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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

122 lines
4.3 KiB
C++

/**************************************************************************/
/* 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<RenderSceneBuffersRD> p_render_buffers);
void process(Ref<RenderSceneBuffersRD> 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