godot/servers/rendering/renderer_rd/effects_rd.h

692 lines
21 KiB
C++

/*************************************************************************/
/* effects_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 EFFECTS_RD_H
#define EFFECTS_RD_H
#include "core/math/camera_matrix.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/bokeh_dof.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/copy.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/copy_to_fb.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cube_to_dp.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cubemap_filter.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/resolve.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/shadow_reduce.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao_minify.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/tonemap.glsl.gen.h"
#include "servers/rendering_server.h"
class EffectsRD {
enum CopyMode {
COPY_MODE_GAUSSIAN_COPY,
COPY_MODE_GAUSSIAN_COPY_8BIT,
COPY_MODE_GAUSSIAN_GLOW,
COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
COPY_MODE_SIMPLY_COPY,
COPY_MODE_SIMPLY_COPY_8BIT,
COPY_MODE_SIMPLY_COPY_DEPTH,
COPY_MODE_SET_COLOR,
COPY_MODE_SET_COLOR_8BIT,
COPY_MODE_MIPMAP,
COPY_MODE_LINEARIZE_DEPTH,
COPY_MODE_CUBE_TO_PANORAMA,
COPY_MODE_CUBE_ARRAY_TO_PANORAMA,
COPY_MODE_MAX,
};
enum {
COPY_FLAG_HORIZONTAL = (1 << 0),
COPY_FLAG_USE_COPY_SECTION = (1 << 1),
COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
COPY_FLAG_GLOW_FIRST_PASS = (1 << 4),
COPY_FLAG_FLIP_Y = (1 << 5),
COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
COPY_FLAG_ALL_SOURCE = (1 << 7),
COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8),
COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
};
struct CopyPushConstant {
int32_t section[4];
int32_t target[2];
uint32_t flags;
uint32_t pad;
// Glow.
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
float glow_hdr_scale;
float glow_exposure;
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
// DOF.
float camera_z_far;
float camera_z_near;
uint32_t pad2[2];
//SET color
float set_color[4];
};
struct Copy {
CopyPushConstant push_constant;
CopyShaderRD shader;
RID shader_version;
RID pipelines[COPY_MODE_MAX];
} copy;
enum CopyToFBMode {
COPY_TO_FB_COPY,
COPY_TO_FB_COPY_PANORAMA_TO_DP,
COPY_TO_FB_COPY2,
COPY_TO_FB_MAX,
};
struct CopyToFbPushConstant {
float section[4];
float pixel_size[2];
uint32_t flip_y;
uint32_t use_section;
uint32_t force_luminance;
uint32_t alpha_to_zero;
uint32_t srgb;
uint32_t pad;
};
struct CopyToFb {
CopyToFbPushConstant push_constant;
CopyToFbShaderRD shader;
RID shader_version;
PipelineCacheRD pipelines[COPY_TO_FB_MAX];
} copy_to_fb;
struct CubemapRoughnessPushConstant {
uint32_t face_id;
uint32_t sample_count;
float roughness;
uint32_t use_direct_write;
float face_size;
float pad[3];
};
struct CubemapRoughness {
CubemapRoughnessPushConstant push_constant;
CubemapRoughnessShaderRD shader;
RID shader_version;
RID pipeline;
} roughness;
enum TonemapMode {
TONEMAP_MODE_NORMAL,
TONEMAP_MODE_BICUBIC_GLOW_FILTER,
TONEMAP_MODE_1D_LUT,
TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT,
TONEMAP_MODE_MAX
};
struct TonemapPushConstant {
float bcs[3];
uint32_t use_bcs;
uint32_t use_glow;
uint32_t use_auto_exposure;
uint32_t use_color_correction;
uint32_t tonemapper;
