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122 lines
4.3 KiB
C++
122 lines
4.3 KiB
C++
/**************************************************************************/
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/* smaa.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/smaa_blending.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/smaa_edge_detection.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/smaa_weight_calculation.glsl.gen.h"
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#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering_server.h"
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#define RB_SCOPE_SMAA SNAME("rb_smaa")
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#define RB_EDGES SNAME("edges")
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#define RB_BLEND SNAME("blend")
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#define RB_STENCIL SNAME("stencil")
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namespace RendererRD {
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class SMAA {
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private:
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enum SMAAMode {
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SMAA_EDGE_DETECTION_COLOR,
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SMAA_WEIGHT_FULL,
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SMAA_BLENDING,
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SMAA_MAX,
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};
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struct SMAAEdgePushConstant {
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float inv_size[2];
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float threshold;
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float pad;
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};
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struct SMAAWeightPushConstant {
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float inv_size[2];
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uint32_t size[2];
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float subsample_indices[4];
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};
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struct SMAABlendPushConstant {
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float inv_size[2];
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uint32_t flags;
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float pad;
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};
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enum SMAABlendFlags {
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SMAA_BLEND_FLAG_USE_8_BIT_DEBANDING = (1 << 0),
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SMAA_BLEND_FLAG_USE_10_BIT_DEBANDING = (1 << 1),
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};
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struct SMAAEffect {
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SMAAEdgePushConstant edge_push_constant;
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SmaaEdgeDetectionShaderRD edge_shader;
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RID edge_shader_version;
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SMAAWeightPushConstant weight_push_constant;
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SmaaWeightCalculationShaderRD weight_shader;
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RID weight_shader_version;
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SMAABlendPushConstant blend_push_constant;
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SmaaBlendingShaderRD blend_shader;
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RID blend_shader_version;
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RID search_tex;
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RID area_tex;
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RD::DataFormat stencil_format;
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PipelineCacheRD pipelines[SMAA_MAX];
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} smaa;
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float edge_detection_threshold;
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public:
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SMAA();
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~SMAA();
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void allocate_render_targets(Ref<RenderSceneBuffersRD> p_render_buffers);
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void process(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_source_color, RID p_dst_framebuffer);
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enum DebandingMode {
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DEBANDING_MODE_DISABLED,
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DEBANDING_MODE_8_BIT,
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DEBANDING_MODE_10_BIT,
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};
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DebandingMode debanding_mode = DEBANDING_MODE_DISABLED;
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};
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} // namespace RendererRD
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