Merge pull request #15822 from samcake/yellow

BUGZ-664: Introduce scaling of rendering for forward renderer
This commit is contained in:
Sam Gateau 2019-06-25 14:27:17 -07:00 committed by GitHub
commit 48f9c33bdd
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GPG key ID: 4AEE18F83AFDEB23
27 changed files with 547 additions and 374 deletions

View file

@ -340,10 +340,10 @@ Item {
text: "GPU: " + root.gpuFrameTime.toFixed(1) + " ms" text: "GPU: " + root.gpuFrameTime.toFixed(1) + " ms"
} }
StatText { StatText {
text: "GPU (Per pixel): " + root.gpuFrameTimePerPixel.toFixed(5) + " ns/pp" text: "GPU (Per pixel): " + root.gpuFrameTimePerPixel.toFixed(1) + " ns/pp"
} }
StatText { StatText {
text: "GPU frame size: " + root.gpuFrameSize.x + " x " + root.gpuFrameSize.y text: "GPU frame size: " + root.gpuFrameSize.x.toFixed(0) + " x " + root.gpuFrameSize.y.toFixed(0)
} }
StatText { StatText {
text: "LOD Target: " + root.lodTargetFramerate + " Hz Angle: " + root.lodAngle + " deg" text: "LOD Target: " + root.lodTargetFramerate + " Hz Angle: " + root.lodAngle + " deg"

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@ -3742,18 +3742,6 @@ void Application::resizeGL() {
DependencyManager::get<FramebufferCache>()->setFrameBufferSize(fromGlm(renderSize)); DependencyManager::get<FramebufferCache>()->setFrameBufferSize(fromGlm(renderSize));
} }
auto renderResolutionScale = getRenderResolutionScale();
if (displayPlugin->getRenderResolutionScale() != renderResolutionScale) {
auto renderConfig = _graphicsEngine.getRenderEngine()->getConfiguration();
assert(renderConfig);
auto mainView = renderConfig->getConfig("RenderMainView.RenderDeferredTask");
// mainView can be null if we're rendering in forward mode
if (mainView) {
mainView->setProperty("resolutionScale", renderResolutionScale);
}
displayPlugin->setRenderResolutionScale(renderResolutionScale);
}
// FIXME the aspect ratio for stereo displays is incorrect based on this. // FIXME the aspect ratio for stereo displays is incorrect based on this.
float aspectRatio = displayPlugin->getRecommendedAspectRatio(); float aspectRatio = displayPlugin->getRecommendedAspectRatio();
_myCamera.setProjection(glm::perspective(glm::radians(_fieldOfView.get()), aspectRatio, _myCamera.setProjection(glm::perspective(glm::radians(_fieldOfView.get()), aspectRatio,
@ -8547,23 +8535,7 @@ void Application::shareSnapshot(const QString& path, const QUrl& href) {
} }
float Application::getRenderResolutionScale() const { float Application::getRenderResolutionScale() const {
auto menu = Menu::getInstance(); return RenderScriptingInterface::getInstance()->getViewportResolutionScale();
if (!menu) {
return 1.0f;
}
if (menu->isOptionChecked(MenuOption::RenderResolutionOne)) {
return 1.0f;
} else if (menu->isOptionChecked(MenuOption::RenderResolutionTwoThird)) {
return 0.666f;
} else if (menu->isOptionChecked(MenuOption::RenderResolutionHalf)) {
return 0.5f;
} else if (menu->isOptionChecked(MenuOption::RenderResolutionThird)) {
return 0.333f;
} else if (menu->isOptionChecked(MenuOption::RenderResolutionQuarter)) {
return 0.25f;
} else {
return 1.0f;
}
} }
void Application::notifyPacketVersionMismatch() { void Application::notifyPacketVersionMismatch() {

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@ -382,28 +382,6 @@ Menu::Menu() {
// Developer > Render > OpenVR threaded submit // Developer > Render > OpenVR threaded submit
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::OpenVrThreadedSubmit, 0, true); addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::OpenVrThreadedSubmit, 0, true);
// Developer > Render > Resolution
MenuWrapper* resolutionMenu = renderOptionsMenu->addMenu(MenuOption::RenderResolution);
QActionGroup* resolutionGroup = new QActionGroup(resolutionMenu);
resolutionGroup->setExclusive(true);
#if defined(Q_OS_MAC)
resolutionGroup->addAction(addCheckableActionToQMenuAndActionHash(resolutionMenu, MenuOption::RenderResolutionOne, 0, false));
#else
resolutionGroup->addAction(addCheckableActionToQMenuAndActionHash(resolutionMenu, MenuOption::RenderResolutionOne, 0, true));
#endif
resolutionGroup->addAction(addCheckableActionToQMenuAndActionHash(resolutionMenu, MenuOption::RenderResolutionTwoThird, 0, false));
#if defined(Q_OS_MAC)
resolutionGroup->addAction(addCheckableActionToQMenuAndActionHash(resolutionMenu, MenuOption::RenderResolutionHalf, 0, true));
#else
resolutionGroup->addAction(addCheckableActionToQMenuAndActionHash(resolutionMenu, MenuOption::RenderResolutionHalf, 0, false));
#endif
resolutionGroup->addAction(addCheckableActionToQMenuAndActionHash(resolutionMenu, MenuOption::RenderResolutionThird, 0, false));
resolutionGroup->addAction(addCheckableActionToQMenuAndActionHash(resolutionMenu, MenuOption::RenderResolutionQuarter, 0, false));
//const QString = "Automatic Texture Memory"; //const QString = "Automatic Texture Memory";
//const QString = "64 MB"; //const QString = "64 MB";
//const QString = "256 MB"; //const QString = "256 MB";

View file

@ -168,12 +168,6 @@ namespace MenuOption {
const QString RenderMaxTexture4096MB = "4096 MB"; const QString RenderMaxTexture4096MB = "4096 MB";
const QString RenderMaxTexture6144MB = "6144 MB"; const QString RenderMaxTexture6144MB = "6144 MB";
const QString RenderMaxTexture8192MB = "8192 MB"; const QString RenderMaxTexture8192MB = "8192 MB";
const QString RenderResolution = "Scale Resolution";
const QString RenderResolutionOne = "1";
const QString RenderResolutionTwoThird = "2/3";
const QString RenderResolutionHalf = "1/2";
const QString RenderResolutionThird = "1/3";
const QString RenderResolutionQuarter = "1/4";
const QString RenderSensorToWorldMatrix = "Show SensorToWorld Matrix"; const QString RenderSensorToWorldMatrix = "Show SensorToWorld Matrix";
const QString RenderIKTargets = "Show IK Targets"; const QString RenderIKTargets = "Show IK Targets";
const QString RenderIKConstraints = "Show IK Constraints"; const QString RenderIKConstraints = "Show IK Constraints";

