From 0d86d4f0cb3917acd52a447d0490ad28b4dddf64 Mon Sep 17 00:00:00 2001 From: Zach Fox Date: Tue, 13 Jun 2017 14:30:32 -0700 Subject: [PATCH] It's working! --- .../gpu-gl/src/gpu/gl/GLBackendTransform.cpp | 4 ++-- .../render-utils/src/AntialiasingEffect.cpp | 16 +++++++--------- libraries/render-utils/src/AntialiasingEffect.h | 2 +- .../render-utils/src/DebugDeferredBuffer.cpp | 2 -- .../render-utils/src/DeferredLightingEffect.cpp | 2 -- 5 files changed, 10 insertions(+), 16 deletions(-) diff --git a/libraries/gpu-gl/src/gpu/gl/GLBackendTransform.cpp b/libraries/gpu-gl/src/gpu/gl/GLBackendTransform.cpp index 974aee2620..01f055e0d9 100644 --- a/libraries/gpu-gl/src/gpu/gl/GLBackendTransform.cpp +++ b/libraries/gpu-gl/src/gpu/gl/GLBackendTransform.cpp @@ -119,7 +119,7 @@ void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const Stereo size_t offset = _cameraUboSize * _cameras.size(); _cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset)); - if (stereo._enable) { + if (stereo.isStereo()) { #ifdef GPU_STEREO_CAMERA_BUFFER _cameras.push_back(CameraBufferElement(_camera.getEyeCamera(0, stereo, _view), _camera.getEyeCamera(1, stereo, _view))); #else @@ -151,7 +151,7 @@ void GLBackend::TransformStageState::update(size_t commandIndex, const StereoSta #ifdef GPU_STEREO_CAMERA_BUFFER bindCurrentCamera(0); #else - if (!stereo._enable) { + if (!stereo.isStereo()) { bindCurrentCamera(0); } #endif diff --git a/libraries/render-utils/src/AntialiasingEffect.cpp b/libraries/render-utils/src/AntialiasingEffect.cpp index f7881b0333..ce3bf69588 100644 --- a/libraries/render-utils/src/AntialiasingEffect.cpp +++ b/libraries/render-utils/src/AntialiasingEffect.cpp @@ -40,9 +40,9 @@ 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(); @@ -115,10 +115,8 @@ 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 +131,10 @@ 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 2ab13aecd6..0b4eee125b 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -418,8 +418,6 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() { } void PreparePrimaryFramebuffer::run(const RenderContextPointer& renderContext, gpu::FramebufferPointer& primaryFramebuffer) { - - auto framebufferCache = DependencyManager::get(); glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w); // Resizing framebuffers instead of re-building them seems to cause issues with threaded