virtualx-engine/servers/rendering/renderer_rd/effects_rd.h

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/*************************************************************************/
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/* effects_rd.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. */
/*************************************************************************/
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#ifndef EFFECTS_RD_H
#define EFFECTS_RD_H
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#include "core/math/camera_matrix.h"
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/fsr_upscale.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssil.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssil_blur.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssil_interleave.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/taa_resolve.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
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class EffectsRD {
private:
bool prefer_raster_effects;
enum FSRUpscalePass {
FSR_UPSCALE_PASS_EASU = 0,
FSR_UPSCALE_PASS_RCAS = 1
};
struct FSRUpscalePushConstant {
float resolution_width;
float resolution_height;
float upscaled_width;
float upscaled_height;
float sharpness;
int pass;
int _unused0, _unused1;
};
struct FSRUpscale {
FSRUpscalePushConstant push_constant;
FsrUpscaleShaderRD shader;
RID shader_version;
RID pipeline;
} FSR_upscale;
struct TAAResolvePushConstant {
float resolution_width;
float resolution_height;
float disocclusion_threshold;
float disocclusion_scale;
};
struct TAAResolve {
TAAResolvePushConstant push_constant;
TaaResolveShaderRD shader;
RID shader_version;
RID pipeline;
} TAA_resolve;
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enum LuminanceReduceMode {
LUMINANCE_REDUCE_READ,
LUMINANCE_REDUCE,
LUMINANCE_REDUCE_WRITE,
LUMINANCE_REDUCE_MAX
};
struct LuminanceReducePushConstant {
int32_t source_size[2];
float max_luminance;
float min_luminance;
float exposure_adjust;
float pad[3];
};
struct LuminanceReduce {
LuminanceReducePushConstant push_constant;
LuminanceReduceShaderRD shader;
RID shader_version;
RID pipelines[LUMINANCE_REDUCE_MAX];
} luminance_reduce;
enum LuminanceReduceRasterMode {
LUMINANCE_REDUCE_FRAGMENT_FIRST,
LUMINANCE_REDUCE_FRAGMENT,
LUMINANCE_REDUCE_FRAGMENT_FINAL,
LUMINANCE_REDUCE_FRAGMENT_MAX
};
struct LuminanceReduceRasterPushConstant {
int32_t source_size[2];
int32_t dest_size[2];
float exposure_adjust;
float min_luminance;
float max_luminance;
uint32_t pad1;
};
struct LuminanceReduceFragment {
LuminanceReduceRasterPushConstant push_constant;
LuminanceReduceRasterShaderRD shader;
RID shader_version;
PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
} luminance_reduce_raster;
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struct SSEffectsDownsamplePushConstant {
float pixel_size[2];
float z_far;
float z_near;
uint32_t orthogonal;
float radius_sq;
uint32_t pad[2];
};
enum SSEffectsMode {
SS_EFFECTS_DOWNSAMPLE,
SS_EFFECTS_DOWNSAMPLE_HALF_RES,
SS_EFFECTS_DOWNSAMPLE_MIPMAP,
SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES,
SS_EFFECTS_DOWNSAMPLE_HALF,
SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF,
SS_EFFECTS_DOWNSAMPLE_FULL_MIPS,
SS_EFFECTS_MAX
};
struct SSEffectsGatherConstants {
float rotation_matrices[80]; //5 vec4s * 4
};
struct SSEffects {
SSEffectsDownsamplePushConstant downsample_push_constant;
SsEffectsDownsampleShaderRD downsample_shader;
RID downsample_shader_version;
RID downsample_uniform_set;
bool used_half_size_last_frame = false;
bool used_mips_last_frame = false;
bool used_full_mips_last_frame = false;
RID gather_constants_buffer;
RID mirror_sampler;
RID pipelines[SS_EFFECTS_MAX];
} ss_effects;
enum SSAOMode {
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SSAO_GATHER,
SSAO_GATHER_BASE,
SSAO_GATHER_ADAPTIVE,
SSAO_GENERATE_IMPORTANCE_MAP,
SSAO_PROCESS_IMPORTANCE_MAPA,
SSAO_PROCESS_IMPORTANCE_MAPB,
SSAO_BLUR_PASS,
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SSAO_BLUR_PASS_SMART,
SSAO_BLUR_PASS_WIDE,
SSAO_INTERLEAVE,
SSAO_INTERLEAVE_SMART,
SSAO_INTERLEAVE_HALF,
SSAO_MAX
};
struct SSAOGatherPushConstant {
int32_t screen_size[2];
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int pass;
int quality;
float half_screen_pixel_size[2];
int size_multiplier;
float detail_intensity;
float NDC_to_view_mul[2];
float NDC_to_view_add[2];
float pad[2];
float half_screen_pixel_size_x025[2];
float radius;
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float intensity;
float shadow_power;
float shadow_clamp;
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float fade_out_mul;
float fade_out_add;
float horizon_angle_threshold;
float inv_radius_near_limit;
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uint32_t is_orthogonal;
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float neg_inv_radius;
float load_counter_avg_div;
float adaptive_sample_limit;
int32_t pass_coord_offset[2];
float pass_uv_offset[2];
};
struct SSAOImportanceMapPushConstant {
float half_screen_pixel_size[2];
