vrs.h 3.1 KB

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  1. /**************************************************************************/
  2. /* vrs.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef VRS_RD_H
  31. #define VRS_RD_H
  32. #include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
  33. #include "servers/rendering/renderer_rd/shaders/effects/vrs.glsl.gen.h"
  34. #include "servers/rendering/renderer_scene_render.h"
  35. #include "servers/rendering_server.h"
  36. namespace RendererRD {
  37. class VRS {
  38. private:
  39. enum VRSMode {
  40. VRS_DEFAULT,
  41. VRS_MULTIVIEW,
  42. VRS_MAX,
  43. };
  44. struct VRSPushConstant {
  45. float max_texel_factor; // 4x8, 8x4 and 8x8 are only available on some GPUs.
  46. float res1;
  47. float res2;
  48. float res3;
  49. };
  50. struct VRSShader {
  51. // VRSPushConstant push_constant;
  52. VrsShaderRD shader;
  53. RID shader_version;
  54. PipelineCacheRD pipelines[VRS_MAX];
  55. } vrs_shader;
  56. public:
  57. VRS();
  58. ~VRS();
  59. void copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview = false);
  60. Size2i get_vrs_texture_size(const Size2i p_base_size) const;
  61. void update_vrs_texture(RID p_vrs_fb, RID p_render_target);
  62. };
  63. } // namespace RendererRD
  64. #endif // VRS_RD_H