summaryrefslogtreecommitdiffstats
path: root/src/runtimerender/Qt3DSRendererUtil.cpp
blob: 7bc108e0863dd4b1d6827cf48e48b6c65ba31f84 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
/****************************************************************************
**
** 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;
}