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Merge branch 'master' into smarter_textures

Brad Davis committed 9 years ago

Commit 8782fe12 parents 9ae750b 5223f8748 files · +1219 −326Browse files

Showing the changes to libraries/render-utils/src/RenderDeferredTask.cpp (1 of 48 files). Show all

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libraries/render-utils/src/RenderDeferredTask.cpp+11−11
@@ -75,7 +75,6 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) { · 74 unmodified lines
75 // GPU jobs: Start preparing the primary, deferred and lighting buffer75 // GPU jobs: Start preparing the primary, deferred and lighting buffer
76 const auto primaryFramebuffer = addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");76 const auto primaryFramebuffer = addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
77 77
78 // const auto fullFrameRangeTimer = addJob<BeginGPURangeTimer>("BeginRangeTimer");
79 const auto opaqueRangeTimer = addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");78 const auto opaqueRangeTimer = addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");
80 79
81 const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).hasVarying();80 const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).hasVarying();
@@ -154,21 +153,25 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) { · 72 unmodified lines
154 const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));153 const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));
155 addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);154 addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
156 155
156 { // DEbug the bounds of the rendered items, still look at the zbuffer
157 addJob<DrawBounds>("DrawMetaBounds", metas);
158 addJob<DrawBounds>("DrawOpaqueBounds", opaques);
159 addJob<DrawBounds>("DrawTransparentBounds", transparents);
160 }
161
157 // Overlays162 // Overlays
158 const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).hasVarying();163 const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).hasVarying();
159 const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).hasVarying();164 const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).hasVarying();
160 addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);165 addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
161 addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);166 addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
162 167
163 // Debugging stages168 { // DEbug the bounds of the rendered OVERLAY items, still look at the zbuffer
164 {
165
166
167 // Bounds do not draw on stencil buffer, so they must come last
168 addJob<DrawBounds>("DrawMetaBounds", metas);
169 addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);169 addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);
170 addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);170 addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);
171 171 }
172
173 // Debugging stages
174 {
172 // Debugging Deferred buffer job175 // Debugging Deferred buffer job
173 const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer));176 const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer));
174 addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);177 addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
@@ -208,9 +211,6 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) { · 33 unmodified lines
208 211
209 // Blit!212 // Blit!
210 addJob<Blit>("Blit", primaryFramebuffer);213 addJob<Blit>("Blit", primaryFramebuffer);
211
212 // addJob<EndGPURangeTimer>("RangeTimer", fullFrameRangeTimer);
213
214}214}
215 215
216void BeginGPURangeTimer::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {216void BeginGPURangeTimer::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {