
|
||||
|
||||
void viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa);
|
||||
void viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode);
|
||||
|
||||
virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfo p_info);
|
||||
virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw);
|
||||
|
|
|
@ -403,6 +403,7 @@ public:
|
|||
FUNC2(viewport_set_shadow_atlas_size, RID, int)
|
||||
FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
|
||||
FUNC2(viewport_set_msaa, RID, ViewportMSAA)
|
||||
FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
|
||||
|
||||
//this passes directly to avoid stalling, but it's pretty dangerous, so don't call after freeing a viewport
|
||||
virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) {
|
||||
|
|
|
@ -639,6 +639,12 @@ public:
|
|||
|
||||
virtual void viewport_set_msaa(RID p_viewport, ViewportMSAA p_msaa) = 0;
|
||||
|
||||
enum ViewportScreenSpaceAA {
|
||||
VIEWPORT_SCREEN_SPACE_AA_DISABLED,
|
||||
VIEWPORT_SCREEN_SPACE_AA_FXAA,
|
||||
};
|
||||
virtual void viewport_set_screen_space_aa(RID p_viewport, ViewportScreenSpaceAA p_mode) = 0;
|
||||
|
||||
enum ViewportRenderInfo {
|
||||
|
||||
VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME,
|
||||
|
|
Loading…
Reference in New Issue