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Defaulting the color formats used in the rendering pipeline to sRGB

samcake committed 10 years ago

Commit d5a9d391 parent d656f612 files · +5 −5Browse files

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

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libraries/render-utils/src/FramebufferCache.cpp+3−5
@@ -59,7 +59,8 @@ void FramebufferCache::createPrimaryFramebuffer() { · 58 unmodified lines
59 _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());59 _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
60 _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create());60 _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create());
61 61
62 auto colorFormat = gpu::Element::COLOR_RGBA_32;62 // auto colorFormat = gpu::Element::COLOR_RGBA_32;
63 auto colorFormat = gpu::Element::COLOR_SRGBA_32;
63 auto width = _frameBufferSize.width();64 auto width = _frameBufferSize.width();
64 auto height = _frameBufferSize.height();65 auto height = _frameBufferSize.height();
65 66
@@ -95,10 +96,7 @@ void FramebufferCache::createPrimaryFramebuffer() { · 29 unmodified lines
95 96
96 auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);97 auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
97 98
98 // FIXME: Decide on the proper one, let s stick to R11G11B10 for now
99 //_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, width, height, defaultSampler));
100 _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler));99 _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler));
101 //_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::HALF, gpu::RGBA), width, height, defaultSampler));
102 _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());100 _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
103 _lightingFramebuffer->setRenderBuffer(0, _lightingTexture);101 _lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
104 _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);102 _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
@@ -212,7 +210,7 @@ gpu::TexturePointer FramebufferCache::getLightingTexture() { · 107 unmodified lines
212 210
213gpu::FramebufferPointer FramebufferCache::getFramebuffer() {211gpu::FramebufferPointer FramebufferCache::getFramebuffer() {
214 if (_cachedFramebuffers.isEmpty()) {212 if (_cachedFramebuffers.isEmpty()) {
215 _cachedFramebuffers.push_back(gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height())));213 _cachedFramebuffers.push_back(gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_SRGBA_32, _frameBufferSize.width(), _frameBufferSize.height())));
216 }214 }
217 gpu::FramebufferPointer result = _cachedFramebuffers.front();215 gpu::FramebufferPointer result = _cachedFramebuffers.front();
218 _cachedFramebuffers.pop_front();216 _cachedFramebuffers.pop_front();