float intensity;
float power;
};
struct SSAOBlurPushConstant {
float edge_sharpness;
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float pad;
float half_screen_pixel_size[2];
};
struct SSAOInterleavePushConstant {
float inv_sharpness;
uint32_t size_modifier;
float pixel_size[2];
};
struct SSAO {
SSAOGatherPushConstant gather_push_constant;
SsaoShaderRD gather_shader;
RID gather_shader_version;
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SSAOImportanceMapPushConstant importance_map_push_constant;
SsaoImportanceMapShaderRD importance_map_shader;
RID importance_map_shader_version;
RID importance_map_load_counter;
RID counter_uniform_set;
SSAOBlurPushConstant blur_push_constant;
SsaoBlurShaderRD blur_shader;
RID blur_shader_version;
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SSAOInterleavePushConstant interleave_push_constant;
SsaoInterleaveShaderRD interleave_shader;
RID interleave_shader_version;
RID pipelines[SSAO_MAX];
} ssao;
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enum SSILMode {
SSIL_GATHER,
SSIL_GATHER_BASE,
SSIL_GATHER_ADAPTIVE,
SSIL_GENERATE_IMPORTANCE_MAP,
SSIL_PROCESS_IMPORTANCE_MAPA,
SSIL_PROCESS_IMPORTANCE_MAPB,
SSIL_BLUR_PASS,
SSIL_BLUR_PASS_SMART,
SSIL_BLUR_PASS_WIDE,
SSIL_INTERLEAVE,
SSIL_INTERLEAVE_SMART,
SSIL_INTERLEAVE_HALF,
SSIL_MAX
};
struct SSILGatherPushConstant {
int32_t screen_size[2];
int pass;
int quality;
float half_screen_pixel_size[2];
float half_screen_pixel_size_x025[2];
float NDC_to_view_mul[2];
float NDC_to_view_add[2];
float pad2[2];
float z_near;
float z_far;
float radius;
float intensity;
int size_multiplier;
int pad;
float fade_out_mul;
float fade_out_add;
float normal_rejection_amount;
float inv_radius_near_limit;
uint32_t is_orthogonal;
float neg_inv_radius;
float load_counter_avg_div;
float adaptive_sample_limit;
int32_t pass_coord_offset[2];
float pass_uv_offset[2];
};
struct SSILImportanceMapPushConstant {
float half_screen_pixel_size[2];
float intensity;
float pad;
};
struct SSILBlurPushConstant {
float edge_sharpness;
float pad;
float half_screen_pixel_size[2];
};
struct SSILInterleavePushConstant {
float inv_sharpness;
uint32_t size_modifier;
float pixel_size[2];
};
struct SSILProjectionUniforms {
float inv_last_frame_projection_matrix[16];
};
struct SSIL {
SSILGatherPushConstant gather_push_constant;
SsilShaderRD gather_shader;
RID gather_shader_version;
RID projection_uniform_buffer;
SSILImportanceMapPushConstant importance_map_push_constant;
SsilImportanceMapShaderRD importance_map_shader;
RID importance_map_shader_version;
RID importance_map_load_counter;
RID counter_uniform_set;
SSILBlurPushConstant blur_push_constant;
SsilBlurShaderRD blur_shader;
RID blur_shader_version;
SSILInterleavePushConstant interleave_push_constant;
SsilInterleaveShaderRD interleave_shader;
RID interleave_shader_version;
RID pipelines[SSIL_MAX];
} ssil;
struct RoughnessLimiterPushConstant {
int32_t screen_size[2];
float curve;
uint32_t pad;
};
struct RoughnessLimiter {
RoughnessLimiterPushConstant push_constant;
RoughnessLimiterShaderRD shader;
RID shader_version;
RID pipeline;
} roughness_limiter;
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enum SpecularMergeMode {
SPECULAR_MERGE_ADD,
SPECULAR_MERGE_SSR,
SPECULAR_MERGE_ADDITIVE_ADD,
SPECULAR_MERGE_ADDITIVE_SSR,
SPECULAR_MERGE_MAX
};
/* Specular merge must be done using raster, rather than compute
* because it must continue the existing color buffer
*/
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struct SpecularMerge {
SpecularMergeShaderRD shader;
RID shader_version;
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PipelineCacheRD pipelines[SPECULAR_MERGE_MAX];
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} specular_merge;
enum ScreenSpaceReflectionMode {
SCREEN_SPACE_REFLECTION_NORMAL,
SCREEN_SPACE_REFLECTION_ROUGH,
SCREEN_SPACE_REFLECTION_MAX,
};
struct ScreenSpaceReflectionPushConstant {
float proj_info[4];
int32_t screen_size[2];
float camera_z_near;
float camera_z_far;
int32_t num_steps;
float depth_tolerance;
float distance_fade;
float curve_fade_in;
uint32_t orthogonal;
float filter_mipmap_levels;
uint32_t use_half_res;
uint8_t metallic_mask[4];
float projection[16];
};
struct ScreenSpaceReflection {
ScreenSpaceReflectionPushConstant push_constant;
ScreenSpaceReflectionShaderRD shader;
RID shader_version;
RID pipelines[SCREEN_SPACE_REFLECTION_MAX];
} ssr;
struct ScreenSpaceReflectionFilterPushConstant {
float proj_info[4];
uint32_t orthogonal;
float edge_tolerance;
int32_t increment;
uint32_t pad;
int32_t screen_size[2];
uint32_t vertical;
uint32_t steps;
};
enum {
SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL,
SCREEN_SPACE_REFLECTION_FILTER_VERTICAL,
SCREEN_SPACE_REFLECTION_FILTER_MAX,
};
struct ScreenSpaceReflectionFilter {
ScreenSpaceReflectionFilterPushConstant push_constant;
ScreenSpaceReflectionFilterShaderRD shader;
RID shader_version;
RID pipelines[SCREEN_SPACE_REFLECTION_FILTER_MAX];
} ssr_filter;
struct ScreenSpaceReflectionScalePushConstant {
int32_t screen_size[2];
