Fix doInBatch lambdas

This commit is contained in:
Atlante45 2016-01-06 11:59:51 -08:00
parent 6f85ee135f
commit 12f9091dc1
11 changed files with 15 additions and 15 deletions

View file

@ -1600,7 +1600,7 @@ void Application::paintGL() {
Stats::getInstance()->setRenderDetails(renderArgs._details);
// Reset the gpu::Context Stages
// Back to the default framebuffer;
gpu::doInBatch(renderArgs._context, [=](gpu::Batch& batch) {
gpu::doInBatch(renderArgs._context, [&](gpu::Batch& batch) {
batch.resetStages();
});
}

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@ -202,7 +202,7 @@ void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
updateTooltips();
//Handle fading and deactivation/activation of UI
gpu::doInBatch(renderArgs->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {
auto geometryCache = DependencyManager::get<GeometryCache>();
@ -270,7 +270,7 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
auto geometryCache = DependencyManager::get<GeometryCache>();
gpu::doInBatch(renderArgs->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {
geometryCache->useSimpleDrawPipeline(batch);
batch.setResourceTexture(0, overlayFramebuffer->getRenderBuffer(0));

View file

@ -70,7 +70,7 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
}
// Execute the batch into our framebuffer
doInBatch(renderArgs->_context, [=](gpu::Batch& batch) {
doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {
renderArgs->_batch = &batch;
int width = _overlayFramebuffer->getWidth();

View file

@ -179,7 +179,7 @@ void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, cons
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
auto framebufferCache = DependencyManager::get<FramebufferCache>();
QSize framebufferSize = framebufferCache->getFrameBufferSize();
float fbWidth = framebufferSize.width();

View file

@ -101,7 +101,7 @@ void Antialiasing::run(const render::SceneContextPointer& sceneContext, const re
}
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
auto framebufferCache = DependencyManager::get<FramebufferCache>();

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@ -295,7 +295,7 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
}
void DeferredLightingEffect::prepare(RenderArgs* args) {
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
@ -326,7 +326,7 @@ void DeferredLightingEffect::prepare(RenderArgs* args) {
}
void DeferredLightingEffect::render(RenderArgs* args) {
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
// Allocate the parameters buffer used by all the deferred shaders
if (!_deferredTransformBuffer[0]._buffer) {

View file

@ -64,7 +64,7 @@ void HitEffect::run(const render::SceneContextPointer& sceneContext, const rende
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
glm::mat4 projMat;
Transform viewMat;

View file

@ -349,7 +349,7 @@ void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const Ren
// from the touched pixel generate the stencil buffer
RenderArgs* args = renderContext->getArgs();
doInBatch(args->_context, [=](gpu::Batch& batch) {
doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
auto deferredFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getDeferredFramebufferDepthColor();
@ -384,7 +384,7 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const
inItems.emplace_back(id);
}
RenderArgs* args = renderContext->getArgs();
doInBatch(args->_context, [=](gpu::Batch& batch) {
doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
auto lightingFBO = DependencyManager::get<FramebufferCache>()->getLightingFramebuffer();
@ -428,7 +428,7 @@ void Blit::run(const SceneContextPointer& sceneContext, const RenderContextPoint
auto framebufferCache = DependencyManager::get<FramebufferCache>();
auto primaryFbo = framebufferCache->getPrimaryFramebuffer();
gpu::doInBatch(renderArgs->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {
batch.setFramebuffer(blitFbo);
if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {

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@ -112,7 +112,7 @@ void ToneMappingEffect::render(RenderArgs* args) {
init();
}
auto framebufferCache = DependencyManager::get<FramebufferCache>();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
QSize framebufferSize = framebufferCache->getFrameBufferSize();

View file

@ -160,7 +160,7 @@ void DrawStatus::run(const SceneContextPointer& sceneContext,
}
// Allright, something to render let's do it
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);

View file

@ -212,7 +212,7 @@ void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContext
args->_details.pointTo(RenderDetails::OTHER_ITEM);
cullItems(sceneContext, renderContext, inItems, culledItems);
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
renderLights(sceneContext, renderContext, culledItems);
args->_batch = nullptr;