Use subpasses to do 3D rendering and resolve in mobile renderer
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2f1bc509dc
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16 changed files with 798 additions and 155 deletions
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@ -238,11 +238,15 @@ private:
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TONEMAP_MODE_BICUBIC_GLOW_FILTER,
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TONEMAP_MODE_1D_LUT,
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TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT,
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TONEMAP_MODE_SUBPASS,
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TONEMAP_MODE_SUBPASS_1D_LUT,
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TONEMAP_MODE_NORMAL_MULTIVIEW,
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TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW,
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TONEMAP_MODE_1D_LUT_MULTIVIEW,
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TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW,
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TONEMAP_MODE_SUBPASS_MULTIVIEW,
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TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW,
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TONEMAP_MODE_MAX
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};
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@ -718,6 +722,7 @@ private:
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RID index_array;
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Map<RID, RID> texture_to_uniform_set_cache;
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Map<RID, RID> input_to_uniform_set_cache;
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Map<RID, RID> image_to_uniform_set_cache;
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@ -751,6 +756,7 @@ private:
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Map<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
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RID _get_uniform_set_from_image(RID p_texture);
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RID _get_uniform_set_for_input(RID p_texture);
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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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@ -842,6 +848,7 @@ public:
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};
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void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
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void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings);
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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_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, 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_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set);
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