Files
FlaxEngine/Source/Engine/Renderer/Utils/MultiScaler.h
2022-12-14 14:04:14 +01:00

111 lines
3.9 KiB
C++

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