1/**************************************************************************/
2/* fsr.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef FSR_RD_H
32#define FSR_RD_H
33
34#include "../pipeline_cache_rd.h"
35#include "../storage_rd/render_scene_buffers_rd.h"
36#include "servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl.gen.h"
37#include "servers/rendering/renderer_scene_render.h"
38#include "servers/rendering_server.h"
39
40namespace RendererRD {
41
42class FSR {
43public:
44 FSR();
45 ~FSR();
46
47 void fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture);
48
49private:
50 enum FSRUpscalePass {
51 FSR_UPSCALE_PASS_EASU = 0,
52 FSR_UPSCALE_PASS_RCAS = 1
53 };
54
55 struct FSRUpscalePushConstant {
56 float resolution_width;
57 float resolution_height;
58 float upscaled_width;
59 float upscaled_height;
60 float sharpness;
61 int pass;
62 int _unused0, _unused1;
63 };
64
65 FsrUpscaleShaderRD fsr_shader;
66 RID shader_version;
67 RID pipeline;
68};
69
70} // namespace RendererRD
71
72#endif // FSR_RD_H
73