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https://github.com/overte-org/overte.git
synced 2025-04-07 17:52:26 +02:00
Use a magic number gpu::Texture::SINGLE_MIP instead of 1
This commit is contained in:
parent
61d78bc931
commit
dd73cb7b8e
13 changed files with 35 additions and 34 deletions
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@ -207,13 +207,13 @@ void ApplicationOverlay::buildFramebufferObject() {
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auto width = uiSize.x;
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auto height = uiSize.y;
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if (!_overlayFramebuffer->getDepthStencilBuffer()) {
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auto overlayDepthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(DEPTH_FORMAT, width, height, 1, DEFAULT_SAMPLER));
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auto overlayDepthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(DEPTH_FORMAT, width, height, gpu::Texture::SINGLE_MIP, DEFAULT_SAMPLER));
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_overlayFramebuffer->setDepthStencilBuffer(overlayDepthTexture, DEPTH_FORMAT);
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}
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if (!_overlayFramebuffer->getRenderBuffer(0)) {
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const gpu::Sampler OVERLAY_SAMPLER(gpu::Sampler::FILTER_MIN_MAG_LINEAR, gpu::Sampler::WRAP_CLAMP);
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auto colorBuffer = gpu::TexturePointer(gpu::Texture::createRenderBuffer(COLOR_FORMAT, width, height, 1, OVERLAY_SAMPLER));
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auto colorBuffer = gpu::TexturePointer(gpu::Texture::createRenderBuffer(COLOR_FORMAT, width, height, gpu::Texture::SINGLE_MIP, OVERLAY_SAMPLER));
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_overlayFramebuffer->setRenderBuffer(0, colorBuffer);
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}
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}
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@ -32,7 +32,7 @@ Framebuffer* Framebuffer::create(const std::string& name) {
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Framebuffer* Framebuffer::create(const std::string& name, const Format& colorBufferFormat, uint16 width, uint16 height) {
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auto framebuffer = Framebuffer::create(name);
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auto colorTexture = TexturePointer(Texture::createRenderBuffer(colorBufferFormat, width, height, 1, Sampler(Sampler::FILTER_MIN_MAG_POINT)));
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auto colorTexture = TexturePointer(Texture::createRenderBuffer(colorBufferFormat, width, height, Texture::SINGLE_MIP, Sampler(Sampler::FILTER_MIN_MAG_POINT)));
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colorTexture->setSource("Framebuffer::colorTexture");
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framebuffer->setRenderBuffer(0, colorTexture);
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@ -43,8 +43,8 @@ Framebuffer* Framebuffer::create(const std::string& name, const Format& colorBuf
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Framebuffer* Framebuffer::create(const std::string& name, const Format& colorBufferFormat, const Format& depthStencilBufferFormat, uint16 width, uint16 height) {
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auto framebuffer = Framebuffer::create(name);
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auto colorTexture = TexturePointer(Texture::createRenderBuffer(colorBufferFormat, width, height, 1, Sampler(Sampler::FILTER_MIN_MAG_POINT)));
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auto depthTexture = TexturePointer(Texture::createRenderBuffer(depthStencilBufferFormat, width, height, 1, Sampler(Sampler::FILTER_MIN_MAG_POINT)));
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auto colorTexture = TexturePointer(Texture::createRenderBuffer(colorBufferFormat, width, height, Texture::SINGLE_MIP, Sampler(Sampler::FILTER_MIN_MAG_POINT)));
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auto depthTexture = TexturePointer(Texture::createRenderBuffer(depthStencilBufferFormat, width, height, Texture::SINGLE_MIP, Sampler(Sampler::FILTER_MIN_MAG_POINT)));
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framebuffer->setRenderBuffer(0, colorTexture);
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framebuffer->setDepthStencilBuffer(depthTexture, depthStencilBufferFormat);
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@ -327,12 +327,13 @@ public:
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};
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static const uint16 MAX_NUM_MIPS = 0;
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static Texture* create1D(const Element& texelFormat, uint16 width, uint16 numMips = 1, const Sampler& sampler = Sampler());
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static Texture* create2D(const Element& texelFormat, uint16 width, uint16 height, uint16 numMips = 1, const Sampler& sampler = Sampler());
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static Texture* create3D(const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numMips = 1, const Sampler& sampler = Sampler());
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static const uint16 SINGLE_MIP = 1;
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static Texture* create1D(const Element& texelFormat, uint16 width, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
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static Texture* create2D(const Element& texelFormat, uint16 width, uint16 height, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
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static Texture* create3D(const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
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static Texture* createCube(const Element& texelFormat, uint16 width, uint16 numMips = 1, const Sampler& sampler = Sampler());
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static Texture* createRenderBuffer(const Element& texelFormat, uint16 width, uint16 height, uint16 numMips = 1, const Sampler& sampler = Sampler());
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static Texture* createStrict(const Element& texelFormat, uint16 width, uint16 height, uint16 numMips = 1, const Sampler& sampler = Sampler());
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static Texture* createRenderBuffer(const Element& texelFormat, uint16 width, uint16 height, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
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static Texture* createStrict(const Element& texelFormat, uint16 width, uint16 height, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
