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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
422422 return;
423423 }
424424
425−#if 0
426425 assert(renderContext->args);
427426 assert(renderContext->args->hasViewFrustum());
428427 RenderArgs* args = renderContext->args;
@@ -465,10 +464,11 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I · 36 unmodified lines
465464 batch.setResourceTexture(Textures::DeferredLighting, deferredFramebuffer->getLightingTexture());
466465 }
467466 if (velocityFramebuffer) {
468− batch.setResourceTexture(Textures::TaaVelocity, velocityFramebuffer->getVelocityTexture());
467+ batch.setResourceTexture(Textures::DebugVelocity, velocityFramebuffer->getVelocityTexture());
469468 }
470469
471− batch.setUniformBuffer(UBOs:: DebugParametersBuffer, _parameters);
470+ // FIXME can't find the corresponding buffer
471+ // batch.setUniformBuffer(UBOs:: DebugParametersBuffer, _parameters);
472472
473473 auto lightStage = renderContext->_scene->getStage<LightStage>();
474474 assert(lightStage);
@@ -482,41 +482,42 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I · 7 unmodified lines
482482 }
483483
484484 if (linearDepthTarget) {
485− batch.setResourceTexture(Textures::LLinearDepth, linearDepthTarget->getLinearDepthTexture());
486− batch.setResourceTexture(HalfLinearDepth, linearDepthTarget->getHalfLinearDepthTexture());
487− batch.setResourceTexture(HalfNormal, linearDepthTarget->getHalfNormalTexture());
485+ batch.setResourceTexture(Textures::DebugDepth, linearDepthTarget->getLinearDepthTexture());
486+ batch.setResourceTexture(Textures::DebugHalfDepth, linearDepthTarget->getHalfLinearDepthTexture());
487+ batch.setResourceTexture(Textures::DebugHalfNormal, linearDepthTarget->getHalfNormalTexture());
488488 }
489489 if (surfaceGeometryFramebuffer) {
490− batch.setResourceTexture(Curvature, surfaceGeometryFramebuffer->getCurvatureTexture());
491− batch.setResourceTexture(DiffusedCurvature, surfaceGeometryFramebuffer->getLowCurvatureTexture());
490+ batch.setResourceTexture(Textures::DeferredCurvature, surfaceGeometryFramebuffer->getCurvatureTexture());
491+ batch.setResourceTexture(Textures::DeferredDiffusedCurvature,
492+ surfaceGeometryFramebuffer->getLowCurvatureTexture());
492493 }
493494 if (ambientOcclusionFramebuffer) {
494− batch.setResourceTexture(Textures::SsaoOcclusion, ambientOcclusionFramebuffer->getOcclusionTexture());
495− batch.setResourceTexture(AmbientOcclusionBlurred, ambientOcclusionFramebuffer->getOcclusionBlurredTexture());
495+ batch.setResourceTexture(Textures::DebugOcclusion, ambientOcclusionFramebuffer->getOcclusionTexture());
496+ batch.setResourceTexture(Textures::DebugOcclusionBlurred,
497+ ambientOcclusionFramebuffer->getOcclusionBlurredTexture());
496498 }
497499 const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
498500 const glm::vec2 bottomLeft(_size.x, _size.y);
499501 const glm::vec2 topRight(_size.z, _size.w);
500502 geometryBuffer->renderQuad(batch, bottomLeft, topRight, color, _geometryId);
501503
502− batch.setResourceTexture(Albedo, nullptr);
503− batch.setResourceTexture(Normal, nullptr);
504− batch.setResourceTexture(Specular, nullptr);
505− batch.setResourceTexture(Depth, nullptr);
506− batch.setResourceTexture(Lighting, nullptr);
507− batch.setResourceTexture(Shadow, nullptr);
508− batch.setResourceTexture(LinearDepth, nullptr);
509− batch.setResourceTexture(HalfLinearDepth, nullptr);
510− batch.setResourceTexture(HalfNormal, nullptr);
504+ batch.setResourceTexture(Textures::DeferredColor, nullptr);
505+ batch.setResourceTexture(Textures::DeferredNormal, nullptr);
506+ batch.setResourceTexture(Textures::DeferredSpecular, nullptr);
507+ batch.setResourceTexture(Textures::DeferredDepth, nullptr);
508+ batch.setResourceTexture(Textures::DeferredLighting, nullptr);
509+ batch.setResourceTexture(Textures::Shadow, nullptr);
510+ batch.setResourceTexture(Textures::DebugDepth, nullptr);
511+ batch.setResourceTexture(Textures::DebugHalfDepth, nullptr);
512+ batch.setResourceTexture(Textures::DebugHalfNormal, nullptr);
511513
512− batch.setResourceTexture(Curvature, nullptr);
513− batch.setResourceTexture(DiffusedCurvature, nullptr);
514+ batch.setResourceTexture(Textures::DeferredCurvature, nullptr);
515+ batch.setResourceTexture(Textures::DeferredDiffusedCurvature, nullptr);
514516
515− batch.setResourceTexture(AmbientOcclusion, nullptr);
516− batch.setResourceTexture(AmbientOcclusionBlurred, nullptr);
517+ batch.setResourceTexture(Textures::DebugOcclusion, nullptr);
518+ batch.setResourceTexture(Textures::DebugOcclusionBlurred, nullptr);
517519
518− batch.setResourceTexture(Velocity, nullptr);
520+ batch.setResourceTexture(Textures::DebugVelocity, nullptr);
519521
520522 });
521−#endif
522523 }