73 lines
3.0 KiB
C++
73 lines
3.0 KiB
C++
/**************************************************************************/
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/* fsr.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 FSR_RD_H
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#define FSR_RD_H
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#include "../pipeline_cache_rd.h"
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#include "../storage_rd/render_scene_buffers_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/fsr_upscale.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 FSR {
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public:
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FSR();
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~FSR();
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void fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture);
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private:
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enum FSRUpscalePass {
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FSR_UPSCALE_PASS_EASU = 0,
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FSR_UPSCALE_PASS_RCAS = 1
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};
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struct FSRUpscalePushConstant {
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float resolution_width;
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float resolution_height;
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float upscaled_width;
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float upscaled_height;
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float sharpness;
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int pass;
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int _unused0, _unused1;
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};
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FsrUpscaleShaderRD fsr_shader;
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RID shader_version;
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RID pipeline;
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};
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} // namespace RendererRD
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#endif // FSR_RD_H
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