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Texture::create returns shared pointer

Atlante45 committed 9 years ago

Commit ad16a931 parent 63e564c22 files · +125 −128Browse files

Showing the changes to libraries/render-utils/src/DeferredFramebuffer.cpp (1 of 22 files). Show all

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libraries/render-utils/src/DeferredFramebuffer.cpp+5−5
@@ -53,9 +53,9 @@ void DeferredFramebuffer::allocate() { · 52 unmodified lines
53 53
54 auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);54 auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
55 55
56 _deferredColorTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(colorFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));56 _deferredColorTexture = gpu::Texture::createRenderBuffer(colorFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
57 _deferredNormalTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(linearFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));57 _deferredNormalTexture = gpu::Texture::createRenderBuffer(linearFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
58 _deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(linearFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));58 _deferredSpecularTexture = gpu::Texture::createRenderBuffer(linearFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
59 59
60 _deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture);60 _deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture);
61 _deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture);61 _deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture);
@@ -65,7 +65,7 @@ void DeferredFramebuffer::allocate() { · 3 unmodified lines
65 65
66 auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format66 auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
67 if (!_primaryDepthTexture) {67 if (!_primaryDepthTexture) {
68 _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));68 _primaryDepthTexture = gpu::Texture::createRenderBuffer(depthFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
69 }69 }
70 70
71 _deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);71 _deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
@@ -75,7 +75,7 @@ void DeferredFramebuffer::allocate() { · 3 unmodified lines
75 75
76 auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);76 auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
77 77
78 _lightingTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, gpu::Texture::SINGLE_MIP, defaultSampler));78 _lightingTexture = gpu::Texture::createRenderBuffer(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
79 _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("lighting"));79 _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("lighting"));
80 _lightingFramebuffer->setRenderBuffer(0, _lightingTexture);80 _lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
81 _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);81 _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);