void Channel::frameViewFinish( const eq::uint128_t& frameID ) { if( stopRendering( )) return; applyBuffer(); const FrameData& frameData = _getFrameData(); Accum& accum = _accum[ lunchbox::getIndexOfLastBit( getEye()) ]; if( accum.buffer ) { const eq::PixelViewport& pvp = getPixelViewport(); const bool isResized = accum.buffer->resize( pvp ); if( isResized ) { const View* view = static_cast< const View* >( getView( )); accum.buffer->clear(); accum.step = view->getIdleSteps(); accum.stepsDone = 0; } else if( frameData.isIdle( )) { setupAssemblyState(); if( !_isDone() && accum.transfer ) accum.buffer->accum(); accum.buffer->display(); resetAssemblyState(); } } applyViewport(); _drawOverlay(); _drawHelp(); if( frameData.useStatistics()) drawStatistics(); int32_t steps = 0; if( frameData.isIdle( )) { for( size_t i = 0; i < eq::NUM_EYES; ++i ) steps = LB_MAX( steps, _accum[i].step ); } else { const View* view = static_cast< const View* >( getView( )); steps = view ? view->getIdleSteps() : 0; } // if _jitterStep == 0 and no user redraw event happened, the app will exit // FSAA idle mode and block on the next redraw event. eq::Config* config = getConfig(); config->sendEvent( IDLE_AA_LEFT ) << steps; eq::Channel::frameViewFinish( frameID ); }
void Channel::frameViewFinish( const eq::uint128_t& frameID ) { _drawHelp(); _drawLogo(); }