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Additional plugin debugging, better plugin resource cleanup

Brad Davis committed 10 years ago

Commit 28771cb1 parent 5615f8829 files · +135 −54Browse files

Showing the changes to libraries/render-utils/src/DeferredFramebuffer.cpp (1 of 29 files). Show all

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libraries/render-utils/src/DeferredFramebuffer.cpp+3−8
@@ -43,8 +43,8 @@ void DeferredFramebuffer::updatePrimaryDepth(const gpu::TexturePointer& depthBuf · 42 unmodified lines
4343
4444 void DeferredFramebuffer::allocate() {
4545
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"));
4848
4949 auto colorFormat = gpu::Element::COLOR_SRGBA_32;
5050 auto linearFormat = gpu::Element::COLOR_RGBA_32;
@@ -54,11 +54,8 @@ void DeferredFramebuffer::allocate() { · 3 unmodified lines
5454 auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
5555
5656 _deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
57− _deferredColorTexture->setSource("DeferredFramebuffer::_deferredColorTexture");
5857 _deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(linearFormat, width, height, defaultSampler));
59− _deferredNormalTexture->setSource("DeferredFramebuffer::_deferredNormalTexture");
6058 _deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
61− _deferredSpecularTexture->setSource("DeferredFramebuffer::_deferredSpecularTexture");
6259
6360 _deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture);
6461 _deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture);
@@ -69,7 +66,6 @@ void DeferredFramebuffer::allocate() { · 4 unmodified lines
6966 auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
7067 if (!_primaryDepthTexture) {
7168 _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
72− _primaryDepthTexture->setSource("DeferredFramebuffer::_primaryDepthTexture");
7369 }
7470
7571 _deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
@@ -80,8 +76,7 @@ void DeferredFramebuffer::allocate() { · 4 unmodified lines
8076 auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
8177
8278 _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"));
8580 _lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
8681 _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
8782