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#include "qssgrendererutil_p.h"
#include <QtQuick3DRuntimeRender/private/qssgrenderresourcebufferobjects_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderresourcetexture2d_p.h>
QT_BEGIN_NAMESPACE
void QSSGRendererUtil::resolveMutisampleFBOColorOnly(const QSSGRef<QSSGResourceManager> &inManager,
QSSGResourceTexture2D &ioResult,
QSSGRenderContext &inRenderContext,
qint32 inWidth,
qint32 inHeight,
QSSGRenderTextureFormat inColorFormat,
const QSSGRef<QSSGRenderFrameBuffer> &inSourceFBO)
{
// create resolve FBO
QSSGResourceFrameBuffer theResolveFB(inManager);
// Allocates the frame buffer which has the side effect of setting the current render target to
// that frame buffer.
theResolveFB.ensureFrameBuffer();
// set copy flags
QSSGRenderClearFlags copyFlags(QSSGRenderClearValues::Color);
// get / create resolve targets and attach
ioResult.ensureTexture(inWidth, inHeight, inColorFormat);
theResolveFB->attach(QSSGRenderFrameBufferAttachment::Color0, ioResult.getTexture());
// CN - I don't believe we have to resolve the depth.
// The reason is we render the depth texture specially unresolved. So there is no need to
// resolve
// the depth prepass texture to anything else.
// 1. Make resolve buffer be the render target ( already happend )
// 2. Make the current layer FBO the current read target
// 3. Do the blit from MSAA to non MSAA
// 2.
inRenderContext.setReadTarget(inSourceFBO);
inRenderContext.setReadBuffer(QSSGReadFace::Color0);
// 3.
inRenderContext.blitFramebuffer(0, 0, inWidth, inHeight, 0, 0, inWidth, inHeight, copyFlags, QSSGRenderTextureMagnifyingOp::Nearest);
}
void QSSGRendererUtil::resolveSSAAFBOColorOnly(const QSSGRef<QSSGResourceManager> &inManager,
QSSGResourceTexture2D &ioResult,
qint32 outWidth,
qint32 outHeight,
QSSGRenderContext &inRenderContext,
qint32 inWidth,
qint32 inHeight,
QSSGRenderTextureFormat inColorFormat,
const QSSGRef<QSSGRenderFrameBuffer> &inSourceFBO)
{
// create resolve FBO
QSSGResourceFrameBuffer theResolveFB(inManager);
// Allocates the frame buffer which has the side effect of setting the current render target to
// that frame buffer.
theResolveFB.ensureFrameBuffer();
// set copy flags
QSSGRenderClearFlags copyFlags(QSSGRenderClearValues::Color);
// get / create resolve targets and attach
ioResult.ensureTexture(outWidth, outHeight, inColorFormat);
theResolveFB->attach(QSSGRenderFrameBufferAttachment::Color0, ioResult.getTexture());
// CN - I don't believe we have to resolve the depth.
// The reason is we render the depth texture specially unresolved. So there is no need to
// resolve
// the depth prepass texture to anything else.
// 1. Make resolve buffer be the render target ( already happend )
// 2. Make the current layer FBO the current read target
// 3. Do the blit from High res to low res buffer
// 2.
inRenderContext.setReadTarget(inSourceFBO);
inRenderContext.setReadBuffer(QSSGReadFace::Color0);
// 3.
inRenderContext.blitFramebuffer(0, 0, inWidth, inHeight, 0, 0, outWidth, outHeight, copyFlags, QSSGRenderTextureMagnifyingOp::Linear);
}
void QSSGRendererUtil::getSSAARenderSize(qint32 inWidth, qint32 inHeight, qint32 &outWidth, qint32 &outHeight)
{
// we currently double width and height
outWidth = inWidth * 2;
outHeight = inHeight * 2;
// keep aspect ration?
// clamp to max
if (outWidth > MAX_SSAA_DIM)
outWidth = MAX_SSAA_DIM;
if (outHeight > MAX_SSAA_DIM)
outHeight = MAX_SSAA_DIM;
}
QT_END_NAMESPACE