godot/drivers/gles3/storage/render_scene_buffers_gles3.cpp
2023-07-26 23:48:30 +10:00

67 lines
3.3 KiB
C++

/**************************************************************************/
/* render_scene_buffers_gles3.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifdef GLES3_ENABLED
#include "render_scene_buffers_gles3.h"
#include "texture_storage.h"
RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
free_render_buffer_data();
}
void RenderSceneBuffersGLES3::configure(const RenderSceneBuffersConfiguration *p_config) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
//internal_size.x = p_config->get_internal_size().x; // ignore for now
//internal_size.y = p_config->get_internal_size().y;
width = p_config->get_target_size().x;
height = p_config->get_target_size().y;
//scaling_3d_mode = p_config->get_scaling_3d_mode()
//fsr_sharpness = p_config->get_fsr_sharpness();
//texture_mipmap_bias = p_config->get_texture_mipmap_bias();
render_target = p_config->get_render_target();
//msaa = p_config->get_msaa_3d();
//screen_space_aa = p_config->get_screen_space_aa();
//use_debanding = p_config->get_use_debanding();
view_count = p_config->get_view_count();
free_render_buffer_data();
GLES3::RenderTarget *rt = texture_storage->get_render_target(render_target);
is_transparent = rt->is_transparent;
}
void RenderSceneBuffersGLES3::free_render_buffer_data() {
}
#endif // GLES3_ENABLED