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Removed jitter samples from shader and added name to batches in DEBUG mode to ease render debug

Olivier Prat committed 8 years ago

Commit 92e1fe81 parent 291711e43 files · +178 −256Browse files

Showing the changes to libraries/render-utils/src/RenderDeferredTask.cpp (1 of 43 files). Show all

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libraries/render-utils/src/RenderDeferredTask.cpp+13−14
@@ -92,7 +92,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren · 91 unmodified lines
9292
9393 fadeEffect->build(task, opaques);
9494
95− const auto jitterBuffer = task.addJob<JitterSample>("JitterCam");
95+ task.addJob<JitterSample>("JitterCam");
9696
9797 // Prepare deferred, generate the shared Deferred Frame Transform
9898 const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
@@ -238,6 +238,10 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren · 139 unmodified lines
238238 task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);
239239 }
240240
241+ // AA job to be revisited
242+ const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, primaryFramebuffer, linearDepthTarget, velocityBuffer).asVarying();
243+ task.addJob<Antialiasing>("Antialiasing", antialiasingInputs);
244+
241245 // Debugging stages
242246 {
243247 // Debugging Deferred buffer job
@@ -268,11 +272,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren · 24 unmodified lines
268272 task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform);
269273 }
270274
271− // AA job to be revisited
272− const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, jitterBuffer, primaryFramebuffer, linearDepthTarget, velocityBuffer).asVarying();
273−
274− task.addJob<Antialiasing>("Antialiasing", antialiasingInputs);
275−
276275 // Composite the HUD and HUD overlays
277276 task.addJob<CompositeHUD>("HUD");
278277
@@ -297,13 +296,13 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren · 18 unmodified lines
297296
298297 void BeginGPURangeTimer::run(const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {
299298 timer = _gpuTimer;
300− gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) {
299+ gpu::doInBatch("BeginGPURangeTimer::run", renderContext->args->_context, [&](gpu::Batch& batch) {
301300 _gpuTimer->begin(batch);
302301 });
303302 }
304303
305304 void EndGPURangeTimer::run(const render::RenderContextPointer& renderContext, const gpu::RangeTimerPointer& timer) {
306− gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) {
305+ gpu::doInBatch("EndGPURangeTimer::run", renderContext->args->_context, [&](gpu::Batch& batch) {
307306 timer->end(batch);
308307 });
309308
@@ -323,7 +322,7 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs& · 13 unmodified lines
323322
324323 RenderArgs* args = renderContext->args;
325324
326− gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
325+ gpu::doInBatch("DrawDeferred::run", args->_context, [&](gpu::Batch& batch) {
327326 args->_batch = &batch;
328327
329328 // Setup camera, projection and viewport for all items
@@ -370,7 +369,7 @@ void DrawStateSortDeferred::run(const RenderContextPointer& renderContext, const · 40 unmodified lines
370369
371370 RenderArgs* args = renderContext->args;
372371
373− gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
372+ gpu::doInBatch("DrawStateSortDeferred::run", args->_context, [&](gpu::Batch& batch) {
374373 args->_batch = &batch;
375374
376375 // Setup camera, projection and viewport for all items
@@ -434,14 +433,14 @@ void DrawOverlay3D::run(const RenderContextPointer& renderContext, const Inputs& · 57 unmodified lines
434433 // Needs to be distinct from the other batch because using the clear call
435434 // while stereo is enabled triggers a warning
436435 if (_opaquePass) {
437− gpu::doInBatch(args->_context, [&](gpu::Batch& batch){
436+ gpu::doInBatch("DrawOverlay3D::run::clear", args->_context, [&](gpu::Batch& batch){
438437 batch.enableStereo(false);
439438 batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, false);
440439 });
441440 }
442441
443442 // Render the items
444− gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
443+ gpu::doInBatch("DrawOverlay3D::run", args->_context, [&](gpu::Batch& batch) {
445444 args->_batch = &batch;
446445 batch.setViewportTransform(args->_viewport);
447446 batch.setStateScissorRect(args->_viewport);
@@ -473,7 +472,7 @@ void CompositeHUD::run(const RenderContextPointer& renderContext) { · 25 unmodified lines
473472 }
474473
475474 // Grab the HUD texture
476− gpu::doInBatch(renderContext->args->_context, [&](gpu::Batch& batch) {
475+ gpu::doInBatch("CompositeHUD::run", renderContext->args->_context, [&](gpu::Batch& batch) {
477476 if (renderContext->args->_hudOperator) {
478477 renderContext->args->_hudOperator(batch, renderContext->args->_hudTexture, renderContext->args->_renderMode == RenderArgs::RenderMode::MIRROR_RENDER_MODE);
479478 }
@@ -499,7 +498,7 @@ void Blit::run(const RenderContextPointer& renderContext, const gpu::Framebuffer · 19 unmodified lines
499498 // Blit primary to blit FBO
500499 auto primaryFbo = srcFramebuffer;
501500
502− gpu::doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {
501+ gpu::doInBatch("Blit::run", renderArgs->_context, [&](gpu::Batch& batch) {
503502 batch.setFramebuffer(blitFbo);
504503
505504 if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {