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/*************************************************************************/
/*  fsr.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.                */
/*************************************************************************/

#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<RenderSceneBuffersRD> 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