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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/src/runtimerender/Qt3DSRendererUtil.cpp119
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diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
new file mode 160000
+Subproject 2025912174c4cf99270b7439ec3b021e1d089ae
diff --git a/src/Runtime/ogl-runtime/src/runtimerender/Qt3DSRendererUtil.cpp b/src/Runtime/ogl-runtime/src/runtimerender/Qt3DSRendererUtil.cpp
deleted file mode 100644
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--- a/src/Runtime/ogl-runtime/src/runtimerender/Qt3DSRendererUtil.cpp
+++ /dev/null
@@ -1,119 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2008-2012 NVIDIA Corporation.
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of Qt 3D Studio.
-**
-** $QT_BEGIN_LICENSE:GPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3 or (at your option) any later version
-** approved by the KDE Free Qt Foundation. The licenses are as published by
-** the Free Software Foundation and appearing in the file LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-#include "Qt3DSRendererUtil.h"
-#include "Qt3DSRenderResourceBufferObjects.h"
-#include "Qt3DSRenderResourceTexture2D.h"
-
-using namespace qt3ds::render;
-
-void CRendererUtil::ResolveMutisampleFBOColorOnly(IResourceManager &inManager,
- CResourceTexture2D &ioResult,
- NVRenderContext &inRenderContext, QT3DSU32 inWidth,
- QT3DSU32 inHeight,
- NVRenderTextureFormats::Enum inColorFormat,
- NVRenderFrameBuffer &inSourceFBO)
-{
- // create resolve FBO
- CResourceFrameBuffer 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
- qt3ds::render::NVRenderClearFlags copyFlags(NVRenderClearValues::Color);
-
- // get / create resolve targets and attach
- ioResult.EnsureTexture(inWidth, inHeight, inColorFormat);
- theResolveFB->Attach(NVRenderFrameBufferAttachments::Color0, *ioResult);
- // 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(NVReadFaces::Color0);
- // 3.
- inRenderContext.BlitFramebuffer(0, 0, inWidth, inHeight, 0, 0, inWidth, inHeight, copyFlags,
- NVRenderTextureMagnifyingOp::Nearest);
-}
-
-void CRendererUtil::ResolveSSAAFBOColorOnly(IResourceManager &inManager,
- CResourceTexture2D &ioResult, QT3DSU32 outWidth,
- QT3DSU32 outHeight, NVRenderContext &inRenderContext,
- QT3DSU32 inWidth, QT3DSU32 inHeight,
- NVRenderTextureFormats::Enum inColorFormat,
- NVRenderFrameBuffer &inSourceFBO)
-{
- // create resolve FBO
- CResourceFrameBuffer 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
- qt3ds::render::NVRenderClearFlags copyFlags(NVRenderClearValues::Color);
-
- // get / create resolve targets and attach
- ioResult.EnsureTexture(outWidth, outHeight, inColorFormat);
- theResolveFB->Attach(NVRenderFrameBufferAttachments::Color0, *ioResult);
- // 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(NVReadFaces::Color0);
- // 3.
- inRenderContext.BlitFramebuffer(0, 0, inWidth, inHeight, 0, 0, outWidth, outHeight, copyFlags,
- NVRenderTextureMagnifyingOp::Linear);
-}
-
-void CRendererUtil::GetSSAARenderSize(QT3DSU32 inWidth, QT3DSU32 inHeight, QT3DSU32 &outWidth,
- QT3DSU32 &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;
-}