/**************************************************************************/ /* fsr.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 FSR_RD_H #define FSR_RD_H #include "../pipeline_cache_rd.h" #include "../shaders/effects/fsr_upscale.glsl.gen.h" #include "../storage_rd/render_scene_buffers_rd.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" namespace RendererRD { class FSR { public: FSR(); ~FSR(); void fsr_upscale(Ref p_render_buffers, RID p_source_rd_texture, RID p_destination_texture); private: 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; }; FsrUpscaleShaderRD fsr_shader; RID shader_version; RID pipeline; }; } // namespace RendererRD #endif // FSR_RD_H