View file

@ -30,14 +30,16 @@ void RenderScriptingInterface::loadSettings() {
_shadowsEnabled = (_shadowsEnabledSetting.get()); _shadowsEnabled = (_shadowsEnabledSetting.get());
_ambientOcclusionEnabled = (_ambientOcclusionEnabledSetting.get()); _ambientOcclusionEnabled = (_ambientOcclusionEnabledSetting.get());
_antialiasingEnabled = (_antialiasingEnabledSetting.get()); _antialiasingEnabled = (_antialiasingEnabledSetting.get());
_viewportResolutionScale = (_viewportResolutionScaleSetting.get());
}); });
forceRenderMethod((RenderMethod)_renderMethod); forceRenderMethod((RenderMethod)_renderMethod);
forceShadowsEnabled(_shadowsEnabled); forceShadowsEnabled(_shadowsEnabled);
forceAmbientOcclusionEnabled(_ambientOcclusionEnabled); forceAmbientOcclusionEnabled(_ambientOcclusionEnabled);
forceAntialiasingEnabled(_antialiasingEnabled); forceAntialiasingEnabled(_antialiasingEnabled);
forceViewportResolutionScale(_viewportResolutionScale);
} }
RenderScriptingInterface::RenderMethod RenderScriptingInterface::getRenderMethod() { RenderScriptingInterface::RenderMethod RenderScriptingInterface::getRenderMethod() const {
return (RenderMethod) _renderMethod; return (RenderMethod) _renderMethod;
} }
@ -64,7 +66,7 @@ QStringList RenderScriptingInterface::getRenderMethodNames() const {
return refrenderMethodNames; return refrenderMethodNames;
} }
bool RenderScriptingInterface::getShadowsEnabled() { bool RenderScriptingInterface::getShadowsEnabled() const {
return _shadowsEnabled; return _shadowsEnabled;
} }
@ -88,7 +90,7 @@ void RenderScriptingInterface::forceShadowsEnabled(bool enabled) {
}); });
} }
bool RenderScriptingInterface::getAmbientOcclusionEnabled() { bool RenderScriptingInterface::getAmbientOcclusionEnabled() const {
return _ambientOcclusionEnabled; return _ambientOcclusionEnabled;
} }
@ -112,7 +114,7 @@ void RenderScriptingInterface::forceAmbientOcclusionEnabled(bool enabled) {
}); });
} }
bool RenderScriptingInterface::getAntialiasingEnabled() { bool RenderScriptingInterface::getAntialiasingEnabled() const {
return _antialiasingEnabled; return _antialiasingEnabled;
} }
@ -145,3 +147,37 @@ void RenderScriptingInterface::forceAntialiasingEnabled(bool enabled) {
} }
float RenderScriptingInterface::getViewportResolutionScale() const {
return _viewportResolutionScale;
}
void RenderScriptingInterface::setViewportResolutionScale(float scale) {
if (_viewportResolutionScale != scale) {
forceViewportResolutionScale(scale);
emit settingsChanged();
}
}
void RenderScriptingInterface::forceViewportResolutionScale(float scale) {
// just not negative values or zero
if (scale <= 0.f) {
return;
}
_renderSettingLock.withWriteLock([&] {
_viewportResolutionScale = (scale);
_viewportResolutionScaleSetting.set(scale);
auto renderConfig = qApp->getRenderEngine()->getConfiguration();
assert(renderConfig);
auto deferredView = renderConfig->getConfig("RenderMainView.RenderDeferredTask");
// mainView can be null if we're rendering in forward mode
if (deferredView) {
deferredView->setProperty("resolutionScale", _viewportResolutionScale);
}
auto forwardView = renderConfig->getConfig("RenderMainView.RenderForwardTask");
// mainView can be null if we're rendering in forward mode
if (forwardView) {
forwardView->setProperty("resolutionScale", _viewportResolutionScale);
}
});
}

View file

@ -29,6 +29,7 @@ class RenderScriptingInterface : public QObject {
Q_PROPERTY(bool shadowsEnabled READ getShadowsEnabled WRITE setShadowsEnabled NOTIFY settingsChanged) Q_PROPERTY(bool shadowsEnabled READ getShadowsEnabled WRITE setShadowsEnabled NOTIFY settingsChanged)
Q_PROPERTY(bool ambientOcclusionEnabled READ getAmbientOcclusionEnabled WRITE setAmbientOcclusionEnabled NOTIFY settingsChanged) Q_PROPERTY(bool ambientOcclusionEnabled READ getAmbientOcclusionEnabled WRITE setAmbientOcclusionEnabled NOTIFY settingsChanged)
Q_PROPERTY(bool antialiasingEnabled READ getAntialiasingEnabled WRITE setAntialiasingEnabled NOTIFY settingsChanged) Q_PROPERTY(bool antialiasingEnabled READ getAntialiasingEnabled WRITE setAntialiasingEnabled NOTIFY settingsChanged)
Q_PROPERTY(float viewportResolutionScale READ getViewportResolutionScale WRITE setViewportResolutionScale NOTIFY settingsChanged)
public: public:
RenderScriptingInterface(); RenderScriptingInterface();
@ -66,7 +67,7 @@ public slots:
* @function Render.getRenderMethod * @function Render.getRenderMethod
* @returns {number} <code>"DEFERRED"</code> or <code>"FORWARD"</code> * @returns {number} <code>"DEFERRED"</code> or <code>"FORWARD"</code>
*/ */
RenderMethod getRenderMethod(); RenderMethod getRenderMethod() const;
/**jsdoc /**jsdoc
* Sets the current render method * Sets the current render method
@ -88,7 +89,7 @@ public slots:
* @function Render.getShadowsEnabled * @function Render.getShadowsEnabled
* @returns {bool} <code>true</code> if shadows are enabled, otherwise <code>false</code> * @returns {bool} <code>true</code> if shadows are enabled, otherwise <code>false</code>
*/ */
bool getShadowsEnabled(); bool getShadowsEnabled() const;
/**jsdoc /**jsdoc
* Enables or disables shadows * Enables or disables shadows
@ -102,7 +103,7 @@ public slots:
* @function Render.getAmbientOcclusionEnabled * @function Render.getAmbientOcclusionEnabled
* @returns {bool} <code>true</code> if ambient occlusion is enabled, otherwise <code>false</code> * @returns {bool} <code>true</code> if ambient occlusion is enabled, otherwise <code>false</code>
*/ */
bool getAmbientOcclusionEnabled(); bool getAmbientOcclusionEnabled() const;
/**jsdoc /**jsdoc
* Enables or disables ambient occlusion * Enables or disables ambient occlusion
@ -116,7 +117,7 @@ public slots:
* @function Render.getAntialiasingEnabled * @function Render.getAntialiasingEnabled
* @returns {bool} <code>true</code> if anti-aliasing is enabled, otherwise <code>false</code> * @returns {bool} <code>true</code> if anti-aliasing is enabled, otherwise <code>false</code>
*/ */
bool getAntialiasingEnabled(); bool getAntialiasingEnabled() const;
/**jsdoc /**jsdoc
* Enables or disables anti-aliasing * Enables or disables anti-aliasing
@ -130,14 +131,14 @@ public slots:
* @function Render.getViewportResolutionScale * @function Render.getViewportResolutionScale
* @returns {number} * @returns {number}
*/ */
// float getViewportResolutionScale(); float getViewportResolutionScale() const;
/**jsdoc /**jsdoc
* Sets the current viewport resolution scale * Sets the current viewport resolution scale
* @function Render.setViewportResolutionScale * @function Render.setViewportResolutionScale
* @param {number} resolutionScale - between epsilon and 1.0 * @param {number} resolutionScale - between epsilon and 1.0
*/ */
// void setViewportResolutionScale(float resolutionScale); void setViewportResolutionScale(float resolutionScale);
signals: signals:
void settingsChanged(); void settingsChanged();
@ -150,19 +151,22 @@ private:
int _renderMethod{ RENDER_FORWARD ? render::Args::RenderMethod::FORWARD : render::Args::RenderMethod::DEFERRED }; int _renderMethod{ RENDER_FORWARD ? render::Args::RenderMethod::FORWARD : render::Args::RenderMethod::DEFERRED };
bool _shadowsEnabled{ true }; bool _shadowsEnabled{ true };
bool _ambientOcclusionEnabled{ false }; bool _ambientOcclusionEnabled{ false };
bool _antialiasingEnabled { true }; bool _antialiasingEnabled{ true };
float _viewportResolutionScale{ 1.0f };
// Actual settings saved on disk // Actual settings saved on disk
Setting::Handle<int> _renderMethodSetting { "renderMethod", RENDER_FORWARD ? render::Args::RenderMethod::FORWARD : render::Args::RenderMethod::DEFERRED }; Setting::Handle<int> _renderMethodSetting { "renderMethod", RENDER_FORWARD ? render::Args::RenderMethod::FORWARD : render::Args::RenderMethod::DEFERRED };
Setting::Handle<bool> _shadowsEnabledSetting { "shadowsEnabled", true }; Setting::Handle<bool> _shadowsEnabledSetting { "shadowsEnabled", true };
Setting::Handle<bool> _ambientOcclusionEnabledSetting { "ambientOcclusionEnabled", false }; Setting::Handle<bool> _ambientOcclusionEnabledSetting { "ambientOcclusionEnabled", false };
Setting::Handle<bool> _antialiasingEnabledSetting { "antialiasingEnabled", true }; Setting::Handle<bool> _antialiasingEnabledSetting { "antialiasingEnabled", true };
Setting::Handle<float> _viewportResolutionScaleSetting { "viewportResolutionScale", 1.0f };
// Force assign both setting AND runtime value to the parameter value // Force assign both setting AND runtime value to the parameter value
void forceRenderMethod(RenderMethod renderMethod); void forceRenderMethod(RenderMethod renderMethod);
void forceShadowsEnabled(bool enabled); void forceShadowsEnabled(bool enabled);
void forceAmbientOcclusionEnabled(bool enabled); void forceAmbientOcclusionEnabled(bool enabled);
void forceAntialiasingEnabled(bool enabled); void forceAntialiasingEnabled(bool enabled);
void forceViewportResolutionScale(float scale);
static std::once_flag registry_flag; static std::once_flag registry_flag;
}; };

