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BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore

samcake committed 10 years ago

Commit ba759071 parent 0e99a4a23 files · +242 −117Browse files

Showing the changes to libraries/render-utils/src/FramebufferCache.cpp (1 of 23 files). Show all

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libraries/render-utils/src/FramebufferCache.cpp+18−18
@@ -33,7 +33,7 @@ void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) { · 32 unmodified lines
3333 //If the size changed, we need to delete our FBOs
3434 if (_frameBufferSize != frameBufferSize) {
3535 _frameBufferSize = frameBufferSize;
36− _primaryFramebuffer.reset();
36+ /* _primaryFramebuffer.reset();
3737 _primaryDepthTexture.reset();
3838 _primaryColorTexture.reset();
3939 _deferredFramebuffer.reset();
@@ -41,11 +41,11 @@ void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) { · 1 unmodified line
4141 _deferredColorTexture.reset();
4242 _deferredNormalTexture.reset();
4343 _deferredSpecularTexture.reset();
44− _selfieFramebuffer.reset();
44+ */ _selfieFramebuffer.reset();
4545 _cachedFramebuffers.clear();
46− _lightingTexture.reset();
46+ /* _lightingTexture.reset();
4747 _lightingFramebuffer.reset();
48− _depthPyramidFramebuffer.reset();
48+ */ _depthPyramidFramebuffer.reset();
4949 _depthPyramidTexture.reset();
5050 _curvatureFramebuffer.reset();
5151 _curvatureTexture.reset();
@@ -57,17 +57,17 @@ void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) { · 5 unmodified lines
5757 }
5858
5959 void FramebufferCache::createPrimaryFramebuffer() {
60− _primaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
60+ /* _primaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
6161 _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
6262 _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create());
63−
63+ */
6464 auto colorFormat = gpu::Element::COLOR_SRGBA_32;
6565 auto linearFormat = gpu::Element::COLOR_RGBA_32;
6666 auto width = _frameBufferSize.width();
6767 auto height = _frameBufferSize.height();
6868
6969 auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
70− _primaryColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
70+ /* _primaryColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
7171
7272 _primaryFramebuffer->setRenderBuffer(0, _primaryColorTexture);
7373
@@ -81,10 +81,10 @@ void FramebufferCache::createPrimaryFramebuffer() { · 7 unmodified lines
8181 _deferredFramebuffer->setRenderBuffer(2, _deferredSpecularTexture);
8282
8383 _deferredFramebufferDepthColor->setRenderBuffer(0, _deferredColorTexture);
84−
84+ */
8585 // auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
8686 auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
87− _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
87+/* _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
8888
8989 _primaryFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
9090
@@ -92,31 +92,31 @@ void FramebufferCache::createPrimaryFramebuffer() { · 1 unmodified line
9292
9393 _deferredFramebufferDepthColor->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
9494
95−
95+*/
9696 _selfieFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
9797 auto tex = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width * 0.5, height * 0.5, defaultSampler));
9898 _selfieFramebuffer->setRenderBuffer(0, tex);
9999
100100 auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
101101
102− _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler));
102+ /* _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler));
103103 _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
104104 _lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
105105 _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
106106
107107 _deferredFramebuffer->setRenderBuffer(3, _lightingTexture);
108−
108+ */
109109 // For AO:
110110 auto pointMipSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_POINT);
111111 _depthPyramidTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), width, height, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
112112 _depthPyramidFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
113113 _depthPyramidFramebuffer->setRenderBuffer(0, _depthPyramidTexture);
114− _depthPyramidFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
114+ // _depthPyramidFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
115115
116116 _curvatureTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, width, height, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
117117 _curvatureFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
118118 _curvatureFramebuffer->setRenderBuffer(0, _curvatureTexture);
119− _curvatureFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
119+ // _curvatureFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
120120
121121 resizeAmbientOcclusionBuffers();
122122 }
@@ -138,14 +138,14 @@ void FramebufferCache::resizeAmbientOcclusionBuffers() { · 15 unmodified lines
138138 _occlusionTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
139139 _occlusionFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
140140 _occlusionFramebuffer->setRenderBuffer(0, _occlusionTexture);
141− _occlusionFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
141+ // _occlusionFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
142142
143143 _occlusionBlurredTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
144144 _occlusionBlurredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
145145 _occlusionBlurredFramebuffer->setRenderBuffer(0, _occlusionBlurredTexture);
146− _occlusionBlurredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
146+ // _occlusionBlurredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
147147 }
148−
148+/*
149149 gpu::FramebufferPointer FramebufferCache::getPrimaryFramebuffer() {
150150 if (!_primaryFramebuffer) {
151151 createPrimaryFramebuffer();
@@ -214,7 +214,7 @@ gpu::TexturePointer FramebufferCache::getLightingTexture() { · 62 unmodified lines
214214 createPrimaryFramebuffer();
215215 }
216216 return _lightingTexture;
217−}
217+}*/
218218
219219 gpu::FramebufferPointer FramebufferCache::getFramebuffer() {
220220 if (_cachedFramebuffers.isEmpty()) {