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/*************************************************************************/
/*  vrs.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 VRS_RD_H
#define VRS_RD_H

#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/effects/vrs.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"

#include "servers/rendering_server.h"

namespace RendererRD {

class VRS {
private:
	enum VRSMode {
		VRS_DEFAULT,
		VRS_MULTIVIEW,
		VRS_MAX,
	};

	/* we have no push constant here (yet)
	struct VRSPushConstant {

	};
	*/

	struct VRSShader {
		// VRSPushConstant push_constant;
		VrsShaderRD shader;
		RID shader_version;
		PipelineCacheRD pipelines[VRS_MAX];
	} vrs_shader;

public:
	VRS();
	~VRS();

	void copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview = false);

	void create_vrs_texture(const int p_base_width, const int p_base_height, const uint32_t p_view_count, RID &p_vrs_texture, RID &p_vrs_fb);
	void update_vrs_texture(RID p_vrs_fb, RID p_render_target);
};

} // namespace RendererRD

#endif // !VRS_RD_H