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vk_postprocess.h
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vk_postprocess.h
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#pragma once
#include <functional>
#include <map>
#include <array>
#include "hwrenderer/postprocessing/hw_postprocess.h"
#include "vulkan/system/vk_objects.h"
#include "vulkan/system/vk_builders.h"
#include "vulkan/textures/vk_imagetransition.h"
class FString;
class VkPPShader;
class VkPPTexture;
class PipelineBarrier;
class VulkanFrameBuffer;
class VkPostprocess
{
public:
VkPostprocess(VulkanFrameBuffer* fb);
~VkPostprocess();
void SetActiveRenderTarget();
void PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D);
void AmbientOccludeScene(float m5);
void BlurScene(float gameinfobluramount);
void ClearTonemapPalette();
void UpdateShadowMap();
void ImageTransitionScene(bool undefinedSrcLayout);
void BlitSceneToPostprocess();
void BlitCurrentToImage(VkTextureImage *image, VkImageLayout finallayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
void DrawPresentTexture(const IntRect &box, bool applyGamma, bool screenshot);
int GetCurrentPipelineImage() const { return mCurrentPipelineImage; }
private:
void NextEye(int eyeCount);
VulkanFrameBuffer* fb = nullptr;
int mCurrentPipelineImage = 0;
friend class VkPPRenderState;
};