Built-in Ambient Occlusion, DoF

Hey, sorry, stupid question, and I’m sure it’s been asked before, but I haven’t found any helpful answers. Is there a way to use the new built-in viewport depth-of-field and ambient occlusion in the game engine? If no, why not? Not GLSL? Where can I access the code?

game engine uses different drawing code, (not that different but still different)

if your good with compiling and understand C++ you may be able to get a hold of the code and apply it,
but bpy and bge handle meshes differently from what I understand

pressing P = converts scene to another format

so the operations the viewport uses would need to be tweeked?

this may all happen in the render, but I don’t really know enough about GSL.