Graphics/DeferredRenderTechnique: Optimize Deferred Shading

No longer copies depth twice


Former-commit-id: 2ce14c38902520e5793434d3cc132bade991afb7 [formerly 0ce2807aab00a0ae73ab565f47591fc8d942ca98] [formerly e1c3f5f4c89f6f57389ad76a9fc8b5facfc9adee [formerly 77787d0fe1f4487404e4a4733775f5a347ba41b0]]
Former-commit-id: 36e2dffbbe70861b13b5a471a56a1b32ab17daea [formerly b1fed395ecaf9ec4ec12e6c87a754675bc91c042]
Former-commit-id: 0c862f6f2937edc07e7761229b098b4cd7c0b9b6
This commit is contained in:
Lynix
2016-08-15 01:27:33 +02:00
parent 7f70b72285
commit 63d2077c7b
12 changed files with 24 additions and 38 deletions

View File

@@ -47,9 +47,9 @@ namespace Nz
Vector2ui m_dimensions;
DeferredRenderTechnique* m_deferredTechnique;
DeferredRenderQueue* m_renderQueue;
RenderBuffer* m_depthStencilBuffer;
RenderTexture* m_GBufferRTT;
RenderTexture* m_workRTT;
Texture* m_depthStencilTexture;
Texture* m_GBuffer[4];
Texture* m_workTextures[2];

View File

@@ -37,7 +37,7 @@ namespace Nz
void EnablePass(RenderPassType renderPass, int position, bool enable);
RenderBuffer* GetDepthStencilBuffer() const;
Texture* GetDepthStencilTexture() const;
Texture* GetGBuffer(unsigned int i) const;
RenderTexture* GetGBufferRTT() const;
const ForwardRenderTechnique* GetForwardTechnique() const;
@@ -69,14 +69,14 @@ namespace Nz
std::map<RenderPassType, std::map<int, std::unique_ptr<DeferredRenderPass>>, RenderPassComparator> m_passes;
ForwardRenderTechnique m_forwardTechnique; // Must be initialized before the RenderQueue
DeferredRenderQueue m_renderQueue;
mutable RenderBufferRef m_depthStencilBuffer;
mutable TextureRef m_depthStencilTexture;
mutable RenderTexture m_GBufferRTT;
mutable RenderTexture m_workRTT;
mutable TextureRef m_GBuffer[4];
mutable TextureRef m_workTextures[2];
mutable Vector2ui m_GBufferSize;
const RenderTarget* m_viewerTarget;
};
};
}
#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP