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more fixes
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parent
265b1591d6
commit
5b50b0332d
1 changed files with 8 additions and 9 deletions
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@ -74,7 +74,7 @@ namespace gr {
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class RenderDeferredTaskDebug {
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public:
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using ExtraBuffers = render::VaryingSet5<LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionEffect::Output, SubsurfaceScatteringResourcePointer, VelocityFramebufferPointer>;
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using ExtraBuffers = render::VaryingSet6<LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionFramebufferPointer, gpu::BufferView, SubsurfaceScatteringResourcePointer, VelocityFramebufferPointer>;
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using Input = render::VaryingSet9<RenderFetchCullSortTask::Output, RenderShadowTask::Output,
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AssembleLightingStageTask::Output, LightClusteringPass::Output,
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PrepareDeferred::Outputs, ExtraBuffers, GenerateDeferredFrameTransform::Output,
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@ -256,7 +256,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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// Debugging task is happening in the "over" layer after tone mapping and just before HUD
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{ // Debug the bounds of the rendered items, still look at the zbuffer
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const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionOutputs, scatteringResource, velocityBuffer);
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const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, ambientOcclusionFramebuffer, scatteringResource, velocityBuffer);
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const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, inputs.get2(), lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers,
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deferredFrameTransform, jitter, lightingModel).asVarying();
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task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs);
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@ -331,13 +331,12 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
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// extraDeferredBuffer
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const auto& extraDeferredBuffer = inputs.get5();
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const auto& linearDepthTarget = extraDeferredBuffer.get0();
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const auto& surfaceGeometryFramebuffer = extraDeferredBuffer.get1();
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const auto& ambientOcclusionOut = extraDeferredBuffer.get2();
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const auto& ambientOcclusionFramebuffer = ambientOcclusionOut[0];
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const auto& ambientOcclusionUniforms = ambientOcclusionOut[1];
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const auto& scatteringResource = extraDeferredBuffer[3];
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const auto& velocityBuffer = extraDeferredBuffer[4];
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const auto& linearDepthTarget = extraDeferredBuffer[0];
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const auto& surfaceGeometryFramebuffer = extraDeferredBuffer[1];
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const auto& ambientOcclusionFramebuffer = extraDeferredBuffer[2];
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const auto& ambientOcclusionUniforms = extraDeferredBuffer[3];
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const auto& scatteringResource = extraDeferredBuffer[4];
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const auto& velocityBuffer = extraDeferredBuffer[5];
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// GenerateDeferredFrameTransform out
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const auto& deferredFrameTransform = inputs[6];
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