Showing the changes to libraries/render-utils/src/DeferredFramebuffer.cpp (1 of 29 files). Show all
Unified · Split
| @@ -43,8 +43,8 @@ void DeferredFramebuffer::updatePrimaryDepth(const gpu::TexturePointer& depthBuf · 42 unmodified lines | ||
| 43 | 43 | |
| 44 | 44 | void DeferredFramebuffer::allocate() { |
| 45 | 45 | |
| 46 | − _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); | |
| 47 | − _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create()); | |
| 46 | + _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("deferred")); | |
| 47 | + _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create("deferredDepthColor")); | |
| 48 | 48 | |
| 49 | 49 | auto colorFormat = gpu::Element::COLOR_SRGBA_32; |
| 50 | 50 | auto linearFormat = gpu::Element::COLOR_RGBA_32; |
| @@ -54,11 +54,8 @@ void DeferredFramebuffer::allocate() { · 3 unmodified lines | ||
| 54 | 54 | auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT); |
| 55 | 55 | |
| 56 | 56 | _deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); |
| 57 | − _deferredColorTexture->setSource("DeferredFramebuffer::_deferredColorTexture"); | |
| 58 | 57 | _deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(linearFormat, width, height, defaultSampler)); |
| 59 | − _deferredNormalTexture->setSource("DeferredFramebuffer::_deferredNormalTexture"); | |
| 60 | 58 | _deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); |
| 61 | − _deferredSpecularTexture->setSource("DeferredFramebuffer::_deferredSpecularTexture"); | |
| 62 | 59 | |
| 63 | 60 | _deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture); |
| 64 | 61 | _deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture); |
| @@ -69,7 +66,6 @@ void DeferredFramebuffer::allocate() { · 4 unmodified lines | ||
| 69 | 66 | auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format |
| 70 | 67 | if (!_primaryDepthTexture) { |
| 71 | 68 | _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler)); |
| 72 | − _primaryDepthTexture->setSource("DeferredFramebuffer::_primaryDepthTexture"); | |
| 73 | 69 | } |
| 74 | 70 | |
| 75 | 71 | _deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); |
| @@ -80,8 +76,7 @@ void DeferredFramebuffer::allocate() { · 4 unmodified lines | ||
| 80 | 76 | auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR); |
| 81 | 77 | |
| 82 | 78 | _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler)); |
| 83 | − _lightingTexture->setSource("DeferredFramebuffer::_lightingTexture"); | |
| 84 | − _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); | |
| 79 | + _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("lighting")); | |
| 85 | 80 | _lightingFramebuffer->setRenderBuffer(0, _lightingTexture); |
| 86 | 81 | _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); |
| 87 | 82 | |