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@ -14,10 +14,9 @@
#include <ScriptEngines.h> #include <ScriptEngines.h>
#include <OffscreenUi.h> #include <OffscreenUi.h>
#include <Preferences.h> #include <Preferences.h>
#include <RenderShadowTask.h>
#include <plugins/PluginUtils.h> #include <plugins/PluginUtils.h>
#include <display-plugins/CompositorHelper.h> #include <display-plugins/CompositorHelper.h>
#include "scripting/RenderScriptingInterface.h"
#include "Application.h" #include "Application.h"
#include "DialogsManager.h" #include "DialogsManager.h"
#include "LODManager.h" #include "LODManager.h"
@ -103,6 +102,22 @@ void setupPreferences() {
preference->setItems(refreshRateProfiles); preference->setItems(refreshRateProfiles);
preferences->addPreference(preference); preferences->addPreference(preference);
} }
{
// Expose the Viewport Resolution Scale
auto getter = []()->float {
return RenderScriptingInterface::getInstance()->getViewportResolutionScale();
};
auto setter = [](float value) {
RenderScriptingInterface::getInstance()->setViewportResolutionScale(value);
};
auto scaleSlider = new SliderPreference(GRAPHICS_QUALITY, "Resolution Scale", getter, setter);
scaleSlider->setMin(0.25f);
scaleSlider->setMax(1.0f);
scaleSlider->setStep(0.02f);
preferences->addPreference(scaleSlider);
}
// UI // UI
static const QString UI_CATEGORY { "User Interface" }; static const QString UI_CATEGORY { "User Interface" };

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@ -377,7 +377,7 @@ void Stats::updateStats(bool force) {
auto displayPlugin = qApp->getActiveDisplayPlugin(); auto displayPlugin = qApp->getActiveDisplayPlugin();
if (displayPlugin) { if (displayPlugin) {
QVector2D dims(displayPlugin->getRecommendedRenderSize().x, displayPlugin->getRecommendedRenderSize().y); QVector2D dims(displayPlugin->getRecommendedRenderSize().x, displayPlugin->getRecommendedRenderSize().y);
dims *= displayPlugin->getRenderResolutionScale(); dims *= qApp->getRenderResolutionScale();
STAT_UPDATE(gpuFrameSize, dims); STAT_UPDATE(gpuFrameSize, dims);
STAT_UPDATE(gpuFrameTimePerPixel, (float)(gpuContext->getFrameTimerGPUAverage()*1000000.0 / double(dims.x()*dims.y()))); STAT_UPDATE(gpuFrameTimePerPixel, (float)(gpuContext->getFrameTimerGPUAverage()*1000000.0 / double(dims.x()*dims.y())));
} }

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@ -147,14 +147,6 @@ public:
virtual void submitFrame(const gpu::FramePointer& newFrame) = 0; virtual void submitFrame(const gpu::FramePointer& newFrame) = 0;
virtual void captureFrame(const std::string& outputName) const { } virtual void captureFrame(const std::string& outputName) const { }
virtual float getRenderResolutionScale() const {
return _renderResolutionScale;
}
void setRenderResolutionScale(float renderResolutionScale) {
_renderResolutionScale = renderResolutionScale;
}
// The size of the rendering target (may be larger than the device size due to distortion) // The size of the rendering target (may be larger than the device size due to distortion)
virtual glm::uvec2 getRecommendedRenderSize() const = 0; virtual glm::uvec2 getRecommendedRenderSize() const = 0;
@ -235,8 +227,6 @@ protected:
MovingAverage<float, 10> _movingAveragePresent; MovingAverage<float, 10> _movingAveragePresent;
float _renderResolutionScale { 1.0f };
private: private:
QMutex _presentMutex; QMutex _presentMutex;
QWaitCondition _presentCondition; QWaitCondition _presentCondition;

View file

@ -273,44 +273,6 @@ graphics::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
return _spotLightMesh; return _spotLightMesh;
} }
gpu::FramebufferPointer PreparePrimaryFramebuffer::createFramebuffer(const char* name, const glm::uvec2& frameSize) {
gpu::FramebufferPointer framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(name));
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
auto primaryColorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);
framebuffer->setRenderBuffer(0, primaryColorTexture);
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
auto primaryDepthTexture = gpu::Texture::createRenderBuffer(depthFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);
framebuffer->setDepthStencilBuffer(primaryDepthTexture, depthFormat);
return framebuffer;
}
void PreparePrimaryFramebuffer::configure(const Config& config) {
_resolutionScale = config.resolutionScale;
}
void PreparePrimaryFramebuffer::run(const RenderContextPointer& renderContext, Output& primaryFramebuffer) {
glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w);
glm::uvec2 scaledFrameSize(glm::vec2(frameSize) * _resolutionScale);
// Resizing framebuffers instead of re-building them seems to cause issues with threaded
// rendering
if (!_primaryFramebuffer || _primaryFramebuffer->getSize() != scaledFrameSize) {
_primaryFramebuffer = createFramebuffer("deferredPrimary", scaledFrameSize);
}
primaryFramebuffer = _primaryFramebuffer;
// Set viewport for the rest of the scaled passes
renderContext->args->_viewport.z = scaledFrameSize.x;
renderContext->args->_viewport.w = scaledFrameSize.y;
}
void PrepareDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) { void PrepareDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
auto args = renderContext->args; auto args = renderContext->args;

View file

@ -74,36 +74,6 @@ private:
friend class RenderDeferredCleanup; friend class RenderDeferredCleanup;
}; };
class PreparePrimaryFramebufferConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(float resolutionScale MEMBER resolutionScale NOTIFY dirty)
public:
float resolutionScale{ 1.0f };
signals:
void dirty();
};
class PreparePrimaryFramebuffer {
public:
using Output = gpu::FramebufferPointer;
using Config = PreparePrimaryFramebufferConfig;
using JobModel = render::Job::ModelO<PreparePrimaryFramebuffer, Output, Config>;
PreparePrimaryFramebuffer(float resolutionScale = 1.0f) : _resolutionScale{resolutionScale} {}
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, Output& primaryFramebuffer);
gpu::FramebufferPointer _primaryFramebuffer;
float _resolutionScale{ 1.0f };
private:
static gpu::FramebufferPointer createFramebuffer(const char* name, const glm::uvec2& size);
};
class PrepareDeferred { class PrepareDeferred {
public: public:
// Inputs: primaryFramebuffer and lightingModel // Inputs: primaryFramebuffer and lightingModel

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@ -106,34 +106,6 @@ void DrawLayered3D::run(const RenderContextPointer& renderContext, const Inputs&
} }
} }
void CompositeHUD::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& inputs) {
assert(renderContext->args);
assert(renderContext->args->_context);
// We do not want to render HUD elements in secondary camera
if (nsightActive() || renderContext->args->_renderMode == RenderArgs::RenderMode::SECONDARY_CAMERA_RENDER_MODE) {
return;
}
// Grab the HUD texture
#if !defined(DISABLE_QML)
gpu::doInBatch("CompositeHUD", renderContext->args->_context, [&](gpu::Batch& batch) {
glm::mat4 projMat;
Transform viewMat;
renderContext->args->getViewFrustum().evalProjectionMatrix(projMat);
renderContext->args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat, true);
if (inputs) {
batch.setFramebuffer(inputs);
}
if (renderContext->args->_hudOperator) {
renderContext->args->_hudOperator(batch, renderContext->args->_hudTexture, renderContext->args->_renderMode == RenderArgs::RenderMode::MIRROR_RENDER_MODE);
}
});
#endif
}
void Blit::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) { void Blit::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) {
assert(renderContext->args); assert(renderContext->args);
assert(renderContext->args->_context); assert(renderContext->args->_context);
@ -205,6 +177,34 @@ void Blit::run(const RenderContextPointer& renderContext, const gpu::Framebuffer
}); });
} }
void NewOrDefaultFramebuffer::run(const render::RenderContextPointer& renderContext, const Input& input, Output& output) {
RenderArgs* args = renderContext->args;
// auto frameSize = input;
glm::uvec2 frameSize(args->_viewport.z, args->_viewport.w);
output.reset();
// First if the default Framebuffer is the correct size then use it
auto destBlitFbo = args->_blitFramebuffer;
if (destBlitFbo && destBlitFbo->getSize() == frameSize) {
output = destBlitFbo;
return;
}
// Else use the lodal Framebuffer
if (_outputFramebuffer && _outputFramebuffer->getSize() != frameSize) {
_outputFramebuffer.reset();
}
if (!_outputFramebuffer) {
_outputFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("newFramebuffer.out"));
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
auto colorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);
_outputFramebuffer->setRenderBuffer(0, colorTexture);
}
output = _outputFramebuffer;
}
void ResolveFramebuffer::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) { void ResolveFramebuffer::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
RenderArgs* args = renderContext->args; RenderArgs* args = renderContext->args;
@ -235,42 +235,6 @@ void ResolveFramebuffer::run(const render::RenderContextPointer& renderContext,
}); });
} }
void ResolveNewFramebuffer::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
RenderArgs* args = renderContext->args;
auto srcFbo = inputs;
outputs.reset();
// Check valid src
if (!srcFbo) {
return;
}
// Check valid size for sr and dest
auto frameSize(srcFbo->getSize());
// Resizing framebuffers instead of re-building them seems to cause issues with threaded rendering
if (_outputFramebuffer && _outputFramebuffer->getSize() != frameSize) {
_outputFramebuffer.reset();
}
if (!_outputFramebuffer) {
_outputFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("resolvedNew.out"));
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
auto colorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);
_outputFramebuffer->setRenderBuffer(0, colorTexture);
}
gpu::Vec4i rectSrc;
rectSrc.z = frameSize.x;
rectSrc.w = frameSize.y;
gpu::doInBatch("ResolveNew", args->_context, [&](gpu::Batch& batch) { batch.blit(srcFbo, rectSrc, _outputFramebuffer, rectSrc); });
outputs = _outputFramebuffer;
}
void ExtractFrustums::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) { void ExtractFrustums::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {
assert(renderContext->args); assert(renderContext->args);
assert(renderContext->args->_context); assert(renderContext->args->_context);

View file

@ -13,6 +13,8 @@
#include "LightStage.h" #include "LightStage.h"
#include "LightingModel.h" #include "LightingModel.h"
class BeginGPURangeTimer { class BeginGPURangeTimer {
public: public:
using JobModel = render::Job::ModelO<BeginGPURangeTimer, gpu::RangeTimerPointer>; using JobModel = render::Job::ModelO<BeginGPURangeTimer, gpu::RangeTimerPointer>;
@ -75,16 +77,6 @@ protected:
bool _opaquePass { true }; bool _opaquePass { true };
}; };
class CompositeHUD {
public:
// IF specified the input Framebuffer is actively set by the batch of this job before calling the HUDOperator.
// If not, the current Framebuffer is left unchanged.
//using Inputs = gpu::FramebufferPointer;
using JobModel = render::Job::ModelI<CompositeHUD, gpu::FramebufferPointer>;
void run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& inputs);
};
class Blit { class Blit {
public: public:
using JobModel = render::Job::ModelI<Blit, gpu::FramebufferPointer>; using JobModel = render::Job::ModelI<Blit, gpu::FramebufferPointer>;
@ -92,6 +84,16 @@ public:
void run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer); void run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer);
}; };
class NewOrDefaultFramebuffer {
public:
using Input = glm::uvec2;
using Output = gpu::FramebufferPointer;
using JobModel = render::Job::ModelIO<NewOrDefaultFramebuffer, Input, Output>;
void run(const render::RenderContextPointer& renderContext, const Input& input, Output& output);
private:
gpu::FramebufferPointer _outputFramebuffer;
};
class ResolveFramebuffer { class ResolveFramebuffer {
public: public:
@ -102,18 +104,6 @@ public:
void run(const render::RenderContextPointer& renderContext, const Inputs& source, Outputs& dest); void run(const render::RenderContextPointer& renderContext, const Inputs& source, Outputs& dest);
}; };
class ResolveNewFramebuffer {
public:
using Inputs = gpu::FramebufferPointer;
using Outputs = gpu::FramebufferPointer;
using JobModel = render::Job::ModelIO<ResolveNewFramebuffer, Inputs, Outputs>;
void run(const render::RenderContextPointer& renderContext, const Inputs& source, Outputs& dest);
private:
gpu::FramebufferPointer _outputFramebuffer;
};
class ExtractFrustums { class ExtractFrustums {
public: public:

