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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_rd/effects/resolve.h
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/**************************************************************************/
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/* resolve.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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#pragma once
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/resolve.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/resolve_raster.glsl.gen.h"
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namespace RendererRD {
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class Resolve {
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private:
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bool prefer_raster_effects;
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struct ResolvePushConstant {
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int32_t screen_size[2];
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int32_t samples;
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uint32_t pad;
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};
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enum ResolveMode {
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RESOLVE_MODE_GI,
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RESOLVE_MODE_GI_VOXEL_GI,
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RESOLVE_MODE_DEPTH,
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RESOLVE_MODE_MAX
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};
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struct ResolveShader {
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ResolvePushConstant push_constant;
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ResolveShaderRD shader;
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RID shader_version;
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RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
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} resolve;
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struct ResolveRasterShader {
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ResolvePushConstant push_constant;
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ResolveRasterShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipeline;
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} resolve_raster;
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public:
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Resolve(bool p_prefer_raster_effects);
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~Resolve();
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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);
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void resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples);
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void resolve_depth_raster(RID p_source_rd_texture, RID p_dest_framebuffer, int p_samples);
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};
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} // namespace RendererRD
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