221 lines
7.9 KiB
C++
221 lines
7.9 KiB
C++
/*************************************************************************/
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/* copy_effects.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef COPY_RD_H
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#define COPY_RD_H
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/copy.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl.gen.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering_server.h"
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namespace RendererRD {
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class CopyEffects {
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private:
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bool prefer_raster_effects;
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// Blur raster shader
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enum BlurRasterMode {
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BLUR_MIPMAP,
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BLUR_MODE_GAUSSIAN_BLUR,
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BLUR_MODE_GAUSSIAN_GLOW,
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BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
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BLUR_MODE_COPY,
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BLUR_MODE_MAX
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};
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enum {
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BLUR_FLAG_HORIZONTAL = (1 << 0),
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BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1),
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BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2),
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};
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struct BlurRasterPushConstant {
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float pixel_size[2];
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uint32_t flags;
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uint32_t pad;
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//glow
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float glow_strength;
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float glow_bloom;
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float glow_hdr_threshold;
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float glow_hdr_scale;
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float glow_exposure;
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float glow_white;
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float glow_luminance_cap;
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float glow_auto_exposure_grey;
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float luminance_multiplier;
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float res1;
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float res2;
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float res3;
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};
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struct BlurRaster {
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BlurRasterPushConstant push_constant;
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BlurRasterShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipelines[BLUR_MODE_MAX];
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} blur_raster;
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// Copy shader
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enum CopyMode {
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COPY_MODE_GAUSSIAN_COPY,
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COPY_MODE_GAUSSIAN_COPY_8BIT,
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COPY_MODE_GAUSSIAN_GLOW,
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COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
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COPY_MODE_SIMPLY_COPY,
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COPY_MODE_SIMPLY_COPY_8BIT,
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COPY_MODE_SIMPLY_COPY_DEPTH,
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COPY_MODE_SET_COLOR,
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COPY_MODE_SET_COLOR_8BIT,
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COPY_MODE_MIPMAP,
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COPY_MODE_LINEARIZE_DEPTH,
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COPY_MODE_CUBE_TO_PANORAMA,
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COPY_MODE_CUBE_ARRAY_TO_PANORAMA,
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COPY_MODE_MAX,
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};
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enum {
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COPY_FLAG_HORIZONTAL = (1 << 0),
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COPY_FLAG_USE_COPY_SECTION = (1 << 1),
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COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
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COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
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COPY_FLAG_GLOW_FIRST_PASS = (1 << 4),
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COPY_FLAG_FLIP_Y = (1 << 5),
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COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
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COPY_FLAG_ALL_SOURCE = (1 << 7),
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COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8),
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COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
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};
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struct CopyPushConstant {
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int32_t section[4];
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int32_t target[2];
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uint32_t flags;
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uint32_t pad;
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// Glow.
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float glow_strength;
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float glow_bloom;
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float glow_hdr_threshold;
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float glow_hdr_scale;
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float glow_exposure;
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float glow_white;
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float glow_luminance_cap;
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float glow_auto_exposure_grey;
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// DOF.
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float camera_z_far;
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float camera_z_near;
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uint32_t pad2[2];
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//SET color
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float set_color[4];
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};
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struct Copy {
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CopyPushConstant push_constant;
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CopyShaderRD shader;
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RID shader_version;
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RID pipelines[COPY_MODE_MAX];
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} copy;
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// Copy to FB shader
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enum CopyToFBMode {
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COPY_TO_FB_COPY,
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COPY_TO_FB_COPY_PANORAMA_TO_DP,
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COPY_TO_FB_COPY2,
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COPY_TO_FB_MULTIVIEW,
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COPY_TO_FB_MULTIVIEW_WITH_DEPTH,
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COPY_TO_FB_MAX,
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};
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struct CopyToFbPushConstant {
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float section[4];
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float pixel_size[2];
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uint32_t flip_y;
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uint32_t use_section;
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uint32_t force_luminance;
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uint32_t alpha_to_zero;
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uint32_t srgb;
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uint32_t pad;
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};
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struct CopyToFb {
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CopyToFbPushConstant push_constant;
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CopyToFbShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipelines[COPY_TO_FB_MAX];
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} copy_to_fb;
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static CopyEffects *singleton;
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public:
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static CopyEffects *get_singleton();
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CopyEffects(bool p_prefer_raster_effects);
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~CopyEffects();
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void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false);
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void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
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void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
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void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
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void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false);
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void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
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void copy_raster(RID p_source_texture, RID p_dest_framebuffer);
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void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false);
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void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
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void gaussian_glow_raster(RID p_source_rd_texture, float p_luminance_multiplier, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
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void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
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void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size);
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void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
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};
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} // namespace RendererRD
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#endif // !COPY_RD_H
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