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resolve.h 3.5 KB

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  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 */
  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 "servers/rendering/renderer_rd/pipeline_cache_rd.h"
  32. #include "servers/rendering/renderer_rd/shaders/effects/resolve.glsl.gen.h"
  33. #include "servers/rendering/renderer_rd/shaders/effects/resolve_raster.glsl.gen.h"
  34. namespace RendererRD {
  35. class Resolve {
  36. private:
  37. bool prefer_raster_effects;
  38. struct ResolvePushConstant {
  39. int32_t screen_size[2];
  40. int32_t samples;
  41. uint32_t pad;
  42. };
  43. enum ResolveMode {
  44. RESOLVE_MODE_GI,
  45. RESOLVE_MODE_GI_VOXEL_GI,
  46. RESOLVE_MODE_DEPTH,
  47. RESOLVE_MODE_MAX
  48. };
  49. struct ResolveShader {
  50. ResolvePushConstant push_constant;
  51. ResolveShaderRD shader;
  52. RID shader_version;
  53. RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
  54. } resolve;
  55. struct ResolveRasterShader {
  56. ResolvePushConstant push_constant;
  57. ResolveRasterShaderRD shader;
  58. RID shader_version;
  59. PipelineCacheRD pipeline;
  60. } resolve_raster;
  61. public:
  62. Resolve(bool p_prefer_raster_effects);
  63. ~Resolve();
  64. 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);
  65. void resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples);
  66. void resolve_depth_raster(RID p_source_rd_texture, RID p_dest_framebuffer, int p_samples);
  67. };
  68. } // namespace RendererRD