2302c7102f
Change GLES3 to not use a relative path Make the parameters more explicit and ensure the shaders generated are not using relative paths
73 lines
3.0 KiB
C++
73 lines
3.0 KiB
C++
/**************************************************************************/
|
|
/* 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
|