/**************************************************************************/ /* smaa.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. */ /**************************************************************************/ #pragma once #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/shaders/effects/smaa_blending.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/smaa_edge_detection.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/smaa_weight_calculation.glsl.gen.h" #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" #define RB_SCOPE_SMAA SNAME("rb_smaa") #define RB_EDGES SNAME("edges") #define RB_BLEND SNAME("blend") #define RB_STENCIL SNAME("stencil") namespace RendererRD { class SMAA { private: enum SMAAMode { SMAA_EDGE_DETECTION_COLOR, SMAA_WEIGHT_FULL, SMAA_BLENDING, SMAA_MAX, }; struct SMAAEdgePushConstant { float inv_size[2]; float threshold; float pad; }; struct SMAAWeightPushConstant { float inv_size[2]; uint32_t size[2]; float subsample_indices[4]; }; struct SMAABlendPushConstant { float inv_size[2]; uint32_t flags; float pad; }; enum SMAABlendFlags { SMAA_BLEND_FLAG_USE_8_BIT_DEBANDING = (1 << 0), SMAA_BLEND_FLAG_USE_10_BIT_DEBANDING = (1 << 1), }; struct SMAAEffect { SMAAEdgePushConstant edge_push_constant; SmaaEdgeDetectionShaderRD edge_shader; RID edge_shader_version; SMAAWeightPushConstant weight_push_constant; SmaaWeightCalculationShaderRD weight_shader; RID weight_shader_version; SMAABlendPushConstant blend_push_constant; SmaaBlendingShaderRD blend_shader; RID blend_shader_version; RID search_tex; RID area_tex; RD::DataFormat stencil_format; PipelineCacheRD pipelines[SMAA_MAX]; } smaa; float edge_detection_threshold; public: SMAA(); ~SMAA(); void allocate_render_targets(Ref p_render_buffers); void process(Ref p_render_buffers, RID p_source_color, RID p_dst_framebuffer); enum DebandingMode { DEBANDING_MODE_DISABLED, DEBANDING_MODE_8_BIT, DEBANDING_MODE_10_BIT, }; DebandingMode debanding_mode = DEBANDING_MODE_DISABLED; }; } // namespace RendererRD