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