remove cruft

This commit is contained in:
SamGondelman 2018-12-05 11:20:18 -08:00
parent 287878ff98
commit 92117d602c
2 changed files with 4 additions and 240 deletions

View file

@ -1,240 +0,0 @@
//
// Application_render.cpp
// interface/src
//
// Copyright 2013 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 "Application.h"
#include <MainWindow.h>
#include <display-plugins/CompositorHelper.h>
#include <FramebufferCache.h>
#include <plugins/PluginManager.h>
#include <SceneScriptingInterface.h>
#include "ui/Stats.h"
#include "Util.h"
//void Application::paintGL() {
// // Some plugins process message events, allowing paintGL to be called reentrantly.
//
// _renderFrameCount++;
// // SG: Moved into the RenderEventHandler
// //_lastTimeRendered.start();
//
// auto lastPaintBegin = usecTimestampNow();
// PROFILE_RANGE_EX(render, __FUNCTION__, 0xff0000ff, (uint64_t)_renderFrameCount);
// PerformanceTimer perfTimer("paintGL");
//
// if (nullptr == _displayPlugin) {
// return;
// }
//
// DisplayPluginPointer displayPlugin;
// {
// PROFILE_RANGE(render, "/getActiveDisplayPlugin");
// displayPlugin = getActiveDisplayPlugin();
// }
//
// {
// PROFILE_RANGE(render, "/pluginBeginFrameRender");
// // If a display plugin loses it's underlying support, it
// // needs to be able to signal us to not use it
// if (!displayPlugin->beginFrameRender(_renderFrameCount)) {
// QMetaObject::invokeMethod(this, "updateDisplayMode");
// return;
// }
// }
//
// RenderArgs renderArgs;
// glm::mat4 HMDSensorPose;
// glm::mat4 eyeToWorld;
// glm::mat4 sensorToWorld;
// ViewFrustum viewFrustum;
//
// bool isStereo;
// glm::mat4 stereoEyeOffsets[2];
// glm::mat4 stereoEyeProjections[2];
//
// {
// QMutexLocker viewLocker(&_renderArgsMutex);
// renderArgs = _appRenderArgs._renderArgs;
//
// // don't render if there is no context.
// if (!_appRenderArgs._renderArgs._context) {
// return;
// }
//
// HMDSensorPose = _appRenderArgs._headPose;
// eyeToWorld = _appRenderArgs._eyeToWorld;
// sensorToWorld = _appRenderArgs._sensorToWorld;
// isStereo = _appRenderArgs._isStereo;
// for_each_eye([&](Eye eye) {
// stereoEyeOffsets[eye] = _appRenderArgs._eyeOffsets[eye];
// stereoEyeProjections[eye] = _appRenderArgs._eyeProjections[eye];
// });
// viewFrustum = _appRenderArgs._renderArgs.getViewFrustum();
// }
//
// {
// PROFILE_RANGE(render, "/gpuContextReset");
// _graphicsEngine.getGPUContext()->beginFrame(_appRenderArgs._view, HMDSensorPose);
// // Reset the gpu::Context Stages
// // Back to the default framebuffer;
// gpu::doInBatch("Application_render::gpuContextReset", _graphicsEngine.getGPUContext(), [&](gpu::Batch& batch) {
// batch.resetStages();
// });
//
// if (isStereo) {
// renderArgs._context->enableStereo(true);
// renderArgs._context->setStereoProjections(stereoEyeProjections);
// renderArgs._context->setStereoViews(stereoEyeOffsets);
// }
// }
//
// gpu::FramebufferPointer finalFramebuffer;
// QSize finalFramebufferSize;
// {
// PROFILE_RANGE(render, "/getOutputFramebuffer");
// // Primary rendering pass
// auto framebufferCache = DependencyManager::get<FramebufferCache>();
// finalFramebufferSize = framebufferCache->getFrameBufferSize();
// // Final framebuffer that will be handed to the display-plugin
// finalFramebuffer = framebufferCache->getFramebuffer();
// }
//
// if (!_programsCompiled.load()) {
// gpu::doInBatch("splashFrame", _gpuContext, [&](gpu::Batch& batch) {
// batch.setFramebuffer(finalFramebuffer);
// batch.enableSkybox(true);
// batch.enableStereo(isStereo);
// batch.setViewportTransform({ 0, 0, finalFramebuffer->getSize() });
// _splashScreen->render(batch, viewFrustum);
// });
// } else {
// {
// PROFILE_RANGE(render, "/renderOverlay");
// PerformanceTimer perfTimer("renderOverlay");
// // NOTE: There is no batch associated with this renderArgs
// // the ApplicationOverlay class assumes it's viewport is setup to be the device size
// renderArgs._viewport = glm::ivec4(0, 0, getDeviceSize());
// _applicationOverlay.renderOverlay(&renderArgs);
// }
//
// {
// PROFILE_RANGE(render, "/updateCompositor");
// getApplicationCompositor().setFrameInfo(_renderFrameCount, eyeToWorld, sensorToWorld);
// }
//
