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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 |