Added a static New method to RefCounted-derived classes
Former-commit-id: efd9e68e050fb6cc7e0df7a7c222ca759c502dc5
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@@ -79,13 +79,11 @@ namespace
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static_assert(sizeof(RenderPassPriority)/sizeof(unsigned int) == nzRenderPassType_Max+1, "Render pass priority array is incomplete");
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inline NzShader* RegisterDeferredShader(const NzString& name, const nzUInt8* fragmentSource, unsigned int fragmentSourceLength, const NzShaderStage& vertexStage, NzString* err)
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inline NzShaderRef RegisterDeferredShader(const NzString& name, const nzUInt8* fragmentSource, unsigned int fragmentSourceLength, const NzShaderStage& vertexStage, NzString* err)
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{
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NzErrorFlags errFlags(nzErrorFlag_Silent | nzErrorFlag_ThrowExceptionDisabled);
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std::unique_ptr<NzShader> shader(new NzShader);
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shader->SetPersistent(false);
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NzShaderRef shader = NzShader::New();
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if (!shader->Create())
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{
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err->Set("Failed to create shader: " + NzError::GetLastError());
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@@ -106,8 +104,8 @@ namespace
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return nullptr;
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}
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NzShaderLibrary::Register(name, shader.get());
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return shader.release();
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NzShaderLibrary::Register(name, shader);
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return shader;
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}
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}
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@@ -115,20 +113,13 @@ NzDeferredRenderTechnique::NzDeferredRenderTechnique() :
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m_renderQueue(static_cast<NzForwardRenderQueue*>(m_forwardTechnique.GetRenderQueue())),
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m_GBufferSize(0U)
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{
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m_depthStencilBuffer = new NzRenderBuffer;
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m_depthStencilBuffer->SetPersistent(false);
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m_depthStencilBuffer = NzRenderBuffer::New();
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for (unsigned int i = 0; i < 2; ++i)
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{
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m_workTextures[i] = new NzTexture;
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m_workTextures[i]->SetPersistent(false);
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}
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m_workTextures[i] = NzTexture::New();
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for (unsigned int i = 0; i < 3; ++i)
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{
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m_GBuffer[i] = new NzTexture;
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m_GBuffer[i]->SetPersistent(false);
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}
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m_GBuffer[i] = NzTexture::New();
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try
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{
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