Graphics/DeferredRenderTechnique: Optimize Deferred Shading

No longer copies depth twice


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This commit is contained in:
Lynix
2016-08-15 01:27:33 +02:00
parent e501a93ae2
commit 705faa8d95
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];

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@@ -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