uint32_t glow_texture_size[2];
float glow_intensity;
uint32_t pad3;
uint32_t glow_mode;
float glow_levels[7];
float exposure;
float white;
float auto_exposure_grey;
uint32_t pad2;
float pixel_size[2];
uint32_t use_fxaa;
uint32_t use_debanding;
};
/* tonemap actually writes to a framebuffer, which is
* better to do using the raster pipeline rather than
* compute, as that framebuffer might be in different formats
*/
struct Tonemap {
TonemapPushConstant push_constant;
TonemapShaderRD shader;
RID shader_version;
PipelineCacheRD pipelines[TONEMAP_MODE_MAX];
} tonemap;
enum LuminanceReduceMode {
LUMINANCE_REDUCE_READ,
LUMINANCE_REDUCE,
LUMINANCE_REDUCE_WRITE,
LUMINANCE_REDUCE_MAX
};
struct LuminanceReducePushConstant {
int32_t source_size[2];
float max_luminance;
float min_luminance;
float exposure_adjust;
float pad[3];
};
struct LuminanceReduce {
LuminanceReducePushConstant push_constant;
LuminanceReduceShaderRD shader;
RID shader_version;
RID pipelines[LUMINANCE_REDUCE_MAX];
} luminance_reduce;
struct CopyToDPPushConstant {
int32_t screen_size[2];
int32_t dest_offset[2];
float bias;
float z_far;
float z_near;
uint32_t z_flip;
};
struct CoptToDP {
CubeToDpShaderRD shader;
RID shader_version;
RID pipeline;
} cube_to_dp;
struct BokehPushConstant {
uint32_t size[2];
float z_far;
float z_near;
uint32_t orthogonal;
float blur_size;
float blur_scale;
uint32_t steps;
uint32_t blur_near_active;
float blur_near_begin;
float blur_near_end;
uint32_t blur_far_active;
float blur_far_begin;
float blur_far_end;
uint32_t second_pass;
uint32_t half_size;
uint32_t use_jitter;
float jitter_seed;
uint32_t pad[2];
};
enum BokehMode {
BOKEH_GEN_BLUR_SIZE,
BOKEH_GEN_BOKEH_BOX,
BOKEH_GEN_BOKEH_HEXAGONAL,
BOKEH_GEN_BOKEH_CIRCULAR,
BOKEH_COMPOSITE,
BOKEH_MAX
};
struct Bokeh {
BokehPushConstant push_constant;
BokehDofShaderRD shader;
RID shader_version;
RID pipelines[BOKEH_MAX];
} bokeh;
enum SSAOMode {
SSAO_MINIFY_FIRST,
SSAO_MINIFY_MIPMAP,
SSAO_GATHER_LOW,
SSAO_GATHER_MEDIUM,
SSAO_GATHER_HIGH,
SSAO_GATHER_ULTRA,
SSAO_GATHER_LOW_HALF,
SSAO_GATHER_MEDIUM_HALF,
SSAO_GATHER_HIGH_HALF,
SSAO_GATHER_ULTRA_HALF,
SSAO_BLUR_PASS,
SSAO_BLUR_PASS_HALF,
SSAO_BLUR_UPSCALE,
SSAO_MAX
};
struct SSAOMinifyPushConstant {
float pixel_size[2];
float z_far;
float z_near;
int32_t source_size[2];
uint32_t orthogonal;
uint32_t pad;
};
struct SSAOGatherPushConstant {
int32_t screen_size[2];
float z_far;
float z_near;
uint32_t orthogonal;
float intensity_div_r6;
float radius;
float bias;
float proj_info[4];
float pixel_size[2];
float proj_scale;
uint32_t pad;
};
struct SSAOBlurPushConstant {
float edge_sharpness;
int32_t filter_scale;
float z_far;
float z_near;
uint32_t orthogonal;
uint32_t pad[3];
int32_t axis[2];
int32_t screen_size[2];
};
struct SSAO {
SSAOMinifyPushConstant minify_push_constant;
SsaoMinifyShaderRD minify_shader;
RID minify_shader_version;
SSAOGatherPushConstant gather_push_constant;
SsaoShaderRD gather_shader;
RID gather_shader_version;
SSAOBlurPushConstant blur_push_constant;
SsaoBlurShaderRD blur_shader;
RID blur_shader_version;
RID pipelines[SSAO_MAX];
} ssao;
struct RoughnessLimiterPushConstant {
int32_t screen_size[2];
float curve;
uint32_t pad;
};
struct RoughnessLimiter {
RoughnessLimiterPushConstant push_constant;
RoughnessLimiterShaderRD shader;
RID shader_version;
RID pipeline;
} roughness_limiter;
struct CubemapDownsamplerPushConstant {
uint32_t face_size;
float pad[3];
};
struct CubemapDownsampler {
CubemapDownsamplerPushConstant push_constant;
CubemapDownsamplerShaderRD shader;
RID shader_version;
RID pipeline;
} cubemap_downsampler;
enum CubemapFilterMode {
FILTER_MODE_HIGH_QUALITY,
FILTER_MODE_LOW_QUALITY,
FILTER_MODE_HIGH_QUALITY_ARRAY,
FILTER_MODE_LOW_QUALITY_ARRAY,
FILTER_MODE_MAX,
};
struct CubemapFilter {
CubemapFilterShaderRD shader;
RID shader_version;
RID pipelines[FILTER_MODE_MAX];
RID uniform_set;
RID image_uniform_set;
RID coefficient_buffer;
bool use_high_quality;
} filter;
struct SkyPushConstant {
float orientation[12];
float proj[4];
float position[3];
float multiplier;
float time;
float pad[3];
};
enum SpecularMergeMode {
SPECULAR_MERGE_ADD,
SPECULAR_MERGE_SSR,
SPECULAR_MERGE_ADDITIVE_ADD,
SPECULAR_MERGE_ADDITIVE_SSR,
SPECULAR_MERGE_MAX
};
/* Specular merge must be done using raster, rather than compute
* because it must continue the existing color buffer
*/
struct SpecularMerge {
SpecularMergeShaderRD shader;
RID shader_version;
PipelineCacheRD pipelines[SPECULAR_MERGE_MAX];
} specular_merge;
enum ScreenSpaceReflectionMode {
SCREEN_SPACE_REFLECTION_NORMAL,
SCREEN_SPACE_REFLECTION_ROUGH,
SCREEN_SPACE_REFLECTION_MAX,
};
struct ScreenSpaceReflectionPushConstant {
float proj_info[4];
int32_t screen_size[2];
float camera_z_near;
float camera_z_far;
int32_t num_steps;
float depth_tolerance;
float distance_fade;
float curve_fade_in;
uint32_t orthogonal;
float filter_mipmap_levels;
uint32_t use_half_res;
uint8_t metallic_mask[4];
float projection[16];
};
struct ScreenSpaceReflection {
ScreenSpaceReflectionPushConstant push_constant;
ScreenSpaceReflectionShaderRD shader;
RID shader_version;
RID pipelines[SCREEN_SPACE_REFLECTION_MAX];
} ssr;
struct ScreenSpaceReflectionFilterPushConstant {
float proj_info[4];
uint32_t orthogonal;
float edge_tolerance;
int32_t increment;
uint32_t pad;
int32_t screen_size[2];
uint32_t vertical;
uint32_t steps;
};
enum {
SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL,
SCREEN_SPACE_REFLECTION_FILTER_VERTICAL,
SCREEN_SPACE_REFLECTION_FILTER_MAX,
};
struct ScreenSpaceReflectionFilter {
ScreenSpaceReflectionFilterPushConstant push_constant;
ScreenSpaceReflectionFilterShaderRD shader;
RID shader_version;
RID pipelines[SCREEN_SPACE_REFLECTION_FILTER_MAX];
} ssr_filter;
struct ScreenSpaceReflectionScalePushConstant {
int32_t screen_size[2];
float camera_z_near;
float camera_z_far;
uint32_t orthogonal;
uint32_t filter;
uint32_t pad[2];
};
struct ScreenSpaceReflectionScale {
ScreenSpaceReflectionScalePushConstant push_constant;
ScreenSpaceReflectionScaleShaderRD shader;
RID shader_version;
RID pipeline;
} ssr_scale;
struct SubSurfaceScatteringPushConstant {
int32_t screen_size[2];
float camera_z_far;
float camera_z_near;
uint32_t vertical;
uint32_t orthogonal;
float unit_size;
float scale;
float depth_scale;
uint32_t pad[3];
};
struct SubSurfaceScattering {
SubSurfaceScatteringPushConstant push_constant;
SubsurfaceScatteringShaderRD shader;
RID shader_version;
RID pipelines[3]; //3 quality levels
} sss;
struct ResolvePushConstant {
int32_t screen_size[2];
int32_t samples;
uint32_t pad;
};
enum ResolveMode {
RESOLVE_MODE_GI,
RESOLVE_MODE_GI_GIPROBE,
RESOLVE_MODE_MAX
};
struct Resolve {
ResolvePushConstant push_constant;
ResolveShaderRD shader;
RID shader_version;
RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
} resolve;
enum ShadowReduceMode {
SHADOW_REDUCE_REDUCE,
SHADOW_REDUCE_FILTER,
SHADOW_REDUCE_MAX
};
struct ShadowReduce {
ShadowReduceShaderRD shader;
RID shader_version;
RID pipelines[SHADOW_REDUCE_MAX];
} shadow_reduce;
enum SortMode {
SORT_MODE_BLOCK,
SORT_MODE_STEP,
SORT_MODE_INNER,
SORT_MODE_MAX
};
struct Sort {
struct PushConstant {
uint32_t total_elements;
uint32_t pad[3];
int32_t job_params[4];
};
SortShaderRD shader;
RID shader_version;
RID pipelines[SORT_MODE_MAX];
} sort;
RID default_sampler;
RID default_mipmap_sampler;
RID index_buffer;
RID index_array;
Map<RID, RID> texture_to_uniform_set_cache;
Map<RID, RID> image_to_uniform_set_cache;
struct TexturePair {
RID texture1;
RID texture2;
_FORCE_INLINE_ bool operator<(const TexturePair &p_pair) const {
if (texture1 == p_pair.texture1) {
return texture2 < p_pair.texture2;
} else {
return texture1 < p_pair.texture1;
}
}
};
Map<RID, RID> texture_to_compute_uniform_set_cache;
Map<TexturePair, RID> texture_pair_to_compute_uniform_set_cache;
Map<TexturePair, RID> image_pair_to_compute_uniform_set_cache;
RID _get_uniform_set_from_image(RID p_texture);
RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_texture_pair(RID p_texture, RID p_texture2, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2);
public:
void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID());
void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false);
void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false);
void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
void cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_bokeh_texture1, RID p_bokeh_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
struct TonemapSettings {
bool use_glow = false;
enum GlowMode {
GLOW_MODE_ADD,
GLOW_MODE_SCREEN,
GLOW_MODE_SOFTLIGHT,
GLOW_MODE_REPLACE,
GLOW_MODE_MIX
};
GlowMode glow_mode = GLOW_MODE_ADD;
float glow_intensity = 1.0;
float glow_levels[7] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0 };
Vector2i glow_texture_size;
bool glow_use_bicubic_upscale = false;
RID glow_texture;
RS::EnvironmentToneMapper tonemap_mode = RS::ENV_TONE_MAPPER_LINEAR;
float exposure = 1.0;
float white = 1.0;
bool use_auto_exposure = false;
float auto_exposure_grey = 0.5;
RID exposure_texture;
bool use_bcs = false;
float brightness = 1.0;
float contrast = 1.0;
float saturation = 1.0;
bool use_color_correction = false;
bool use_1d_color_correction = false;
RID color_correction_texture;
bool use_fxaa = false;
bool use_debanding = false;
Vector2i texture_size;
};
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness);
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera);
void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, Vector2i p_screen_size, int p_samples);
void reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RenderingDevice::ComputeListID compute_list);
void filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RS::EnvVolumetricFogShadowFilter p_filter, RenderingDevice::ComputeListID compute_list, bool p_vertical = true, bool p_horizontal = true);
void sort_buffer(RID p_uniform_set, int p_size);
EffectsRD();
~EffectsRD();
};
#endif // !RASTERIZER_EFFECTS_RD_H