// {
// PROFILE_RANGE(render, "/runRenderFrame");
// renderArgs._hudOperator = displayPlugin->getHUDOperator();
// renderArgs._hudTexture = _applicationOverlay.getOverlayTexture();
// renderArgs._blitFramebuffer = finalFramebuffer;
// runRenderFrame(&renderArgs);
// }
// }
//
// auto frame = _graphicsEngine.getGPUContext()->endFrame();
// frame->frameIndex = _renderFrameCount;
// frame->framebuffer = finalFramebuffer;
// frame->framebufferRecycler = [](const gpu::FramebufferPointer& framebuffer) {
// auto frameBufferCache = DependencyManager::get<FramebufferCache>();
// if (frameBufferCache) {
// frameBufferCache->releaseFramebuffer(framebuffer);
// }
// };
// // deliver final scene rendering commands to the display plugin
// {
// PROFILE_RANGE(render, "/pluginOutput");
// PerformanceTimer perfTimer("pluginOutput");
// _renderLoopCounter.increment();
// displayPlugin->submitFrame(frame);
// }
//
// // Reset the framebuffer and stereo state
// renderArgs._blitFramebuffer.reset();
// renderArgs._context->enableStereo(false);
//
//#if !defined(DISABLE_QML)
// {
// auto stats = Stats::getInstance();
// if (stats) {
// stats->setRenderDetails(renderArgs._details);
// }
// }
//#endif
//
// uint64_t lastPaintDuration = usecTimestampNow() - lastPaintBegin;
// _frameTimingsScriptingInterface.addValue(lastPaintDuration);
//}
// WorldBox Render Data & rendering functions
//
//class WorldBoxRenderData {
//public:
// typedef render::Payload<WorldBoxRenderData> Payload;
// typedef Payload::DataPointer Pointer;
//
// int _val = 0;
// static render::ItemID _item; // unique WorldBoxRenderData
//};
//
//render::ItemID WorldBoxRenderData::_item{ render::Item::INVALID_ITEM_ID };
//
//namespace render {
// template <> const ItemKey payloadGetKey(const WorldBoxRenderData::Pointer& stuff) { return ItemKey::Builder::opaqueShape().withTagBits(ItemKey::TAG_BITS_0 | ItemKey::TAG_BITS_1); }
// template <> const Item::Bound payloadGetBound(const WorldBoxRenderData::Pointer& stuff) { return Item::Bound(); }
// template <> void payloadRender(const WorldBoxRenderData::Pointer& stuff, RenderArgs* args) {
// if (Menu::getInstance()->isOptionChecked(MenuOption::WorldAxes)) {
// PerformanceTimer perfTimer("worldBox");
//
// auto& batch = *args->_batch;
// DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch);
// renderWorldBox(args, batch);
// }
// }
//}
//
//void Application::runRenderFrame(RenderArgs* renderArgs) {
// PROFILE_RANGE(render, __FUNCTION__);
// PerformanceTimer perfTimer("display");
// PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::runRenderFrame()");
//
// // The pending changes collecting the changes here
// render::Transaction transaction;
//
// if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderEntities()) {
// // render models...
// PerformanceTimer perfTimer("entities");
// PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
// "Application::runRenderFrame() ... entities...");
//
// RenderArgs::DebugFlags renderDebugFlags = RenderArgs::RENDER_DEBUG_NONE;
//
// renderArgs->_debugFlags = renderDebugFlags;
// }
//
// // Make sure the WorldBox is in the scene
// // For the record, this one RenderItem is the first one we created and added to the scene.
// // We could move that code elsewhere but you know...
// if (!render::Item::isValidID(WorldBoxRenderData::_item)) {
// auto worldBoxRenderData = std::make_shared<WorldBoxRenderData>();
// auto worldBoxRenderPayload = std::make_shared<WorldBoxRenderData::Payload>(worldBoxRenderData);
//
// WorldBoxRenderData::_item = _main3DScene->allocateID();
//
// transaction.resetItem(WorldBoxRenderData::_item, worldBoxRenderPayload);
// _main3DScene->enqueueTransaction(transaction);
// }
//
// {
// PerformanceTimer perfTimer("EngineRun");
// _renderEngine->getRenderContext()->args = renderArgs;
// _renderEngine->run();
// }
//}

View file

@ -56,6 +56,10 @@ void GraphicsEngine::initializeGPU(GLWidget* glwidget) {
glwidget->makeCurrent();
_gpuContext = std::make_shared<gpu::Context>();
_gpuContext->pushProgramsToSync(shader::allPrograms(), [this] {
_programsCompiled.store(true);
}, 1);
DependencyManager::get<TextureCache>()->setGPUContext(_gpuContext);
}