/**************************************************************************** ** ** 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; }