View file

@ -47,6 +47,7 @@
#include "FadeEffect.h" #include "FadeEffect.h"
#include "BloomStage.h" #include "BloomStage.h"
#include "RenderUtilsLogging.h" #include "RenderUtilsLogging.h"
#include "RenderHUDLayerTask.h"
#include "AmbientOcclusionEffect.h" #include "AmbientOcclusionEffect.h"
#include "AntialiasingEffect.h" #include "AntialiasingEffect.h"
@ -96,11 +97,8 @@ RenderDeferredTask::RenderDeferredTask()
void RenderDeferredTask::configure(const Config& config) { void RenderDeferredTask::configure(const Config& config) {
// Propagate resolution scale to sub jobs who need it // Propagate resolution scale to sub jobs who need it
auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebuffer>("PreparePrimaryBuffer"); auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
auto upsamplePrimaryBufferConfig = config.getConfig<Upsample>("PrimaryBufferUpscale");
assert(preparePrimaryBufferConfig); assert(preparePrimaryBufferConfig);
assert(upsamplePrimaryBufferConfig); preparePrimaryBufferConfig->setResolutionScale(config.resolutionScale);
preparePrimaryBufferConfig->setProperty("resolutionScale", config.resolutionScale);
upsamplePrimaryBufferConfig->setProperty("factor", 1.0f / config.resolutionScale);
} }
void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) { void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
@ -232,8 +230,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, true); task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, true);
task.addJob<DrawLayered3D>("DrawInFrontTransparent", inFrontTransparentsInputs, false); task.addJob<DrawLayered3D>("DrawInFrontTransparent", inFrontTransparentsInputs, false);
const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneLayeredAntialiasing");
// AA job before bloom to limit flickering // AA job before bloom to limit flickering
const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, lightingFramebuffer, linearDepthTarget, velocityBuffer).asVarying(); const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, lightingFramebuffer, linearDepthTarget, velocityBuffer).asVarying();
task.addJob<Antialiasing>("Antialiasing", antialiasingInputs); task.addJob<Antialiasing>("Antialiasing", antialiasingInputs);
@ -243,8 +239,8 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
task.addJob<BloomEffect>("Bloom", bloomInputs); task.addJob<BloomEffect>("Bloom", bloomInputs);
// Lighting Buffer ready for tone mapping // Lighting Buffer ready for tone mapping
const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, scaledPrimaryFramebuffer).asVarying(); const auto toneMappingInputs = ToneMappingDeferred::Input(lightingFramebuffer, scaledPrimaryFramebuffer).asVarying();
task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs); const auto toneMappedBuffer = task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
// Debugging task is happening in the "over" layer after tone mapping and just before HUD // Debugging task is happening in the "over" layer after tone mapping and just before HUD
{ // Debug the bounds of the rendered items, still look at the zbuffer { // Debug the bounds of the rendered items, still look at the zbuffer
@ -255,21 +251,11 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
} }
// Upscale to finale resolution // Upscale to finale resolution
const auto primaryFramebuffer = task.addJob<render::Upsample>("PrimaryBufferUpscale", scaledPrimaryFramebuffer); const auto primaryFramebuffer = task.addJob<render::UpsampleToBlitFramebuffer>("PrimaryBufferUpscale", toneMappedBuffer);
// Composite the HUD and HUD overlays // HUD Layer
task.addJob<CompositeHUD>("HUD", primaryFramebuffer); const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(primaryFramebuffer, lightingModel, hudOpaque, hudTransparent).asVarying();
task.addJob<RenderHUDLayerTask>("RenderHUDLayer", renderHUDLayerInputs);
const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));
const auto hudOpaquesInputs = DrawLayered3D::Inputs(hudOpaque, lightingModel, nullJitter).asVarying();
const auto hudTransparentsInputs = DrawLayered3D::Inputs(hudTransparent, lightingModel, nullJitter).asVarying();
task.addJob<DrawLayered3D>("DrawHUDOpaque", hudOpaquesInputs, true);
task.addJob<DrawLayered3D>("DrawHUDTransparent", hudTransparentsInputs, false);
task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
// Blit!
task.addJob<Blit>("Blit", primaryFramebuffer);
} }
RenderDeferredTaskDebug::RenderDeferredTaskDebug() { RenderDeferredTaskDebug::RenderDeferredTaskDebug() {
@ -435,6 +421,44 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
} }
gpu::FramebufferPointer PreparePrimaryFramebuffer::createFramebuffer(const char* name, const glm::uvec2& frameSize) {
gpu::FramebufferPointer framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(name));
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
auto primaryColorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);
framebuffer->setRenderBuffer(0, primaryColorTexture);
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
auto primaryDepthTexture = gpu::Texture::createRenderBuffer(depthFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);
framebuffer->setDepthStencilBuffer(primaryDepthTexture, depthFormat);
return framebuffer;
}
void PreparePrimaryFramebuffer::configure(const Config& config) {
_resolutionScale = config.getResolutionScale();
}
void PreparePrimaryFramebuffer::run(const RenderContextPointer& renderContext, Output& primaryFramebuffer) {
glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w);
glm::uvec2 scaledFrameSize(glm::vec2(frameSize) * _resolutionScale);
// Resizing framebuffers instead of re-building them seems to cause issues with threaded
// rendering
if (!_primaryFramebuffer || _primaryFramebuffer->getSize() != scaledFrameSize) {
_primaryFramebuffer = createFramebuffer("deferredPrimary", scaledFrameSize);
}
primaryFramebuffer = _primaryFramebuffer;
// Set viewport for the rest of the scaled passes
renderContext->args->_viewport.z = scaledFrameSize.x;
renderContext->args->_viewport.w = scaledFrameSize.y;
}
void RenderTransparentDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) { void RenderTransparentDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
assert(renderContext->args); assert(renderContext->args);

View file

@ -149,4 +149,42 @@ public:
private: private:
}; };
class PreparePrimaryFramebufferConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(float resolutionScale WRITE setResolutionScale READ getResolutionScale)
public:
float getResolutionScale() const { return resolutionScale; }
void setResolutionScale(float scale) {
const float SCALE_RANGE_MIN = 0.1f;
const float SCALE_RANGE_MAX = 2.0f;
resolutionScale = std::max(SCALE_RANGE_MIN, std::min(SCALE_RANGE_MAX, scale));
}
signals:
void dirty();
protected:
float resolutionScale{ 1.0f };
};
class PreparePrimaryFramebuffer {
public:
using Output = gpu::FramebufferPointer;
using Config = PreparePrimaryFramebufferConfig;
using JobModel = render::Job::ModelO<PreparePrimaryFramebuffer, Output, Config>;
PreparePrimaryFramebuffer(float resolutionScale = 1.0f) : _resolutionScale{ resolutionScale } {}
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, Output& primaryFramebuffer);
gpu::FramebufferPointer _primaryFramebuffer;
float _resolutionScale{ 1.0f };
private:
static gpu::FramebufferPointer createFramebuffer(const char* name, const glm::uvec2& size);
};
#endif // hifi_RenderDeferredTask_h #endif // hifi_RenderDeferredTask_h

