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 | |
40 | namespace RendererRD { |
41 | |
42 | class FSR { |
43 | public: |
44 | FSR(); |
45 | ~FSR(); |
46 | |
47 | void fsr_upscale(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture); |
48 | |
49 | private: |
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 | |