more fixes

This commit is contained in:
sam gateau 2018-12-18 15:30:45 -08:00
parent 265b1591d6
commit 5b50b0332d

View file

@ -74,7 +74,7 @@ namespace gr {
class RenderDeferredTaskDebug {
public:
using ExtraBuffers = render::VaryingSet5<LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionEffect::Output, SubsurfaceScatteringResourcePointer, VelocityFramebufferPointer>;
using ExtraBuffers = render::VaryingSet6<LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionFramebufferPointer, gpu::BufferView, SubsurfaceScatteringResourcePointer, VelocityFramebufferPointer>;
using Input = render::VaryingSet9<RenderFetchCullSortTask::Output, RenderShadowTask::Output,
AssembleLightingStageTask::Output, LightClusteringPass::Output,
PrepareDeferred::Outputs, ExtraBuffers, GenerateDeferredFrameTransform::Output,
@ -256,7 +256,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
// Debugging task is happening in the "over" layer after tone mapping and just before HUD
{ // Debug the bounds of the rendered items, still look at the zbuffer
const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionOutputs, scatteringResource, velocityBuffer);
const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, ambientOcclusionFramebuffer, scatteringResource, velocityBuffer);
const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, inputs.get2(), lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers,
deferredFrameTransform, jitter, lightingModel).asVarying();
task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs);
@ -331,13 +331,12 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
// extraDeferredBuffer
const auto& extraDeferredBuffer = inputs.get5();
const auto& linearDepthTarget = extraDeferredBuffer.get0();
const auto& surfaceGeometryFramebuffer = extraDeferredBuffer.get1();
const auto& ambientOcclusionOut = extraDeferredBuffer.get2();
const auto& ambientOcclusionFramebuffer = ambientOcclusionOut[0];
const auto& ambientOcclusionUniforms = ambientOcclusionOut[1];
const auto& scatteringResource = extraDeferredBuffer[3];
const auto& velocityBuffer = extraDeferredBuffer[4];
const auto& linearDepthTarget = extraDeferredBuffer[0];
const auto& surfaceGeometryFramebuffer = extraDeferredBuffer[1];
const auto& ambientOcclusionFramebuffer = extraDeferredBuffer[2];
const auto& ambientOcclusionUniforms = extraDeferredBuffer[3];
const auto& scatteringResource = extraDeferredBuffer[4];
const auto& velocityBuffer = extraDeferredBuffer[5];
// GenerateDeferredFrameTransform out
const auto& deferredFrameTransform = inputs[6];