fsr.h 3.1 KB

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  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. #pragma once
  31. #include "spatial_upscaler.h"
  32. #include "../storage_rd/render_scene_buffers_rd.h"
  33. #include "servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl.gen.h"
  34. namespace RendererRD {
  35. class FSR : public SpatialUpscaler {
  36. public:
  37. FSR();
  38. ~FSR();
  39. virtual const Span<char> get_label() const final { return "FSR 1.0 Upscale"; }
  40. virtual void ensure_context(Ref<RenderSceneBuffersRD> p_render_buffers) final {}
  41. virtual void process(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_rd_texture, RID p_destination_texture) final;
  42. private:
  43. enum FSRUpscalePass {
  44. FSR_UPSCALE_PASS_EASU = 0,
  45. FSR_UPSCALE_PASS_RCAS = 1
  46. };
  47. struct FSRUpscalePushConstant {
  48. float resolution_width;
  49. float resolution_height;
  50. float upscaled_width;
  51. float upscaled_height;
  52. float sharpness;
  53. int pass;
  54. int _unused0, _unused1;
  55. };
  56. FsrUpscaleShaderRD fsr_shader;
  57. RID shader_version;
  58. RID pipeline;
  59. };
  60. } // namespace RendererRD