Graphics/FrameGraph: Remove SwapchainFactors attachment size and fully handle multiple viewer sizes
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@@ -705,7 +705,7 @@ int main(int argc, char* argv[])
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godRaysTexture = graph.AddAttachment({
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.name = "God rays texture",
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.format = Nz::PixelFormat::RGBA16F,
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.size = Nz::FramePassAttachmentSize::SwapchainFactor,
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.size = Nz::FramePassAttachmentSize::ViewerTargetFactor,
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.width = 50'000,
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.height = 50'000
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});
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@@ -716,7 +716,7 @@ int main(int argc, char* argv[])
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bloomBrightOutput = graph.AddAttachment({
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.name = "Bloom bright output",
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.format = Nz::PixelFormat::RGBA16F,
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.size = Nz::FramePassAttachmentSize::SwapchainFactor,
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.size = Nz::FramePassAttachmentSize::ViewerTargetFactor,
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.width = bloomSize,
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.height = bloomSize
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});
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@@ -726,7 +726,7 @@ int main(int argc, char* argv[])
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bloomTextures[i * 2 + 0] = graph.AddAttachment({
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.name = "Bloom texture #" + std::to_string(i),
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.format = Nz::PixelFormat::RGBA16F,
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.size = Nz::FramePassAttachmentSize::SwapchainFactor,
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.size = Nz::FramePassAttachmentSize::ViewerTargetFactor,
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.width = bloomSize,
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.height = bloomSize
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});
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@@ -735,7 +735,7 @@ int main(int argc, char* argv[])
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bloomTextures[i * 2 + 1] = graph.AddAttachment({
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.name = "Bloom texture #" + std::to_string(i),
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.format = Nz::PixelFormat::RGBA16F,
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.size = Nz::FramePassAttachmentSize::SwapchainFactor,
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.size = Nz::FramePassAttachmentSize::ViewerTargetFactor,
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.width = bloomSize,
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.height = bloomSize
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});
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@@ -746,7 +746,7 @@ int main(int argc, char* argv[])
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toneMappingOutput = graph.AddAttachment({
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.name = "Tone mapping",
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.format = Nz::PixelFormat::RGBA8,
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.size = Nz::FramePassAttachmentSize::SwapchainFactor,
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.size = Nz::FramePassAttachmentSize::ViewerTargetFactor,
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.width = 100'000,
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.height = 100'000
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});
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@@ -1526,7 +1526,7 @@ int main(int argc, char* argv[])
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clearValues[1].depth = 1.f;
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clearValues[1].stencil = 0;
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builder.BeginRenderPass(windowRT->GetFramebuffer(frame.GetFramebufferIndex()), windowRT->GetRenderPass(), windowRenderRect, { clearValues[0], clearValues[1] });
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builder.BeginRenderPass(windowRT->GetFramebuffer(frame.GetImageIndex()), windowRT->GetRenderPass(), windowRenderRect, { clearValues[0], clearValues[1] });
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{
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builder.BeginDebugRegion("Main window rendering", Nz::Color::Green());
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{
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