godot/servers/rendering/renderer_rd/effects/vrs.h

76 lines
3.1 KiB
C++

/*************************************************************************/
/* vrs.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 VRS_RD_H
#define VRS_RD_H
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/effects/vrs.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
namespace RendererRD {
class VRS {
private:
enum VRSMode {
VRS_DEFAULT,
VRS_MULTIVIEW,
VRS_MAX,
};
/* we have no push constant here (yet)
struct VRSPushConstant {
};
*/
struct VRSShader {
// VRSPushConstant push_constant;
VrsShaderRD shader;
RID shader_version;
PipelineCacheRD pipelines[VRS_MAX];
} vrs_shader;
public:
VRS();
~VRS();
void copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview = false);
void create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb);
void update_vrs_texture(RID p_vrs_fb, RID p_render_target);
};
} // namespace RendererRD
#endif // !VRS_RD_H