View file

@ -19,6 +19,7 @@
#include <gpu/Texture.h> #include <gpu/Texture.h>
#include <graphics/ShaderConstants.h> #include <graphics/ShaderConstants.h>
#include <render/ShapePipeline.h> #include <render/ShapePipeline.h>
#include <render/ResampleTask.h>
#include <render/FilterTask.h> #include <render/FilterTask.h>
@ -32,6 +33,7 @@
#include "FramebufferCache.h" #include "FramebufferCache.h"
#include "TextureCache.h" #include "TextureCache.h"
#include "RenderCommonTask.h" #include "RenderCommonTask.h"
#include "RenderHUDLayerTask.h"
namespace ru { namespace ru {
using render_utils::slot::texture::Texture; using render_utils::slot::texture::Texture;
@ -47,6 +49,13 @@ using namespace render;
extern void initForwardPipelines(ShapePlumber& plumber); extern void initForwardPipelines(ShapePlumber& plumber);
void RenderForwardTask::configure(const Config& config) {
// Propagate resolution scale to sub jobs who need it
auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebufferMSAA>("PreparePrimaryBuffer");
assert(preparePrimaryBufferConfig);
preparePrimaryBufferConfig->setResolutionScale(config.resolutionScale);
}
void RenderForwardTask::build(JobModel& task, const render::Varying& input, render::Varying& output) { void RenderForwardTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
task.addJob<SetRenderMethod>("SetRenderMethodTask", render::Args::FORWARD); task.addJob<SetRenderMethod>("SetRenderMethodTask", render::Args::FORWARD);
@ -87,16 +96,19 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
// First job, alter faded // First job, alter faded
fadeEffect->build(task, opaques); fadeEffect->build(task, opaques);
// Prepare objects shared by several jobs
const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
// GPU jobs: Start preparing the main framebuffer // GPU jobs: Start preparing the main framebuffer
const auto framebuffer = task.addJob<PrepareFramebuffer>("PrepareFramebuffer"); const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebufferMSAA>("PreparePrimaryBuffer");
task.addJob<PrepareForward>("PrepareForward", lightFrame); // Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer
const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
// Prepare Forward Framebuffer pass
const auto prepareForwardInputs = PrepareForward::Inputs(scaledPrimaryFramebuffer, lightFrame).asVarying();
task.addJob<PrepareForward>("PrepareForward", prepareForwardInputs);
// draw a stencil mask in hidden regions of the framebuffer. // draw a stencil mask in hidden regions of the framebuffer.
task.addJob<PrepareStencil>("PrepareStencil", framebuffer); task.addJob<PrepareStencil>("PrepareStencil", scaledPrimaryFramebuffer);
// Draw opaques forward // Draw opaques forward
const auto opaqueInputs = DrawForward::Inputs(opaques, lightingModel).asVarying(); const auto opaqueInputs = DrawForward::Inputs(opaques, lightingModel).asVarying();
@ -128,94 +140,103 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs); task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);
} }
// Just resolve the msaa
const auto resolveInputs =
ResolveFramebuffer::Inputs(framebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
//auto resolvedFramebuffer = task.addJob<ResolveNewFramebuffer>("Resolve", framebuffer);
#if defined(Q_OS_ANDROID) #if defined(Q_OS_ANDROID)
// Just resolve the msaa
const auto resolveInputs = ResolveFramebuffer::Inputs(scaledPrimaryFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
const auto toneMappedBuffer = resolvedFramebuffer;
#else #else
const auto newResolvedFramebuffer = task.addJob<NewOrDefaultFramebuffer>("MakeResolvingFramebuffer");
// Just resolve the msaa
const auto resolveInputs = ResolveFramebuffer::Inputs(scaledPrimaryFramebuffer, newResolvedFramebuffer).asVarying();
const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
// Lighting Buffer ready for tone mapping // Lighting Buffer ready for tone mapping
// Forward rendering on GLES doesn't support tonemapping to and from the same FBO, so we specify // Forward rendering on GLES doesn't support tonemapping to and from the same FBO, so we specify
// the output FBO as null, which causes the tonemapping to target the blit framebuffer // the output FBO as null, which causes the tonemapping to target the blit framebuffer
const auto toneMappingInputs = ToneMappingDeferred::Inputs(resolvedFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying(); const auto toneMappingInputs = ToneMappingDeferred::Input(resolvedFramebuffer, resolvedFramebuffer).asVarying();
task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs); const auto toneMappedBuffer = task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
#endif #endif
// Layered Overlays // Upscale to finale resolution
// Composite the HUD and HUD overlays const auto primaryFramebuffer = task.addJob<render::UpsampleToBlitFramebuffer>("PrimaryBufferUpscale", toneMappedBuffer);
task.addJob<CompositeHUD>("HUD", resolvedFramebuffer);
const auto hudOpaquesInputs = DrawLayered3D::Inputs(hudOpaque, lightingModel, nullJitter).asVarying(); // HUD Layer
const auto hudTransparentsInputs = DrawLayered3D::Inputs(hudTransparent, lightingModel, nullJitter).asVarying(); const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(primaryFramebuffer, lightingModel, hudOpaque, hudTransparent).asVarying();
task.addJob<DrawLayered3D>("DrawHUDOpaque", hudOpaquesInputs, true); task.addJob<RenderHUDLayerTask>("RenderHUDLayer", renderHUDLayerInputs);
task.addJob<DrawLayered3D>("DrawHUDTransparent", hudTransparentsInputs, false);
// Disable blit because we do tonemapping and compositing directly to the blit FBO
// Blit!
// task.addJob<Blit>("Blit", framebuffer);
} }
void PrepareFramebuffer::configure(const Config& config) { gpu::FramebufferPointer PreparePrimaryFramebufferMSAA::createFramebuffer(const char* name, const glm::uvec2& frameSize, int numSamples) {
gpu::FramebufferPointer framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(name));
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
auto colorTexture =
gpu::Texture::createRenderBufferMultisample(colorFormat, frameSize.x, frameSize.y, numSamples, defaultSampler);
framebuffer->setRenderBuffer(0, colorTexture);
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
auto depthTexture =
gpu::Texture::createRenderBufferMultisample(depthFormat, frameSize.x, frameSize.y, numSamples, defaultSampler);
framebuffer->setDepthStencilBuffer(depthTexture, depthFormat);
return framebuffer;
}
void PreparePrimaryFramebufferMSAA::configure(const Config& config) {
_resolutionScale = config.getResolutionScale();
_numSamples = config.getNumSamples(); _numSamples = config.getNumSamples();
} }
void PrepareFramebuffer::run(const RenderContextPointer& renderContext, gpu::FramebufferPointer& framebuffer) { void PreparePrimaryFramebufferMSAA::run(const RenderContextPointer& renderContext, gpu::FramebufferPointer& framebuffer) {
glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w); glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w);
glm::uvec2 scaledFrameSize(glm::vec2(frameSize) * _resolutionScale);
// Resizing framebuffers instead of re-building them seems to cause issues with threaded rendering // Resizing framebuffers instead of re-building them seems to cause issues with threaded rendering
if (_framebuffer && (_framebuffer->getSize() != frameSize || _framebuffer->getNumSamples() != _numSamples)) { if (!_framebuffer || (_framebuffer->getSize() != scaledFrameSize) || (_framebuffer->getNumSamples() != _numSamples)) {
_framebuffer.reset(); _framebuffer = createFramebuffer("forward", scaledFrameSize, _numSamples);
} }
if (!_framebuffer) {
_framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("forward"));
int numSamples = _numSamples;
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
auto colorTexture =
gpu::Texture::createRenderBufferMultisample(colorFormat, frameSize.x, frameSize.y, numSamples, defaultSampler);
_framebuffer->setRenderBuffer(0, colorTexture);
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
auto depthTexture =
gpu::Texture::createRenderBufferMultisample(depthFormat, frameSize.x, frameSize.y, numSamples, defaultSampler);
_framebuffer->setDepthStencilBuffer(depthTexture, depthFormat);
}
auto args = renderContext->args;
gpu::doInBatch("PrepareFramebuffer::run", args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setFramebuffer(_framebuffer);
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH |
gpu::Framebuffer::BUFFER_STENCIL,
vec4(vec3(0), 0), 1.0, 0, true);
});
framebuffer = _framebuffer; framebuffer = _framebuffer;
// Set viewport for the rest of the scaled passes
renderContext->args->_viewport.z = scaledFrameSize.x;
renderContext->args->_viewport.w = scaledFrameSize.y;
} }
void PrepareForward::run(const RenderContextPointer& renderContext, const Inputs& inputs) { void PrepareForward::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
RenderArgs* args = renderContext->args; RenderArgs* args = renderContext->args;
auto primaryFramebuffer = inputs.get0();
auto lightStageFrame = inputs.get1();
gpu::doInBatch("RenderForward::Draw::run", args->_context, [&](gpu::Batch& batch) { gpu::doInBatch("RenderForward::Draw::run", args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch; args->_batch = &batch;
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setFramebuffer(primaryFramebuffer);
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH |
gpu::Framebuffer::BUFFER_STENCIL,
vec4(vec3(0), 0), 1.0, 0, true);
graphics::LightPointer keySunLight; graphics::LightPointer keySunLight;
auto lightStage = args->_scene->getStage<LightStage>(); auto lightStage = args->_scene->getStage<LightStage>();
if (lightStage) { if (lightStage) {
keySunLight = lightStage->getCurrentKeyLight(*inputs); keySunLight = lightStage->getCurrentKeyLight(*lightStageFrame);
} }
graphics::LightPointer keyAmbiLight; graphics::LightPointer keyAmbiLight;
if (lightStage) { if (lightStage) {
keyAmbiLight = lightStage->getCurrentAmbientLight(*inputs); keyAmbiLight = lightStage->getCurrentAmbientLight(*lightStageFrame);
} }
if (keySunLight) { if (keySunLight) {

View file

@ -17,39 +17,59 @@
#include "AssembleLightingStageTask.h" #include "AssembleLightingStageTask.h"
#include "LightingModel.h" #include "LightingModel.h"
class RenderForwardTaskConfig : public render::Task::Config {
Q_OBJECT
Q_PROPERTY(float resolutionScale MEMBER resolutionScale NOTIFY dirty)
public:
float resolutionScale{ 1.f };
signals:
void dirty();
};
class RenderForwardTask { class RenderForwardTask {
public: public:
using Input = render::VaryingSet3<RenderFetchCullSortTask::Output, LightingModelPointer, AssembleLightingStageTask::Output>; using Input = render::VaryingSet3<RenderFetchCullSortTask::Output, LightingModelPointer, AssembleLightingStageTask::Output>;
using JobModel = render::Task::ModelI<RenderForwardTask, Input>; using Config = RenderForwardTaskConfig;
using JobModel = render::Task::ModelI<RenderForwardTask, Input, Config>;
RenderForwardTask() {} RenderForwardTask() {}
void configure(const Config& config);
void build(JobModel& task, const render::Varying& input, render::Varying& output); void build(JobModel& task, const render::Varying& input, render::Varying& output);
}; };
class PrepareFramebufferConfig : public render::Job::Config { class PreparePrimaryFramebufferMSAAConfig : public render::Job::Config {
Q_OBJECT Q_OBJECT
Q_PROPERTY(int numSamples WRITE setNumSamples READ getNumSamples NOTIFY dirty) Q_PROPERTY(float resolutionScale WRITE setResolutionScale READ getResolutionScale)
Q_PROPERTY(int numSamples WRITE setNumSamples READ getNumSamples)
public: public:
float getResolutionScale() const { return resolutionScale; }
void setResolutionScale(float scale) {
const float SCALE_RANGE_MIN = 0.1f;
const float SCALE_RANGE_MAX = 2.0f;
resolutionScale = std::max(SCALE_RANGE_MIN, std::min(SCALE_RANGE_MAX, scale));
}
int getNumSamples() const { return numSamples; } int getNumSamples() const { return numSamples; }
void setNumSamples(int num) { void setNumSamples(int num) {
numSamples = std::max(1, std::min(32, num)); numSamples = std::max(1, std::min(32, num));
emit dirty();
} }
signals: signals:
void dirty(); void dirty();
protected: protected:
float resolutionScale{ 1.0f };
int numSamples{ 4 }; int numSamples{ 4 };
}; };
class PrepareFramebuffer { class PreparePrimaryFramebufferMSAA {
public: public:
using Inputs = gpu::FramebufferPointer; using Output = gpu::FramebufferPointer;
using Config = PrepareFramebufferConfig; using Config = PreparePrimaryFramebufferMSAAConfig;
using JobModel = render::Job::ModelO<PrepareFramebuffer, Inputs, Config>; using JobModel = render::Job::ModelO<PreparePrimaryFramebufferMSAA, Output, Config>;
void configure(const Config& config); void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, void run(const render::RenderContextPointer& renderContext,
@ -57,12 +77,15 @@ public:
private: private:
gpu::FramebufferPointer _framebuffer; gpu::FramebufferPointer _framebuffer;
float _resolutionScale{ 1.0f };
int _numSamples; int _numSamples;
static gpu::FramebufferPointer createFramebuffer(const char* name, const glm::uvec2& frameSize, int numSamples);
}; };
class PrepareForward { class PrepareForward {
public: public:
using Inputs = LightStage::FramePointer; using Inputs = render::VaryingSet2 <gpu::FramebufferPointer, LightStage::FramePointer>;
using JobModel = render::Job::ModelI<PrepareForward, Inputs>; using JobModel = render::Job::ModelI<PrepareForward, Inputs>;
void run(const render::RenderContextPointer& renderContext, void run(const render::RenderContextPointer& renderContext,

View file

@ -0,0 +1,60 @@
//
// Created by Sam Gateau on 2019/06/14
// Copyright 2013-2019 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "RenderHUDLayerTask.h"
#include <gpu/Context.h>
#include "RenderCommonTask.h"
using namespace render;
void CompositeHUD::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& inputs) {
assert(renderContext->args);
assert(renderContext->args->_context);
// We do not want to render HUD elements in secondary camera
if (nsightActive() || renderContext->args->_renderMode == RenderArgs::RenderMode::SECONDARY_CAMERA_RENDER_MODE) {
return;
}
// Grab the HUD texture
#if !defined(DISABLE_QML)
gpu::doInBatch("CompositeHUD", renderContext->args->_context, [&](gpu::Batch& batch) {
glm::mat4 projMat;
Transform viewMat;
renderContext->args->getViewFrustum().evalProjectionMatrix(projMat);
renderContext->args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat, true);
if (inputs) {
batch.setFramebuffer(inputs);
}
if (renderContext->args->_hudOperator) {
renderContext->args->_hudOperator(batch, renderContext->args->_hudTexture, renderContext->args->_renderMode == RenderArgs::RenderMode::MIRROR_RENDER_MODE);
}
});
#endif
}
void RenderHUDLayerTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
const auto& inputs = input.get<Input>();
const auto& primaryFramebuffer = inputs[0];
const auto& lightingModel = inputs[1];
const auto& hudOpaque = inputs[2];
const auto& hudTransparent = inputs[3];
// Composite the HUD and HUD overlays
task.addJob<CompositeHUD>("HUD", primaryFramebuffer);
// And HUD Layer objects
const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));
const auto hudOpaquesInputs = DrawLayered3D::Inputs(hudOpaque, lightingModel, nullJitter).asVarying();
const auto hudTransparentsInputs = DrawLayered3D::Inputs(hudTransparent, lightingModel, nullJitter).asVarying();
task.addJob<DrawLayered3D>("DrawHUDOpaque", hudOpaquesInputs, true);
task.addJob<DrawLayered3D>("DrawHUDTransparent", hudTransparentsInputs, false);
}

View file

@ -0,0 +1,34 @@
//
// Created by Sam Gateau on 2019/06/14
// Copyright 2013-2019 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_RenderHUDLayerTask_h
#define hifi_RenderHUDLayerTask_h
#include "LightingModel.h"
class CompositeHUD {
public:
// IF specified the input Framebuffer is actively set by the batch of this job before calling the HUDOperator.
// If not, the current Framebuffer is left unchanged.
//using Inputs = gpu::FramebufferPointer;
using JobModel = render::Job::ModelI<CompositeHUD, gpu::FramebufferPointer>;
void run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& inputs);
};
class RenderHUDLayerTask {
public:
// Framebuffer where to draw, lighting model, opaque items, transparent items
using Input = render::VaryingSet4<gpu::FramebufferPointer, LightingModelPointer, render::ItemBounds, render::ItemBounds>;
using JobModel = render::Task::ModelI<RenderHUDLayerTask, Input>;
void build(JobModel& task, const render::Varying& input, render::Varying& output);
};
#endif // hifi_RenderHUDLayerTask_h

View file

@ -47,14 +47,13 @@ void ToneMappingEffect::setToneCurve(ToneCurve curve) {
} }
} }
void ToneMappingEffect::render(RenderArgs* args, const gpu::TexturePointer& lightingBuffer, const gpu::FramebufferPointer& requestedDestinationFramebuffer) { void ToneMappingEffect::render(RenderArgs* args, const gpu::TexturePointer& lightingBuffer, const gpu::FramebufferPointer& destinationFramebuffer) {
if (!_blitLightBuffer) { if (!_blitLightBuffer) {
init(args); init(args);
} }
auto destinationFramebuffer = requestedDestinationFramebuffer; if (!lightingBuffer || !destinationFramebuffer) {
if (!destinationFramebuffer) { return;
destinationFramebuffer = args->_blitFramebuffer;
} }
auto framebufferSize = glm::ivec2(lightingBuffer->getDimensions()); auto framebufferSize = glm::ivec2(lightingBuffer->getDimensions());
@ -83,9 +82,15 @@ void ToneMappingDeferred::configure(const Config& config) {
_toneMappingEffect.setToneCurve((ToneMappingEffect::ToneCurve)config.curve); _toneMappingEffect.setToneCurve((ToneMappingEffect::ToneCurve)config.curve);
} }
void ToneMappingDeferred::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) { void ToneMappingDeferred::run(const render::RenderContextPointer& renderContext, const Input& input, Output& output) {
auto lightingBuffer = input.get0()->getRenderBuffer(0);
auto destFbo = input.get1();
if (!destFbo) {
destFbo = renderContext->args->_blitFramebuffer;
}
auto lightingBuffer = inputs.get0()->getRenderBuffer(0);
auto destFbo = inputs.get1();
_toneMappingEffect.render(renderContext->args, lightingBuffer, destFbo); _toneMappingEffect.render(renderContext->args, lightingBuffer, destFbo);
output = destFbo;
} }

View file

@ -82,12 +82,13 @@ signals:
class ToneMappingDeferred { class ToneMappingDeferred {
public: public:
// Inputs: lightingFramebuffer, destinationFramebuffer // Inputs: lightingFramebuffer, destinationFramebuffer
using Inputs = render::VaryingSet2<gpu::FramebufferPointer, gpu::FramebufferPointer>; using Input = render::VaryingSet2<gpu::FramebufferPointer, gpu::FramebufferPointer>;
using Output = gpu::FramebufferPointer;
using Config = ToneMappingConfig; using Config = ToneMappingConfig;
using JobModel = render::Job::ModelI<ToneMappingDeferred, Inputs, Config>; using JobModel = render::Job::ModelIO<ToneMappingDeferred, Input, Output, Config>;
void configure(const Config& config); void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs); void run(const render::RenderContextPointer& renderContext, const Input& input, Output& output);
ToneMappingEffect _toneMappingEffect; ToneMappingEffect _toneMappingEffect;
}; };

View file

@ -135,3 +135,43 @@ void Upsample::run(const RenderContextPointer& renderContext, const gpu::Framebu
args->_viewport = viewport; args->_viewport = viewport;
} }
} }
gpu::PipelinePointer UpsampleToBlitFramebuffer::_pipeline;
void UpsampleToBlitFramebuffer::run(const RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
auto sourceFramebuffer = input;
resampledFrameBuffer = args->_blitFramebuffer;
if (resampledFrameBuffer != sourceFramebuffer) {
if (!_pipeline) {
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::drawTransformUnitQuadTextureOpaque);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(gpu::State::DepthTest(false, false));
_pipeline = gpu::Pipeline::create(program, state);
}
const auto bufferSize = resampledFrameBuffer->getSize();
glm::ivec4 viewport{ 0, 0, bufferSize.x, bufferSize.y };
gpu::doInBatch("Upsample::run", args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(resampledFrameBuffer);
batch.setViewportTransform(viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setPipeline(_pipeline);
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport));
batch.setResourceTexture(0, sourceFramebuffer->getRenderBuffer(0));
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
// Set full final viewport
args->_viewport = viewport;
}
}

View file

@ -67,6 +67,20 @@ namespace render {
gpu::FramebufferPointer getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer); gpu::FramebufferPointer getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer);
}; };
class UpsampleToBlitFramebuffer {
public:
using Input = gpu::FramebufferPointer;
using JobModel = Job::ModelIO<UpsampleToBlitFramebuffer, Input, gpu::FramebufferPointer>;
UpsampleToBlitFramebuffer() {}
void run(const RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer);
protected:
static gpu::PipelinePointer _pipeline;
};
} }
#endif // hifi_render_ResampleTask_h #endif // hifi_render_ResampleTask_h

View file

@ -17,6 +17,8 @@ PropFolderPanel {
Global { id: global } Global { id: global }
id: root id: root
property var rootObject: {}
property alias propItemsPanel: root.panelFrameContent property alias propItemsPanel: root.panelFrameContent
// Prop Group is designed to author an array of ProItems, they are defined with an array of the tuplets describing each individual item: // Prop Group is designed to author an array of ProItems, they are defined with an array of the tuplets describing each individual item:
@ -79,12 +81,24 @@ PropFolderPanel {
}) })
} break; } break;
case 'object': { case 'object': {
var component = Qt.createComponent("PropItem.qml"); console.log('Item is an object, create PropGroup: ' + JSON.stringify(proItem.object[proItem.property]));
var itemRootObject = proItem.object[proItem.property];
var itemLabel = proItem.property;
var itemDepth = root.indentDepth + 1;
if (Array.isArray(itemRootObject)) {
if (objectItem.length > 1) {
itemLabel = itemLabel + " " + objectItem.length
} else {
itemLabel = itemLabel + " " + objectItem.length
itemRootObject = itemRootObject[0];
}
}
var component = Qt.createComponent("PropGroup.qml");
component.createObject(propItemsContainer, { component.createObject(propItemsContainer, {
"label": proItem.property, "label": itemLabel,
"object": proItem.object, "rootObject":itemRootObject,
"property": proItem.property, "indentDepth": itemDepth,
}) })
} break; } break;
case 'printLabel': { case 'printLabel': {
var component = Qt.createComponent("PropItem.qml"); var component = Qt.createComponent("PropItem.qml");
@ -110,19 +124,46 @@ PropFolderPanel {
function populateFromObjectProps(object) { function populateFromObjectProps(object) {
var propsModel = [] var propsModel = []
var props = Object.keys(object);
if (Array.isArray(object)) {
if (object.length <= 1) {
object = object[0];
}
}
var props = Object.keys(object);
for (var p in props) { for (var p in props) {
var o = {}; var o = {};
o["object"] = object o["object"] = object
o["property"] = props[p]; o["property"] = props[p];
// o["readOnly"] = true; // o["readOnly"] = true;
o["type"] = "string";
propsModel.push(o) var thePropThing = object[props[p]];
if ((thePropThing !== undefined) && (thePropThing !== null)) {
var theType = typeof(thePropThing)
switch(theType) {
case 'object': {
o["type"] = "object";
propsModel.push(o)
} break;
default: {
o["type"] = "string";
propsModel.push(o)
} break;
}
} else {
o["type"] = "string";
propsModel.push(o)
}
} }
root.updatePropItems(root.propItemsPanel, propsModel); root.updatePropItems(root.propItemsPanel, propsModel);
} }
Component.onCompleted: { Component.onCompleted: {
if (root.rootObject !== null) {
populateFromObjectProps(root.rootObject)
}
} }
} }

View file

@ -20,17 +20,22 @@ PropItem {
property bool integral: false property bool integral: false
property var numDigits: 2 property var numDigits: 2
property alias valueVar : sliderControl.value
property alias min: sliderControl.minimumValue property alias min: sliderControl.minimumValue
property alias max: sliderControl.maximumValue property alias max: sliderControl.maximumValue
property bool showValue: true property bool showValue: true
signal valueChanged(real value)
Component.onCompleted: { Component.onCompleted: {
valueVar = root.valueVarGetter(); }
}
property var sourceValueVar: root.valueVarGetter()
function applyValueVarFromWidgets(value) {
if (!root.readOnly) {
root.valueVarSetter(value)
}
}
PropLabel { PropLabel {
id: valueLabel id: valueLabel
@ -42,7 +47,7 @@ PropItem {
horizontalAlignment: global.valueTextAlign horizontalAlignment: global.valueTextAlign
height: global.slimHeight height: global.slimHeight
text: root.valueVarGetter().toFixed(root.integral ? 0 : root.numDigits) text: root.sourceValueVar.toFixed(root.integral ? 0 : root.numDigits)
background: Rectangle { background: Rectangle {
color: global.color color: global.color
@ -59,8 +64,8 @@ PropItem {
anchors.left: valueLabel.right anchors.left: valueLabel.right
anchors.right: root.right anchors.right: root.right
anchors.verticalCenter: root.verticalCenter anchors.verticalCenter: root.verticalCenter
value: root.sourceValueVar
onValueChanged: { if (!root.readOnly) { root.valueVarSetter(value)} } onValueChanged: { applyValueVarFromWidgets(value) }
} }

View file

@ -23,46 +23,31 @@ Column {
id: computer id: computer
label: "Computer" label: "Computer"
isUnfold: true isUnfold: true
rootObject:JSON.parse(PlatformInfo.getComputer())
Component.onCompleted: {
computer.populateFromObjectProps(JSON.parse(PlatformInfo.getComputer()))
}
} }
Prop.PropGroup { Prop.PropGroup {
id: cpu id: cpu
label: "CPU" label: "CPU"
isUnfold: true isUnfold: true
rootObject:JSON.parse(PlatformInfo.getPlatform()).cpus
Component.onCompleted: {
cpu.populateFromObjectProps(JSON.parse(PlatformInfo.getCPU(0)))
}
} }
Prop.PropGroup { Prop.PropGroup {
id: memory id: memory
label: "Memory" label: "Memory"
isUnfold: true isUnfold: true
rootObject:JSON.parse(PlatformInfo.getMemory())
Component.onCompleted: {
memory.populateFromObjectProps(JSON.parse(PlatformInfo.getMemory()))
}
} }
Prop.PropGroup { Prop.PropGroup {
id: gpu id: gpu
label: "GPU" label: "GPU"
isUnfold: true isUnfold: true
rootObject:JSON.parse(PlatformInfo.getPlatform()).gpus
Component.onCompleted: {
gpu.populateFromObjectProps(JSON.parse(PlatformInfo.getGPU(0)))
}
} }
Prop.PropGroup { Prop.PropGroup {
id: display id: display
label: "Display" label: "Display"
isUnfold: true isUnfold: true
rootObject:JSON.parse(PlatformInfo.getPlatform()).displays
Component.onCompleted: {
display.populateFromObjectProps(JSON.parse(PlatformInfo.getDisplay(0)))
}
} }
} }

View file

@ -30,5 +30,12 @@ Column {
object: Render object: Render
property: "shadowsEnabled" property: "shadowsEnabled"
} }
Prop.PropScalar {
label: "Viewport Resolution Scale"
object: Render
property: "viewportResolutionScale"
min: 0.25
max: 1.5
}
} }