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static Texture* createExternal(const ExternalRecycler& recycler, const Sampler& sampler = Sampler());
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// After the texture has been created, it should be defined
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@ -74,11 +74,11 @@ void AmbientOcclusionFramebuffer::allocate() {
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auto width = _frameSize.x;
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auto height = _frameSize.y;
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_occlusionTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, width, height, 1, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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_occlusionTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, width, height, gpu::Texture::SINGLE_MIP, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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_occlusionFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("occlusion"));
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_occlusionFramebuffer->setRenderBuffer(0, _occlusionTexture);
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_occlusionBlurredTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, width, height, 1, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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_occlusionBlurredTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, width, height, gpu::Texture::SINGLE_MIP, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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_occlusionBlurredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("occlusionBlurred"));
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_occlusionBlurredFramebuffer->setRenderBuffer(0, _occlusionBlurredTexture);
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}
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@ -52,7 +52,7 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
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_antialiasingBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("antialiasing"));
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auto format = gpu::Element::COLOR_SRGBA_32; // DependencyManager::get<FramebufferCache>()->getLightingTexture()->getTexelFormat();
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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_antialiasingTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(format, width, height, 1, defaultSampler));
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_antialiasingTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(format, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));
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_antialiasingBuffer->setRenderBuffer(0, _antialiasingTexture);
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}
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@ -53,9 +53,9 @@ void DeferredFramebuffer::allocate() {
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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_deferredColorTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(colorFormat, width, height, 1, defaultSampler));
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_deferredNormalTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(linearFormat, width, height, 1, defaultSampler));
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_deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(colorFormat, width, height, 1, defaultSampler));
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_deferredColorTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(colorFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));
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_deferredNormalTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(linearFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));
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_deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(colorFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));
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_deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture);
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_deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture);
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@ -65,7 +65,7 @@ void DeferredFramebuffer::allocate() {
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
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if (!_primaryDepthTexture) {
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_primaryDepthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, width, height, 1, defaultSampler));
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_primaryDepthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));
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}
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_deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
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@ -75,7 +75,7 @@ void DeferredFramebuffer::allocate() {
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auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
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_lightingTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, 1, defaultSampler));
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_lightingTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, gpu::Texture::SINGLE_MIP, defaultSampler));
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_lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("lighting"));
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_lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
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_lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
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@ -496,14 +496,14 @@ void PreparePrimaryFramebuffer::run(const SceneContextPointer& sceneContext, con
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auto colorFormat = gpu::Element::COLOR_SRGBA_32;
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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auto primaryColorTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, 1, defaultSampler));
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auto primaryColorTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler));
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_primaryFramebuffer->setRenderBuffer(0, primaryColorTexture);
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
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auto primaryDepthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, frameSize.x, frameSize.y, 1, defaultSampler));
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auto primaryDepthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler));
