Merge pull request #13091 from samcake/blue

Master: Fixing the strobing light effect, aka Translucent lighting by ponctual lights
This commit is contained in:
John Conklin II 2018-05-04 10:25:57 -07:00 committed by GitHub
commit 32086def18
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
4 changed files with 6 additions and 6 deletions

View file

@ -23,8 +23,8 @@ using namespace render::entities;
static uint8_t CUSTOM_PIPELINE_NUMBER = 0;
static gpu::Stream::FormatPointer _vertexFormat;
static std::weak_ptr<gpu::Pipeline> _texturedPipeline;
// FIXME: This is interfering with the uniform buffers in DeferredLightingEffect.cpp, so use 11 to avoid collisions
static int32_t PARTICLE_UNIFORM_SLOT { 11 };
// FIXME: This is interfering with the uniform buffers in DeferredLightingEffect.cpp, so use 12 to avoid collisions
static int32_t PARTICLE_UNIFORM_SLOT { 12 };
static ShapePipelinePointer shapePipelineFactory(const ShapePlumber& plumber, const ShapeKey& key, gpu::Batch& batch) {
auto texturedPipeline = _texturedPipeline.lock();

View file

@ -34,8 +34,8 @@ using namespace render::entities;
static uint8_t CUSTOM_PIPELINE_NUMBER { 0 };
static const int32_t PAINTSTROKE_TEXTURE_SLOT { 0 };
// FIXME: This is interfering with the uniform buffers in DeferredLightingEffect.cpp, so use 11 to avoid collisions
static const int32_t PAINTSTROKE_UNIFORM_SLOT { 11 };
// FIXME: This is interfering with the uniform buffers in DeferredLightingEffect.cpp, so use 12 to avoid collisions
static const int32_t PAINTSTROKE_UNIFORM_SLOT { 12 };
static gpu::Stream::FormatPointer polylineFormat;
static gpu::PipelinePointer polylinePipeline;
#ifdef POLYLINE_ENTITY_USE_FADE_EFFECT

View file

@ -91,7 +91,7 @@ public:
// this is the maximum per shader stage on the low end apple
// TODO make it platform dependant at init time
static const int MAX_NUM_UNIFORM_BUFFERS = 12;
static const int MAX_NUM_UNIFORM_BUFFERS = 14;
size_t getMaxNumUniformBuffers() const { return MAX_NUM_UNIFORM_BUFFERS; }
// this is the maximum per shader stage on the low end apple

View file

@ -34,7 +34,7 @@ ProfileRangeBatch::~ProfileRangeBatch() {
using namespace gpu;
// FIXME make these backend / pipeline dependent.
static const int MAX_NUM_UNIFORM_BUFFERS = 12;
static const int MAX_NUM_UNIFORM_BUFFERS = 14;
static const int MAX_NUM_RESOURCE_BUFFERS = 16;
static const int MAX_NUM_RESOURCE_TEXTURES = 16;