1/**************************************************************************/
2/* resolve.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 */
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28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef RESOLVE_RD_H
32#define RESOLVE_RD_H
33
34#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
35#include "servers/rendering/renderer_rd/shaders/effects/resolve.glsl.gen.h"
36#include "servers/rendering/renderer_scene_render.h"
37
38#include "servers/rendering_server.h"
39
40namespace RendererRD {
41
42class Resolve {
43private:
44 struct ResolvePushConstant {
45 int32_t screen_size[2];
46 int32_t samples;
47 uint32_t pad;
48 };
49
50 enum ResolveMode {
51 RESOLVE_MODE_GI,
52 RESOLVE_MODE_GI_VOXEL_GI,
53 RESOLVE_MODE_DEPTH,
54 RESOLVE_MODE_MAX
55 };
56
57 struct ResolveShader {
58 ResolvePushConstant push_constant;
59 ResolveShaderRD shader;
60 RID shader_version;
61 RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
62 } resolve;
63
64public:
65 Resolve();
66 ~Resolve();
67
68 void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL_BARRIERS);
69 void resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL_BARRIERS);
70};
71
72} // namespace RendererRD
73
74#endif // RESOLVE_RD_H
75