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Fixing crash on exit, deferred debugging tool

Brad Davis committed 8 years ago

Commit a1a1a031 parent ae8f8412 files · +31 −27Browse files

Showing the changes to libraries/render-utils/src/DebugDeferredBuffer.cpp (1 of 2 files). Show all

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libraries/render-utils/src/DebugDeferredBuffer.cpp+26−25
@@ -422,7 +422,6 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I · 421 unmodified lines
422 return;422 return;
423 }423 }
424 424
425#if 0
426 assert(renderContext->args);425 assert(renderContext->args);
427 assert(renderContext->args->hasViewFrustum());426 assert(renderContext->args->hasViewFrustum());
428 RenderArgs* args = renderContext->args;427 RenderArgs* args = renderContext->args;
@@ -465,10 +464,11 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I · 36 unmodified lines
465 batch.setResourceTexture(Textures::DeferredLighting, deferredFramebuffer->getLightingTexture());464 batch.setResourceTexture(Textures::DeferredLighting, deferredFramebuffer->getLightingTexture());
466 }465 }
467 if (velocityFramebuffer) {466 if (velocityFramebuffer) {
468 batch.setResourceTexture(Textures::TaaVelocity, velocityFramebuffer->getVelocityTexture());467 batch.setResourceTexture(Textures::DebugVelocity, velocityFramebuffer->getVelocityTexture());
469 }468 }
470 469
471 batch.setUniformBuffer(UBOs:: DebugParametersBuffer, _parameters);470 // FIXME can't find the corresponding buffer
471 // batch.setUniformBuffer(UBOs:: DebugParametersBuffer, _parameters);
472 472
473 auto lightStage = renderContext->_scene->getStage<LightStage>();473 auto lightStage = renderContext->_scene->getStage<LightStage>();
474 assert(lightStage);474 assert(lightStage);
@@ -482,41 +482,42 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I · 7 unmodified lines
482 }482 }
483 483
484 if (linearDepthTarget) {484 if (linearDepthTarget) {
485 batch.setResourceTexture(Textures::LLinearDepth, linearDepthTarget->getLinearDepthTexture());485 batch.setResourceTexture(Textures::DebugDepth, linearDepthTarget->getLinearDepthTexture());
486 batch.setResourceTexture(HalfLinearDepth, linearDepthTarget->getHalfLinearDepthTexture());486 batch.setResourceTexture(Textures::DebugHalfDepth, linearDepthTarget->getHalfLinearDepthTexture());
487 batch.setResourceTexture(HalfNormal, linearDepthTarget->getHalfNormalTexture());487 batch.setResourceTexture(Textures::DebugHalfNormal, linearDepthTarget->getHalfNormalTexture());
488 }488 }
489 if (surfaceGeometryFramebuffer) {489 if (surfaceGeometryFramebuffer) {
490 batch.setResourceTexture(Curvature, surfaceGeometryFramebuffer->getCurvatureTexture());490 batch.setResourceTexture(Textures::DeferredCurvature, surfaceGeometryFramebuffer->getCurvatureTexture());
491 batch.setResourceTexture(DiffusedCurvature, surfaceGeometryFramebuffer->getLowCurvatureTexture());491 batch.setResourceTexture(Textures::DeferredDiffusedCurvature,
492 surfaceGeometryFramebuffer->getLowCurvatureTexture());
492 }493 }
493 if (ambientOcclusionFramebuffer) {494 if (ambientOcclusionFramebuffer) {
494 batch.setResourceTexture(Textures::SsaoOcclusion, ambientOcclusionFramebuffer->getOcclusionTexture());495 batch.setResourceTexture(Textures::DebugOcclusion, ambientOcclusionFramebuffer->getOcclusionTexture());
495 batch.setResourceTexture(AmbientOcclusionBlurred, ambientOcclusionFramebuffer->getOcclusionBlurredTexture());496 batch.setResourceTexture(Textures::DebugOcclusionBlurred,
497 ambientOcclusionFramebuffer->getOcclusionBlurredTexture());
496 }498 }
497 const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);499 const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
498 const glm::vec2 bottomLeft(_size.x, _size.y);500 const glm::vec2 bottomLeft(_size.x, _size.y);
499 const glm::vec2 topRight(_size.z, _size.w);501 const glm::vec2 topRight(_size.z, _size.w);
500 geometryBuffer->renderQuad(batch, bottomLeft, topRight, color, _geometryId);502 geometryBuffer->renderQuad(batch, bottomLeft, topRight, color, _geometryId);
501 503
502 batch.setResourceTexture(Albedo, nullptr);504 batch.setResourceTexture(Textures::DeferredColor, nullptr);
503 batch.setResourceTexture(Normal, nullptr);505 batch.setResourceTexture(Textures::DeferredNormal, nullptr);
504 batch.setResourceTexture(Specular, nullptr);506 batch.setResourceTexture(Textures::DeferredSpecular, nullptr);
505 batch.setResourceTexture(Depth, nullptr);507 batch.setResourceTexture(Textures::DeferredDepth, nullptr);
506 batch.setResourceTexture(Lighting, nullptr);508 batch.setResourceTexture(Textures::DeferredLighting, nullptr);
507 batch.setResourceTexture(Shadow, nullptr);509 batch.setResourceTexture(Textures::Shadow, nullptr);
508 batch.setResourceTexture(LinearDepth, nullptr);510 batch.setResourceTexture(Textures::DebugDepth, nullptr);
509 batch.setResourceTexture(HalfLinearDepth, nullptr);511 batch.setResourceTexture(Textures::DebugHalfDepth, nullptr);
510 batch.setResourceTexture(HalfNormal, nullptr);512 batch.setResourceTexture(Textures::DebugHalfNormal, nullptr);
511 513
512 batch.setResourceTexture(Curvature, nullptr);514 batch.setResourceTexture(Textures::DeferredCurvature, nullptr);
513 batch.setResourceTexture(DiffusedCurvature, nullptr);515 batch.setResourceTexture(Textures::DeferredDiffusedCurvature, nullptr);
514 516
515 batch.setResourceTexture(AmbientOcclusion, nullptr);517 batch.setResourceTexture(Textures::DebugOcclusion, nullptr);
516 batch.setResourceTexture(AmbientOcclusionBlurred, nullptr);518 batch.setResourceTexture(Textures::DebugOcclusionBlurred, nullptr);
517 519
518 batch.setResourceTexture(Velocity, nullptr);520 batch.setResourceTexture(Textures::DebugVelocity, nullptr);
519 521
520 });522 });
521#endif
522}523}