render_scene_buffers_gles3.cpp 3.3 KB

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  1. /*************************************************************************/
  2. /* render_scene_buffers_gles3.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifdef GLES3_ENABLED
  31. #include "render_scene_buffers_gles3.h"
  32. #include "texture_storage.h"
  33. RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
  34. free_render_buffer_data();
  35. }
  36. void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
  37. GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
  38. //internal_size.x = p_internal_size.x; // ignore for now
  39. //internal_size.y = p_internal_size.y;
  40. width = p_target_size.x;
  41. height = p_target_size.y;
  42. //fsr_sharpness = p_fsr_sharpness;
  43. //texture_mipmap_bias = p_texture_mipmap_bias;
  44. render_target = p_render_target;
  45. //msaa = p_msaa;
  46. //screen_space_aa = p_screen_space_aa;
  47. //use_debanding = p_use_debanding;
  48. view_count = p_view_count;
  49. free_render_buffer_data();
  50. GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
  51. is_transparent = rt->is_transparent;
  52. }
  53. void RenderSceneBuffersGLES3::free_render_buffer_data() {
  54. }
  55. #endif // GLES3_ENABLED