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_primaryFramebuffer->setDepthStencilBuffer(primaryDepthTexture, depthFormat);
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}
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@ -73,11 +73,11 @@ void PrepareFramebuffer::run(const SceneContextPointer& sceneContext, const Rend
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auto colorFormat = gpu::Element::COLOR_SRGBA_32;
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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auto colorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, frameSize.x, frameSize.y, 1, defaultSampler));
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auto colorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler));
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_framebuffer->setRenderBuffer(0, colorTexture);
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
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auto depthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, frameSize.x, frameSize.y, 1, defaultSampler));
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auto depthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler));
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_framebuffer->setDepthStencilBuffer(depthTexture, depthFormat);
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}
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@ -414,7 +414,7 @@ gpu::TexturePointer SubsurfaceScatteringResource::generateScatteringProfile(Rend
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const int PROFILE_RESOLUTION = 512;
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// const auto pixelFormat = gpu::Element::COLOR_SRGBA_32;
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const auto pixelFormat = gpu::Element::COLOR_R11G11B10;
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auto profileMap = gpu::TexturePointer(gpu::Texture::createRenderBuffer(pixelFormat, PROFILE_RESOLUTION, 1, 1, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR, gpu::Sampler::WRAP_CLAMP)));
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auto profileMap = gpu::TexturePointer(gpu::Texture::createRenderBuffer(pixelFormat, PROFILE_RESOLUTION, 1, gpu::Texture::SINGLE_MIP, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR, gpu::Sampler::WRAP_CLAMP)));
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profileMap->setSource("Generated Scattering Profile");
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diffuseProfileGPU(profileMap, args);
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return profileMap;
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@ -425,7 +425,7 @@ gpu::TexturePointer SubsurfaceScatteringResource::generatePreIntegratedScatterin
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const int TABLE_RESOLUTION = 512;
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// const auto pixelFormat = gpu::Element::COLOR_SRGBA_32;
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const auto pixelFormat = gpu::Element::COLOR_R11G11B10;
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auto scatteringLUT = gpu::TexturePointer(gpu::Texture::createRenderBuffer(pixelFormat, TABLE_RESOLUTION, TABLE_RESOLUTION, 1, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR, gpu::Sampler::WRAP_CLAMP)));
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auto scatteringLUT = gpu::TexturePointer(gpu::Texture::createRenderBuffer(pixelFormat, TABLE_RESOLUTION, TABLE_RESOLUTION, gpu::Texture::SINGLE_MIP, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR, gpu::Sampler::WRAP_CLAMP)));
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//diffuseScatter(scatteringLUT);
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scatteringLUT->setSource("Generated pre-integrated scattering");
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diffuseScatterGPU(profile, scatteringLUT, args);
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@ -434,7 +434,7 @@ gpu::TexturePointer SubsurfaceScatteringResource::generatePreIntegratedScatterin
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gpu::TexturePointer SubsurfaceScatteringResource::generateScatteringSpecularBeckmann(RenderArgs* args) {
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const int SPECULAR_RESOLUTION = 256;
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auto beckmannMap = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, SPECULAR_RESOLUTION, SPECULAR_RESOLUTION, 1, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR, gpu::Sampler::WRAP_CLAMP)));
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auto beckmannMap = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, SPECULAR_RESOLUTION, SPECULAR_RESOLUTION, gpu::Texture::SINGLE_MIP, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR, gpu::Sampler::WRAP_CLAMP)));
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beckmannMap->setSource("Generated beckmannMap");
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computeSpecularBeckmannGPU(beckmannMap, args);
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return beckmannMap;
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@ -72,7 +72,7 @@ void LinearDepthFramebuffer::allocate() {
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auto height = _frameSize.y;
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// For Linear Depth:
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_linearDepthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RED), width, height, 1,
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_linearDepthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RED), width, height, gpu::Texture::SINGLE_MIP,
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gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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_linearDepthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("linearDepth"));
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_linearDepthFramebuffer->setRenderBuffer(0, _linearDepthTexture);
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@ -83,7 +83,7 @@ void LinearDepthFramebuffer::allocate() {
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_halfLinearDepthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RED), _halfFrameSize.x, _halfFrameSize.y, HALF_LINEAR_DEPTH_MAX_MIP_LEVEL,
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gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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_halfNormalTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, _halfFrameSize.x, _halfFrameSize.y, 1,
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_halfNormalTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, _halfFrameSize.x, _halfFrameSize.y, gpu::Texture::SINGLE_MIP,
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gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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_downsampleFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("halfLinearDepth"));