float camera_z_near;
float camera_z_far;
uint32_t orthogonal;
uint32_t filter;
uint32_t pad[2];
};
struct ScreenSpaceReflectionScale {
ScreenSpaceReflectionScalePushConstant push_constant;
ScreenSpaceReflectionScaleShaderRD shader;
RID shader_version;
RID pipeline;
} ssr_scale;
struct SubSurfaceScatteringPushConstant {
int32_t screen_size[2];
float camera_z_far;
float camera_z_near;
uint32_t vertical;
uint32_t orthogonal;
float unit_size;
float scale;
float depth_scale;
uint32_t pad[3];
};
struct SubSurfaceScattering {
SubSurfaceScatteringPushConstant push_constant;
SubsurfaceScatteringShaderRD shader;
RID shader_version;
RID pipelines[3]; //3 quality levels
} sss;
enum SortMode {
SORT_MODE_BLOCK,
SORT_MODE_STEP,
SORT_MODE_INNER,
SORT_MODE_MAX
};
struct Sort {
struct PushConstant {
uint32_t total_elements;
uint32_t pad[3];
int32_t job_params[4];
};
SortShaderRD shader;
RID shader_version;
RID pipelines[SORT_MODE_MAX];
} sort;
RID default_sampler;
RID default_mipmap_sampler;
RID index_buffer;
RID index_array;
HashMap<RID, RID> texture_to_uniform_set_cache;
HashMap<RID, RID> input_to_uniform_set_cache;
HashMap<RID, RID> image_to_uniform_set_cache;
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struct TexturePair {
RID texture1;
RID texture2;
_FORCE_INLINE_ bool operator<(const TexturePair &p_pair) const {
if (texture1 == p_pair.texture1) {
return texture2 < p_pair.texture2;
} else {
return texture1 < p_pair.texture1;
}
}
};
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struct TextureSamplerPair {
RID texture;
RID sampler;
_FORCE_INLINE_ bool operator<(const TextureSamplerPair &p_pair) const {
if (texture == p_pair.texture) {
return sampler < p_pair.sampler;
} else {
return texture < p_pair.texture;
}
}
};
RBMap<TexturePair, RID> texture_pair_to_uniform_set_cache;
RBMap<RID, RID> texture_to_compute_uniform_set_cache;
RBMap<TexturePair, RID> texture_pair_to_compute_uniform_set_cache;
RBMap<TexturePair, RID> image_pair_to_compute_uniform_set_cache;
RBMap<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
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RID _get_uniform_set_from_image(RID p_texture);
RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
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RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
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RID _get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler);
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RID _get_compute_uniform_set_from_texture_pair(RID p_texture, RID p_texture2, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2);
public:
bool get_prefer_raster_effects();
void fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness);
void taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far);
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void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
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struct SSAOSettings {
float radius = 1.0;
float intensity = 2.0;
float power = 1.5;
float detail = 0.5;
float horizon = 0.06;
float sharpness = 0.98;
RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM;
bool half_size = false;
float adaptive_target = 0.5;
int blur_passes = 2;
float fadeout_from = 50.0;
float fadeout_to = 300.0;
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Size2i full_screen_size = Size2i();
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Size2i half_screen_size = Size2i();
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Size2i quarter_screen_size = Size2i();
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};
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struct SSILSettings {
float radius = 1.0;
float intensity = 2.0;
float sharpness = 0.98;
float normal_rejection = 1.0;
RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM;
bool half_size = true;
float adaptive_target = 0.5;
int blur_passes = 4;
float fadeout_from = 50.0;
float fadeout_to = 300.0;
Size2i full_screen_size = Size2i();
Size2i half_screen_size = Size2i();
Size2i quarter_screen_size = Size2i();
};
void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection);
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void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
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void generate_ssao(RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set);
void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
void screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector<RID> p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set);
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera);
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void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
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void sort_buffer(RID p_uniform_set, int p_size);
EffectsRD(bool p_prefer_raster_effects);
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~EffectsRD();
};
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#endif // !RASTERIZER_EFFECTS_RD_H