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bug fix in deferred, finish merging android & windows forward
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2 changed files with 3 additions and 5 deletions
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@ -237,8 +237,10 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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const auto bloomInputs = BloomEffect::Inputs(deferredFrameTransform, lightingFramebuffer, bloomFrame).asVarying();
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const auto bloomInputs = BloomEffect::Inputs(deferredFrameTransform, lightingFramebuffer, bloomFrame).asVarying();
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task.addJob<BloomEffect>("Bloom", bloomInputs);
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task.addJob<BloomEffect>("Bloom", bloomInputs);
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const auto destFramebuffer = static_cast<gpu::FramebufferPointer>(nullptr);
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// Lighting Buffer ready for tone mapping
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// Lighting Buffer ready for tone mapping
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const auto toneMappingInputs = lightingFramebuffer;
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const auto toneMappingInputs = ToneMapAndResample::Input(lightingFramebuffer, destFramebuffer).asVarying();
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const auto toneMappedBuffer = task.addJob<ToneMapAndResample>("ToneMapAndResample", toneMappingInputs);
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const auto toneMappedBuffer = task.addJob<ToneMapAndResample>("ToneMapAndResample", toneMappingInputs);
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// Debugging task is happening in the "over" layer after tone mapping and just before HUD
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// Debugging task is happening in the "over" layer after tone mapping and just before HUD
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@ -145,11 +145,7 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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const auto resolveInputs = ResolveFramebuffer::Inputs(scaledPrimaryFramebuffer, newResolvedFramebuffer).asVarying();
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const auto resolveInputs = ResolveFramebuffer::Inputs(scaledPrimaryFramebuffer, newResolvedFramebuffer).asVarying();
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const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
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const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
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#if defined(Q_OS_ANDROID)
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const auto destFramebuffer = static_cast<gpu::FramebufferPointer>(nullptr);
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const auto destFramebuffer = static_cast<gpu::FramebufferPointer>(nullptr);
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#else
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const auto destFramebuffer = resolvedFramebuffer;
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#endif
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const auto toneMappingInputs = ToneMapAndResample::Input(resolvedFramebuffer, destFramebuffer).asVarying();
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const auto toneMappingInputs = ToneMapAndResample::Input(resolvedFramebuffer, destFramebuffer).asVarying();
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const auto toneMappedBuffer = task.addJob<ToneMapAndResample>("ToneMapAndResample", toneMappingInputs);
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const auto toneMappedBuffer = task.addJob<ToneMapAndResample>("ToneMapAndResample", toneMappingInputs);
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