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-rw-r--r--servers/rendering/renderer_rd/effects_rd.h174
1 files changed, 29 insertions, 145 deletions
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index 94cd26fae9..45198e5fc5 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -1,45 +1,40 @@
-/*************************************************************************/
-/* effects_rd.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* effects_rd.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef EFFECTS_RD_H
#define EFFECTS_RD_H
#include "core/math/projection.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
-#include "servers/rendering/renderer_rd/shaders/fsr_upscale.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/taa_resolve.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
@@ -48,87 +43,6 @@ class EffectsRD {
private:
bool prefer_raster_effects;
- enum FSRUpscalePass {
- FSR_UPSCALE_PASS_EASU = 0,
- FSR_UPSCALE_PASS_RCAS = 1
- };
-
- struct FSRUpscalePushConstant {
- float resolution_width;
- float resolution_height;
- float upscaled_width;
- float upscaled_height;
- float sharpness;
- int pass;
- int _unused0, _unused1;
- };
-
- struct FSRUpscale {
- FSRUpscalePushConstant push_constant;
- FsrUpscaleShaderRD shader;
- RID shader_version;
- RID pipeline;
- } FSR_upscale;
-
- struct TAAResolvePushConstant {
- float resolution_width;
- float resolution_height;
- float disocclusion_threshold;
- float disocclusion_scale;
- };
-
- struct TAAResolve {
- TAAResolvePushConstant push_constant;
- TaaResolveShaderRD shader;
- RID shader_version;
- RID pipeline;
- } TAA_resolve;
-
- enum LuminanceReduceMode {
- LUMINANCE_REDUCE_READ,
- LUMINANCE_REDUCE,
- LUMINANCE_REDUCE_WRITE,
- LUMINANCE_REDUCE_MAX
- };
-
- struct LuminanceReducePushConstant {
- int32_t source_size[2];
- float max_luminance;
- float min_luminance;
- float exposure_adjust;
- float pad[3];
- };
-
- struct LuminanceReduce {
- LuminanceReducePushConstant push_constant;
- LuminanceReduceShaderRD shader;
- RID shader_version;
- RID pipelines[LUMINANCE_REDUCE_MAX];
- } luminance_reduce;
-
- enum LuminanceReduceRasterMode {
- LUMINANCE_REDUCE_FRAGMENT_FIRST,
- LUMINANCE_REDUCE_FRAGMENT,
- LUMINANCE_REDUCE_FRAGMENT_FINAL,
- LUMINANCE_REDUCE_FRAGMENT_MAX
- };
-
- struct LuminanceReduceRasterPushConstant {
- int32_t source_size[2];
- int32_t dest_size[2];
- float exposure_adjust;
- float min_luminance;
- float max_luminance;
- uint32_t pad1;
- };
-
- struct LuminanceReduceFragment {
- LuminanceReduceRasterPushConstant push_constant;
- LuminanceReduceRasterShaderRD shader;
- RID shader_version;
- PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
- } luminance_reduce_raster;
-
struct RoughnessLimiterPushConstant {
int32_t screen_size[2];
float curve;
@@ -143,27 +57,6 @@ private:
} roughness_limiter;
- struct SubSurfaceScatteringPushConstant {
- int32_t screen_size[2];
- float camera_z_far;
- float camera_z_near;
-
- uint32_t vertical;
- uint32_t orthogonal;
- float unit_size;
- float scale;
-
- float depth_scale;
- uint32_t pad[3];
- };
-
- struct SubSurfaceScattering {
- SubSurfaceScatteringPushConstant push_constant;
- SubsurfaceScatteringShaderRD shader;
- RID shader_version;
- RID pipelines[3]; //3 quality levels
- } sss;
-
enum SortMode {
SORT_MODE_BLOCK,
SORT_MODE_STEP,
@@ -224,22 +117,13 @@ private:
RBMap<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
RID _get_uniform_set_from_image(RID p_texture);
- RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
public:
bool get_prefer_raster_effects();
- void fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness);
- void taa_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);
-
- void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
- void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
-
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
- void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
-
void sort_buffer(RID p_uniform_set, int p_size);
EffectsRD(bool p_prefer_raster_effects);