111 lines
3.9 KiB
C++
111 lines
3.9 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#pragma once
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#include "../RendererPass.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/GPUPipelineStatePermutations.h"
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/// <summary>
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/// Scales an input texture to an output texture (down or up, depending on the relative size between input and output). Can perform image blurring.
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/// </summary>
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class MultiScaler : public RendererPass<MultiScaler>
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{
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private:
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AssetReference<Shader> _shader;
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GPUPipelineState* _psHalfDepth = nullptr;
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GPUPipelineStatePermutationsPs<2> _psBlur5;
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GPUPipelineStatePermutationsPs<2> _psBlur9;
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GPUPipelineStatePermutationsPs<2> _psBlur13;
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GPUPipelineState* _psUpscale = nullptr;
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public:
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/// <summary>
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/// Filter mode
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/// </summary>
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enum class FilterMode
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{
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/// <summary>
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/// Optimized 5-tap gaussian blur with linear sampling (3 texture fetches).
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/// </summary>
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GaussianBlur5 = 1,
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/// <summary>
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/// Optimized 9-tap gaussian blur with linear sampling (5 texture fetches).
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/// </summary>
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GaussianBlur9 = 2,
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/// <summary>
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/// Optimized 13-tap gaussian blur with linear sampling (7 texture fetches).
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/// </summary>
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GaussianBlur13 = 3,
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};
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/// <summary>
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/// Performs texture filtering.
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/// </summary>
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/// <param name="mode">The filter mode.</param>
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/// <param name="context">The context.</param>
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/// <param name="width">The output width.</param>
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/// <param name="height">The output height.</param>
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/// <param name="src">The source texture.</param>
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/// <param name="dst">The destination texture.</param>
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/// <param name="tmp">The temporary texture (should have the same size as destination texture).</param>
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void Filter(const FilterMode mode, GPUContext* context, const int32 width, const int32 height, GPUTextureView* src, GPUTextureView* dst, GPUTextureView* tmp);
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/// <summary>
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/// Performs texture filtering.
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/// </summary>
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/// <param name="mode">The filter mode.</param>
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/// <param name="context">The context.</param>
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/// <param name="width">The output width.</param>
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/// <param name="height">The output height.</param>
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/// <param name="srcDst">The source and destination texture.</param>
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/// <param name="tmp">The temporary texture (should have the same size as destination texture).</param>
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void Filter(const FilterMode mode, GPUContext* context, const int32 width, const int32 height, GPUTextureView* srcDst, GPUTextureView* tmp);
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/// <summary>
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/// Downscales the depth buffer (to half resolution).
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/// </summary>
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/// <param name="context">The context.</param>
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/// <param name="dstWidth">The width of the destination texture (in pixels).</param>
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/// <param name="dstHeight">The height of the destination texture (in pixels).</param>
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/// <param name="src">The source texture.</param>
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/// <param name="dst">The destination texture.</param>
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void DownscaleDepth(GPUContext* context, int32 dstWidth, int32 dstHeight, GPUTexture* src, GPUTextureView* dst);
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/// <summary>
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/// Upscales the texture.
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/// </summary>
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/// <param name="context">The context.</param>
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/// <param name="viewport">The viewport of the destination texture.</param>
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/// <param name="src">The source texture.</param>
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/// <param name="dst">The destination texture.</param>
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void Upscale(GPUContext* context, const Viewport& viewport, GPUTexture* src, GPUTextureView* dst);
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public:
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// [RendererPass]
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String ToString() const override;
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bool Init() override;
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void Dispose() override;
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj)
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{
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_psHalfDepth->ReleaseGPU();
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_psUpscale->ReleaseGPU();
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_psBlur5.Release();
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_psBlur9.Release();
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_psBlur13.Release();
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invalidateResources();
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}
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#endif
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protected:
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// [RendererPass]
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bool setupResources() override;
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};
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