Keeping only the minimum for quest

This commit is contained in:
Sam Gateau 2019-02-14 15:43:36 -08:00
parent 98a5ec84a9
commit 522a9ed7c1

View file

@ -135,11 +135,14 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
//auto resolvedFramebuffer = task.addJob<ResolveNewFramebuffer>("Resolve", framebuffer);
#if defined(Q_OS_ANDROID)
#else
// Lighting Buffer ready for tone mapping
// Forward rendering on GLES doesn't support tonemapping to and from the same FBO, so we specify
// the output FBO as null, which causes the tonemapping to target the blit framebuffer
//const auto toneMappingInputs = ToneMappingDeferred::Inputs(resolvedFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
//task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
const auto toneMappingInputs = ToneMappingDeferred::Inputs(resolvedFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
#endif
// Layered Overlays
// Composite the HUD and HUD overlays