/**************************************************************************/ /* vrs.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. */ /**************************************************************************/ #ifndef VRS_RD_H #define VRS_RD_H #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/shaders/effects/vrs.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" namespace RendererRD { class VRS { private: enum VRSMode { VRS_DEFAULT, VRS_MULTIVIEW, VRS_MAX, }; struct VRSPushConstant { float max_texel_factor; // 4x8, 8x4 and 8x8 are only available on some GPUs. float res1; float res2; float res3; }; struct VRSShader { // VRSPushConstant push_constant; VrsShaderRD shader; RID shader_version; PipelineCacheRD pipelines[VRS_MAX]; } vrs_shader; public: VRS(); ~VRS(); void copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multiview = false); Size2i get_vrs_texture_size(const Size2i p_base_size) const; void update_vrs_texture(RID p_vrs_fb, RID p_render_target); }; } // namespace RendererRD #endif // VRS_RD_H