/**************************************************************************/ /* fsr2.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 FSR2_RD_H #define FSR2_RD_H #include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_accumulate_pass.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_autogen_reactive_pass.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_compute_luminance_pyramid_pass.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_depth_clip_pass.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_lock_pass.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_rcas_pass.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_reconstruct_previous_depth_pass.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/fsr2/fsr2_tcr_autogen_pass.glsl.gen.h" // This flag doesn't actually control anything GCC specific in FSR2. It determines // if symbols should be exported, which is not required for Godot. #ifndef FFX_GCC #define FFX_GCC #endif #include "thirdparty/amd-fsr2/ffx_fsr2.h" #define FSR2_MAX_QUEUED_FRAMES … #define FSR2_MAX_UNIFORM_BUFFERS … #define FSR2_MAX_BUFFERED_DESCRIPTORS … #define FSR2_UBO_RING_BUFFER_SIZE … namespace RendererRD { class FSR2Context { … }; class FSR2Effect { … }; } // namespace RendererRD #endif // FSR2_RD_H