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@ -304,15 +304,15 @@ void SurfaceGeometryFramebuffer::allocate() {
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auto width = _frameSize.x;
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auto height = _frameSize.y;
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_curvatureTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, width, height, 1, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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_curvatureTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, width, height, gpu::Texture::SINGLE_MIP, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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_curvatureFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("surfaceGeometry::curvature"));
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_curvatureFramebuffer->setRenderBuffer(0, _curvatureTexture);
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_lowCurvatureTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, width, height, 1, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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_lowCurvatureTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, width, height, gpu::Texture::SINGLE_MIP, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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_lowCurvatureFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("surfaceGeometry::lowCurvature"));
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_lowCurvatureFramebuffer->setRenderBuffer(0, _lowCurvatureTexture);
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_blurringTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, width, height, 1, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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_blurringTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, width, height, gpu::Texture::SINGLE_MIP, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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_blurringFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("surfaceGeometry::blurring"));
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_blurringFramebuffer->setRenderBuffer(0, _blurringTexture);
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}
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@ -207,7 +207,7 @@ void Font::read(QIODevice& in) {
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formatGPU = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
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formatMip = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::BGRA);
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}
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_texture = gpu::TexturePointer(gpu::Texture::create2D(formatGPU, image.width(), image.height(), 1,
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_texture = gpu::TexturePointer(gpu::Texture::create2D(formatGPU, image.width(), image.height(), gpu::Texture::SINGLE_MIP,
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gpu::Sampler(gpu::Sampler::FILTER_MIN_POINT_MAG_LINEAR)));
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_texture->setStoredMipFormat(formatMip);
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_texture->assignStoredMip(0, image.byteCount(), image.constBits());
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@ -108,7 +108,7 @@ bool BlurInOutResource::updateResources(const gpu::FramebufferPointer& sourceFra
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// _blurredFramebuffer->setDepthStencilBuffer(sourceFramebuffer->getDepthStencilBuffer(), sourceFramebuffer->getDepthStencilBufferFormat());
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//}
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auto blurringSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT);
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auto blurringTarget = gpu::TexturePointer(gpu::Texture::create2D(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), sourceFramebuffer->getWidth(), sourceFramebuffer->getHeight(), 1, blurringSampler));
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auto blurringTarget = gpu::TexturePointer(gpu::Texture::create2D(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), sourceFramebuffer->getWidth(), sourceFramebuffer->getHeight(), gpu::Texture::SINGLE_MIP, blurringSampler));
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_blurredFramebuffer->setRenderBuffer(0, blurringTarget);
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}
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@ -131,7 +131,7 @@ bool BlurInOutResource::updateResources(const gpu::FramebufferPointer& sourceFra
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_outputFramebuffer->setDepthStencilBuffer(sourceFramebuffer->getDepthStencilBuffer(), sourceFramebuffer->getDepthStencilBufferFormat());
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}*/
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auto blurringSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT);
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auto blurringTarget = gpu::TexturePointer(gpu::Texture::create2D(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), sourceFramebuffer->getWidth(), sourceFramebuffer->getHeight(), 1, blurringSampler));
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auto blurringTarget = gpu::TexturePointer(gpu::Texture::create2D(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), sourceFramebuffer->getWidth(), sourceFramebuffer->getHeight(), gpu::Texture::SINGLE_MIP, blurringSampler));
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_outputFramebuffer->setRenderBuffer(0, blurringTarget);
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}
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@ -494,7 +494,7 @@ void OpenVrDisplayPlugin::customizeContext() {
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_compositeInfos[0].texture = _compositeFramebuffer->getRenderBuffer(0);
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for (size_t i = 0; i < COMPOSITING_BUFFER_SIZE; ++i) {
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if (0 != i) {
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_compositeInfos[i].texture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, _renderTargetSize.x, _renderTargetSize.y, 1, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT)));
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_compositeInfos[i].texture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_32, _renderTargetSize.x, _renderTargetSize.y, gpu::Texture::SINGLE_MIP, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT)));
|
||||
}
|
||||
_compositeInfos[i].textureID = getGLBackend()->getTextureID(_compositeInfos[i].texture);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue