diff --git a/libraries/render-utils/src/AntialiasingEffect.cpp b/libraries/render-utils/src/AntialiasingEffect.cpp index f7881b0333..55a46a526f 100644 --- a/libraries/render-utils/src/AntialiasingEffect.cpp +++ b/libraries/render-utils/src/AntialiasingEffect.cpp @@ -19,7 +19,6 @@ #include "AntialiasingEffect.h" #include "StencilMaskPass.h" #include "TextureCache.h" -#include "FramebufferCache.h" #include "DependencyManager.h" #include "ViewFrustum.h" #include "GeometryCache.h" @@ -40,9 +39,9 @@ Antialiasing::~Antialiasing() { } } -const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() { - int width = DependencyManager::get()->getFrameBufferSize().width(); - int height = DependencyManager::get()->getFrameBufferSize().height(); +const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(RenderArgs* args) { + int width = args->_viewport.z; + int height = args->_viewport.w; if (_antialiasingBuffer && _antialiasingBuffer->getSize() != uvec2(width, height)) { _antialiasingBuffer.reset(); @@ -51,7 +50,7 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() { if (!_antialiasingBuffer) { // Link the antialiasing FBO to texture _antialiasingBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("antialiasing")); - auto format = gpu::Element::COLOR_SRGBA_32; // DependencyManager::get()->getLightingTexture()->getTexelFormat(); + auto format = gpu::Element::COLOR_SRGBA_32; auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT); _antialiasingTexture = gpu::Texture::createRenderBuffer(format, width, height, gpu::Texture::SINGLE_MIP, defaultSampler); _antialiasingBuffer->setRenderBuffer(0, _antialiasingTexture); @@ -115,10 +114,8 @@ void Antialiasing::run(const render::RenderContextPointer& renderContext, const batch.setViewportTransform(args->_viewport); // FIXME: NEED to simplify that code to avoid all the GeometryCahce call, this is purely pixel manipulation - auto framebufferCache = DependencyManager::get(); - QSize framebufferSize = framebufferCache->getFrameBufferSize(); - float fbWidth = framebufferSize.width(); - float fbHeight = framebufferSize.height(); + float fbWidth = renderContext->args->_viewport.z; + float fbHeight = renderContext->args->_viewport.w; // float sMin = args->_viewport.x / fbWidth; // float sWidth = args->_viewport.z / fbWidth; // float tMin = args->_viewport.y / fbHeight; @@ -133,10 +130,10 @@ void Antialiasing::run(const render::RenderContextPointer& renderContext, const batch.setModelTransform(Transform()); // FXAA step - getAntialiasingPipeline(); + auto pipeline = getAntialiasingPipeline(renderContext->args); batch.setResourceTexture(0, sourceBuffer->getRenderBuffer(0)); batch.setFramebuffer(_antialiasingBuffer); - batch.setPipeline(getAntialiasingPipeline()); + batch.setPipeline(pipeline); // initialize the view-space unpacking uniforms using frustum data float left, right, bottom, top, nearVal, farVal; diff --git a/libraries/render-utils/src/AntialiasingEffect.h b/libraries/render-utils/src/AntialiasingEffect.h index e403032b4e..cec2554a3b 100644 --- a/libraries/render-utils/src/AntialiasingEffect.h +++ b/libraries/render-utils/src/AntialiasingEffect.h @@ -33,7 +33,7 @@ public: void configure(const Config& config) {} void run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceBuffer); - const gpu::PipelinePointer& getAntialiasingPipeline(); + const gpu::PipelinePointer& getAntialiasingPipeline(RenderArgs* args); const gpu::PipelinePointer& getBlendPipeline(); private: diff --git a/libraries/render-utils/src/DebugDeferredBuffer.cpp b/libraries/render-utils/src/DebugDeferredBuffer.cpp index a67d20c6b0..3359b3a12d 100644 --- a/libraries/render-utils/src/DebugDeferredBuffer.cpp +++ b/libraries/render-utils/src/DebugDeferredBuffer.cpp @@ -19,7 +19,6 @@ #include #include "GeometryCache.h" -#include "FramebufferCache.h" #include "TextureCache.h" #include "DeferredLightingEffect.h" @@ -410,7 +409,6 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I batch.setViewportTransform(args->_viewport); const auto geometryBuffer = DependencyManager::get(); - const auto framebufferCache = DependencyManager::get(); const auto textureCache = DependencyManager::get(); glm::mat4 projMat; diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index 4b3ee9fec7..0b4eee125b 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -418,10 +418,7 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() { } void PreparePrimaryFramebuffer::run(const RenderContextPointer& renderContext, gpu::FramebufferPointer& primaryFramebuffer) { - - auto framebufferCache = DependencyManager::get(); - auto framebufferSize = framebufferCache->getFrameBufferSize(); - glm::uvec2 frameSize(framebufferSize.width(), framebufferSize.height()); + glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w); // Resizing framebuffers instead of re-building them seems to cause issues with threaded // rendering