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77 lines
3.1 KiB
C++
77 lines
3.1 KiB
C++
/**************************************************************************/
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/* vrs.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef VRS_RD_H
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#define VRS_RD_H
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/vrs.glsl.gen.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering_server.h"
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namespace RendererRD {
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class VRS {
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private:
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enum VRSMode {
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VRS_DEFAULT,
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VRS_MULTIVIEW,
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VRS_MAX,
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};
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struct VRSPushConstant {
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float max_texel_factor; // 4x8, 8x4 and 8x8 are only available on some GPUs.
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float res1;
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float res2;
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float res3;
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};
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struct VRSShader {
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// VRSPushConstant push_constant;
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VrsShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipelines[VRS_MAX];
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} vrs_shader;
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public:
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VRS();
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~VRS();
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void copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview = false);
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Size2i get_vrs_texture_size(const Size2i p_base_size) const;
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void update_vrs_texture(RID p_vrs_fb, RID p_render_target);
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};
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} // namespace RendererRD
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#endif // VRS_RD_H
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