summaryrefslogtreecommitdiffstats
path: root/src/Runtime/Source/runtimerender/Qt3DSRendererUtil.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/Runtime/Source/runtimerender/Qt3DSRendererUtil.cpp')
-rw-r--r--src/Runtime/Source/runtimerender/Qt3DSRendererUtil.cpp119
1 files changed, 119 insertions, 0 deletions
diff --git a/src/Runtime/Source/runtimerender/Qt3DSRendererUtil.cpp b/src/Runtime/Source/runtimerender/Qt3DSRendererUtil.cpp
new file mode 100644
index 00000000..7bc108e0
--- /dev/null
+++ b/src/Runtime/Source/runtimerender/Qt3DSRendererUtil.cpp
@@ -0,0 +1,119 @@
+/****************************************************************************
+**
+** 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;
+}