// // RenderDeferredTask.cpp // render-utils/src/ // // Created by Sam Gateau on 5/29/15. // Copyright 2016 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include "RenderDeferredTask.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "RenderHifi.h" #include "render-utils/ShaderConstants.h" #include "RenderCommonTask.h" #include "LightingModel.h" #include "StencilMaskPass.h" #include "DebugDeferredBuffer.h" #include "DeferredFramebuffer.h" #include "DeferredLightingEffect.h" #include "SurfaceGeometryPass.h" #include "VelocityBufferPass.h" #include "FramebufferCache.h" #include "TextureCache.h" #include "ZoneRenderer.h" #include "FadeEffect.h" #include "BloomStage.h" #include "RenderUtilsLogging.h" #include "AmbientOcclusionEffect.h" #include "AntialiasingEffect.h" #include "ToneMappingEffect.h" #include "SubsurfaceScattering.h" #include "DrawHaze.h" #include "BloomEffect.h" #include "HighlightEffect.h" #include using namespace render; extern void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter); namespace ru { using render_utils::slot::texture::Texture; using render_utils::slot::buffer::Buffer; } namespace gr { using graphics::slot::texture::Texture; using graphics::slot::buffer::Buffer; } class RenderDeferredTaskDebug { public: using ExtraBuffers = render::VaryingSet6; using Input = render::VaryingSet9; using JobModel = render::Task::ModelI; RenderDeferredTaskDebug(); void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs); private: }; RenderDeferredTask::RenderDeferredTask() { } void RenderDeferredTask::configure(const Config& config) { // Propagate resolution scale to sub jobs who need it auto preparePrimaryBufferConfig = config.getConfig("PreparePrimaryBuffer"); auto upsamplePrimaryBufferConfig = config.getConfig("PrimaryBufferUpscale"); assert(preparePrimaryBufferConfig); assert(upsamplePrimaryBufferConfig); preparePrimaryBufferConfig->setProperty("resolutionScale", config.resolutionScale); upsamplePrimaryBufferConfig->setProperty("factor", 1.0f / config.resolutionScale); } void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) { auto fadeEffect = DependencyManager::get(); // Prepare the ShapePipelines ShapePlumberPointer shapePlumber = std::make_shared(); initDeferredPipelines(*shapePlumber, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter()); const auto& inputs = input.get(); // Separate the fetched items const auto& fetchedItems = inputs.get0(); const auto& items = fetchedItems.get0(); // Extract opaques / transparents / lights / metas / layered / background const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE]; const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE]; const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE]; const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE]; // Lighting model comes next, the big configuration of the view const auto& lightingModel = inputs[1]; // Extract the Lighting Stages Current frame ( and zones) const auto& lightingStageInputs = inputs.get2(); // Fetch the current frame stacks from all the stages const auto currentStageFrames = lightingStageInputs.get0(); const auto lightFrame = currentStageFrames[0]; const auto backgroundFrame = currentStageFrames[1]; const auto& hazeFrame = currentStageFrames[2]; const auto& bloomFrame = currentStageFrames[3]; // Shadow Task Outputs const auto& shadowTaskOutputs = inputs.get3(); // Shadow Stage Frame const auto shadowFrame = shadowTaskOutputs[1]; fadeEffect->build(task, opaques); const auto jitter = task.addJob("JitterCam"); // GPU jobs: Start preparing the primary, deferred and lighting buffer const auto scaledPrimaryFramebuffer = task.addJob("PreparePrimaryBuffer"); // Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer const auto deferredFrameTransform = task.addJob("DeferredFrameTransform", jitter); const auto opaqueRangeTimer = task.addJob("BeginOpaqueRangeTimer", "DrawOpaques"); const auto prepareDeferredInputs = PrepareDeferred::Inputs(scaledPrimaryFramebuffer, lightingModel).asVarying(); const auto prepareDeferredOutputs = task.addJob("PrepareDeferred", prepareDeferredInputs); const auto deferredFramebuffer = prepareDeferredOutputs.getN(0); const auto lightingFramebuffer = prepareDeferredOutputs.getN(1); // draw a stencil mask in hidden regions of the framebuffer. task.addJob("PrepareStencil", scaledPrimaryFramebuffer); // Render opaque objects in DeferredBuffer const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel, jitter).asVarying(); task.addJob("DrawOpaqueDeferred", opaqueInputs, shapePlumber); task.addJob("OpaqueRangeTimer", opaqueRangeTimer); // Opaque all rendered // Linear Depth Pass const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying(); const auto linearDepthPassOutputs = task.addJob("LinearDepth", linearDepthPassInputs); const auto linearDepthTarget = linearDepthPassOutputs.getN(0); // Curvature pass const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying(); const auto surfaceGeometryPassOutputs = task.addJob("SurfaceGeometry", surfaceGeometryPassInputs); const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN(0); const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN(1); const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN(2); const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN(3); // Simply update the scattering resource const auto scatteringResource = task.addJob("Scattering"); // AO job const auto ambientOcclusionInputs = AmbientOcclusionEffect::Input(lightingModel, deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying(); const auto ambientOcclusionOutputs = task.addJob("AmbientOcclusion", ambientOcclusionInputs); const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN(0); const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN(1); // Velocity const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying(); const auto velocityBufferOutputs = task.addJob("VelocityBuffer", velocityBufferInputs); const auto velocityBuffer = velocityBufferOutputs.getN(0); // Light Clustering // Create the cluster grid of lights, cpu job for now const auto lightClusteringPassInputs = LightClusteringPass::Input(deferredFrameTransform, lightingModel, lightFrame, linearDepthTarget).asVarying(); const auto lightClusters = task.addJob("LightClustering", lightClusteringPassInputs); // DeferredBuffer is complete, now let's shade it into the LightingBuffer const auto extraDeferredBuffer = RenderDeferred::ExtraDeferredBuffer(surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying(); const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, extraDeferredBuffer, lightingModel, lightClusters, lightFrame, shadowFrame, hazeFrame).asVarying(); task.addJob("RenderDeferred", deferredLightingInputs); // Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job const auto backgroundInputs = DrawBackgroundStage::Inputs(lightingModel, backgroundFrame).asVarying(); task.addJob("DrawBackgroundDeferred", backgroundInputs); const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeFrame, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingModel, lightFrame)); task.addJob("DrawHazeDeferred", drawHazeInputs); // Render transparent objects forward in LightingBuffer const auto transparentsInputs = RenderTransparentDeferred::Inputs(transparents, hazeFrame, lightFrame, lightingModel, lightClusters, shadowFrame, jitter).asVarying(); task.addJob("DrawTransparentDeferred", transparentsInputs, shapePlumber); const auto outlineRangeTimer = task.addJob("BeginHighlightRangeTimer", "Highlight"); const auto outlineInputs = DrawHighlightTask::Inputs(items, deferredFramebuffer, lightingFramebuffer, deferredFrameTransform, jitter).asVarying(); task.addJob("DrawHighlight", outlineInputs); task.addJob("HighlightRangeTimer", outlineRangeTimer); // Layered Over (in front) const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, lightingModel, jitter).asVarying(); const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, lightingModel, jitter).asVarying(); task.addJob("DrawInFrontOpaque", inFrontOpaquesInputs, true); task.addJob("DrawInFrontTransparent", inFrontTransparentsInputs, false); const auto toneAndPostRangeTimer = task.addJob("BeginToneAndPostRangeTimer", "PostToneLayeredAntialiasing"); // AA job before bloom to limit flickering const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, lightingFramebuffer, linearDepthTarget, velocityBuffer).asVarying(); task.addJob("Antialiasing", antialiasingInputs); // Add bloom const auto bloomInputs = BloomEffect::Inputs(deferredFrameTransform, lightingFramebuffer, bloomFrame).asVarying(); task.addJob("Bloom", bloomInputs); // Lighting Buffer ready for tone mapping const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, scaledPrimaryFramebuffer).asVarying(); task.addJob("ToneMapping", toneMappingInputs); // 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, ambientOcclusionFramebuffer, ambientOcclusionFramebuffer, scatteringResource, velocityBuffer); const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, shadowTaskOutputs, lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers, deferredFrameTransform, jitter, lightingModel).asVarying(); task.addJob("DebugRenderDeferredTask", debugInputs); } // Upscale to finale resolution const auto primaryFramebuffer = task.addJob("PrimaryBufferUpscale", scaledPrimaryFramebuffer); // Composite the HUD and HUD overlays task.addJob("HUD", primaryFramebuffer); const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f)); const auto hudOpaquesInputs = DrawLayered3D::Inputs(hudOpaque, lightingModel, nullJitter).asVarying(); const auto hudTransparentsInputs = DrawLayered3D::Inputs(hudTransparent, lightingModel, nullJitter).asVarying(); task.addJob("DrawHUDOpaque", hudOpaquesInputs, true); task.addJob("DrawHUDTransparent", hudTransparentsInputs, false); task.addJob("ToneAndPostRangeTimer", toneAndPostRangeTimer); // Blit! task.addJob("Blit", primaryFramebuffer); } RenderDeferredTaskDebug::RenderDeferredTaskDebug() { } void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input, render::Varying& outputs) { const auto& inputs = input.get(); // RenderFetchCullSortTask out const auto& fetchCullSortTaskOut = inputs.get0(); const auto& items = fetchCullSortTaskOut.get0(); // Extract opaques / transparents / lights / metas / layered / background const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE]; const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE]; const auto& lights = items[RenderFetchCullSortTask::LIGHT]; const auto& metas = items[RenderFetchCullSortTask::META]; const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE]; const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE]; const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE]; const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE]; const auto& spatialSelection = fetchCullSortTaskOut[1]; // RenderShadowTask out const auto& shadowOut = inputs.get1(); const auto& renderShadowTaskOut = shadowOut[0]; const auto& shadowFrame = shadowOut[1]; // Extract the Lighting Stages Current frame ( and zones) const auto lightingStageInputs = inputs.get2(); // Fetch the current frame stacks from all the stages const auto stageCurrentFrames = lightingStageInputs.get0(); const auto lightFrame = stageCurrentFrames[0]; const auto backgroundFrame = stageCurrentFrames[1]; const auto hazeFrame = stageCurrentFrames[2]; const auto bloomFrame = stageCurrentFrames[3]; // Zones const auto& zones = lightingStageInputs[1]; // Light CLuster const auto& lightClusters = inputs[3]; // PrepareDeferred out const auto& prepareDeferredOutputs = inputs.get4(); const auto& deferredFramebuffer = prepareDeferredOutputs[0]; // extraDeferredBuffer const auto& extraDeferredBuffer = inputs.get5(); 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]; // Jitter out const auto& jitter = inputs[7]; // Lighting Model out const auto& lightingModel = inputs[8]; // Light Cluster Grid Debuging job { const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget, lightClusters).asVarying(); task.addJob("DebugLightClusters", debugLightClustersInputs); } { // Debug the bounds of the rendered items, still look at the zbuffer task.addJob("DrawMetaBounds", metas); task.addJob("DrawOpaqueBounds", opaques); task.addJob("DrawTransparentBounds", transparents); task.addJob("DrawLightBounds", lights); task.addJob("DrawZones", zones); const auto frustums = task.addJob("ExtractFrustums", shadowFrame); const auto viewFrustum = frustums.getN(ExtractFrustums::VIEW_FRUSTUM); task.addJob("DrawViewFrustum", viewFrustum, glm::vec3(0.0f, 1.0f, 0.0f)); for (auto i = 0; i < ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT; i++) { const auto shadowFrustum = frustums.getN(ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i); float tint = 1.0f - i / float(ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT - 1); char jobName[64]; sprintf(jobName, "DrawShadowFrustum%d", i); task.addJob(jobName, shadowFrustum, glm::vec3(0.0f, tint, 1.0f)); if (!renderShadowTaskOut.isNull()) { const auto& shadowCascadeSceneBBoxes = renderShadowTaskOut; const auto shadowBBox = shadowCascadeSceneBBoxes[ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i]; sprintf(jobName, "DrawShadowBBox%d", i); task.addJob(jobName, shadowBBox, glm::vec3(1.0f, tint, 0.0f)); } } } { // Debug Selection... // TODO: It s busted // Select items that need to be outlined and show them const auto selectionBaseName = "contextOverlayHighlightList"; const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying(); const auto selectedMetas = task.addJob("MetaSelection", selectMetaInput, selectionBaseName); const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying(); const auto selectedMetasAndOpaques = task.addJob("OpaqueSelection", selectMetaAndOpaqueInput, selectionBaseName); const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying(); const auto selectedItems = task.addJob("TransparentSelection", selectItemInput, selectionBaseName); // Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true task.addJob("DrawSelectionBounds", selectedItems); } { // Debug the bounds of the layered objects, still look at the zbuffer task.addJob("DrawInFrontOpaqueBounds", inFrontOpaque); task.addJob("DrawInFrontTransparentBounds", inFrontTransparent); } { // Debug the bounds of the layered objects, still look at the zbuffer task.addJob("DrawHUDOpaqueBounds", hudOpaque); task.addJob("DrawHUDTransparentBounds", hudTransparent); } // Debugging stages { // Debugging Deferred buffer job const auto debugFramebuffers = DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform, shadowFrame).asVarying(); task.addJob("DebugDeferredBuffer", debugFramebuffers); const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying(); task.addJob("DebugScattering", debugSubsurfaceScatteringInputs); const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying(); task.addJob("DebugAmbientOcclusion", debugAmbientOcclusionInputs); // Scene Octree Debugging job { task.addJob("DrawSceneOctree", spatialSelection); task.addJob("DrawItemSelection", spatialSelection); } // Status icon rendering job { // Grab a texture map representing the different status icons and assign that to the drawStatusJob auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg"; auto statusIconMap = DependencyManager::get()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE); const auto drawStatusInputs = DrawStatus::Input(opaques, jitter).asVarying(); task.addJob("DrawStatus", drawStatusInputs, DrawStatus(statusIconMap)); } const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying(); task.addJob("DrawZoneStack", debugZoneInputs); } } void RenderTransparentDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) { assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); auto config = std::static_pointer_cast(renderContext->jobConfig); const auto& inItems = inputs.get0(); const auto& hazeFrame = inputs.get1(); const auto& lightFrame = inputs.get2(); const auto& lightingModel = inputs.get3(); const auto& lightClusters = inputs.get4(); // Not needed yet: const auto& shadowFrame = inputs.get5(); const auto jitter = inputs.get6(); auto deferredLightingEffect = DependencyManager::get(); RenderArgs* args = renderContext->args; gpu::doInBatch("RenderTransparentDeferred::run", args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; // Setup camera, projection and viewport for all items batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); glm::mat4 projMat; Transform viewMat; args->getViewFrustum().evalProjectionMatrix(projMat); args->getViewFrustum().evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setProjectionJitter(jitter.x, jitter.y); batch.setViewTransform(viewMat); // Setup lighting model for all items; batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer()); // Set the light deferredLightingEffect->setupKeyLightBatch(args, batch, *lightFrame); deferredLightingEffect->setupLocalLightsBatch(batch, lightClusters); // Setup haze if current zone has haze const auto& hazeStage = args->_scene->getStage(); if (hazeStage && hazeFrame->_hazes.size() > 0) { const auto& hazePointer = hazeStage->getHaze(hazeFrame->_hazes.front()); if (hazePointer) { batch.setUniformBuffer(ru::Buffer::HazeParams, hazePointer->getHazeParametersBuffer()); } } // From the lighting model define a global shapKey ORED with individiual keys ShapeKey::Builder keyBuilder; if (lightingModel->isWireframeEnabled()) { keyBuilder.withWireframe(); } ShapeKey globalKey = keyBuilder.build(); args->_globalShapeKey = globalKey._flags.to_ulong(); renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); args->_batch = nullptr; args->_globalShapeKey = 0; deferredLightingEffect->unsetLocalLightsBatch(batch); deferredLightingEffect->unsetKeyLightBatch(batch); }); config->setNumDrawn((int)inItems.size()); } void DrawStateSortDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) { assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); auto config = std::static_pointer_cast(renderContext->jobConfig); const auto& inItems = inputs.get0(); const auto& lightingModel = inputs.get1(); const auto jitter = inputs.get2(); RenderArgs* args = renderContext->args; gpu::doInBatch("DrawStateSortDeferred::run", args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; // Setup camera, projection and viewport for all items batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); glm::mat4 projMat; Transform viewMat; args->getViewFrustum().evalProjectionMatrix(projMat); args->getViewFrustum().evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setProjectionJitter(jitter.x, jitter.y); batch.setViewTransform(viewMat); // Setup lighting model for all items; batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer()); // From the lighting model define a global shapeKey ORED with individiual keys ShapeKey::Builder keyBuilder; if (lightingModel->isWireframeEnabled()) { keyBuilder.withWireframe(); } ShapeKey globalKey = keyBuilder.build(); args->_globalShapeKey = globalKey._flags.to_ulong(); if (_stateSort) { renderStateSortShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); } else { renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey); } args->_batch = nullptr; args->_globalShapeKey = 0; }); config->setNumDrawn((int)inItems.size()); } void SetSeparateDeferredDepthBuffer::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) { assert(renderContext->args); const auto deferredFramebuffer = inputs->getDeferredFramebuffer(); const auto frameSize = deferredFramebuffer->getSize(); const auto renderbufferCount = deferredFramebuffer->getNumRenderBuffers(); if (!_framebuffer || _framebuffer->getSize() != frameSize || _framebuffer->getNumRenderBuffers() != renderbufferCount) { auto depthFormat = deferredFramebuffer->getDepthStencilBufferFormat(); auto depthStencilTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, frameSize.x, frameSize.y)); _framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("deferredFramebufferSeparateDepth")); _framebuffer->setDepthStencilBuffer(depthStencilTexture, depthFormat); for (decltype(deferredFramebuffer->getNumRenderBuffers()) i = 0; i < renderbufferCount; i++) { _framebuffer->setRenderBuffer(i, deferredFramebuffer->getRenderBuffer(i)); } } RenderArgs* args = renderContext->args; gpu::doInBatch("SetSeparateDeferredDepthBuffer::run", args->_context, [this](gpu::Batch& batch) { batch.setFramebuffer(_framebuffer); }); }