1/**************************************************************************/
2/* taa.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 TAA_RD_H
32#define TAA_RD_H
33
34#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
35#include "servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl.gen.h"
36#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
37#include "servers/rendering/renderer_scene_render.h"
38
39#include "servers/rendering_server.h"
40
41namespace RendererRD {
42
43class TAA {
44public:
45 TAA();
46 ~TAA();
47
48 void msaa_resolve(Ref<RenderSceneBuffersRD> p_render_buffers);
49 void process(Ref<RenderSceneBuffersRD> p_render_buffers, RD::DataFormat p_format, float p_z_near, float p_z_far);
50
51private:
52 struct TAAResolvePushConstant {
53 float resolution_width;
54 float resolution_height;
55 float disocclusion_threshold;
56 float disocclusion_scale;
57 };
58
59 TaaResolveShaderRD taa_shader;
60 RID shader_version;
61 RID pipeline;
62
63 void resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far);
64};
65
66} // namespace RendererRD
67
68#endif // TAA_RD_H
69