/**************************************************************************/ /* 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