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Diff Revisions 947 vs 950 for /trunk/Source Code/Rendering/PostFX/CustomOperators/BloomPreRenderOperator.cpp

Diff revisions: vs.
  @@ -8,7 +8,7 @@
8 8 #include "Core/Headers/StringHelper.h"
9 9 #include "Core/Headers/Configuration.h"
10 10 #include "Core/Resources/Headers/ResourceCache.h"
11 - #include "Geometry/Shapes/Headers/Predefined/Quad3D.h"
11 + #include "Geometry/Shapes/Predefined/Headers/Quad3D.h"
12 12
13 13 #include "Rendering/PostFX/Headers/PreRenderBatch.h"
14 14 #include "Platform/Video/Buffers/RenderTarget/Headers/RenderTarget.h"
  @@ -108,6 +108,7 @@
108 108 // render all of the "bright spots"
109 109 GFX::BeginRenderPassCommand beginRenderPassCmd;
110 110 beginRenderPassCmd._target = _bloomOutput._targetID;
111 + beginRenderPassCmd._name = "DO_BLOOM_PASS";
111 112 GFX::BeginRenderPass(bufferInOut, beginRenderPassCmd);
112 113
113 114 GFX::DrawCommand drawCmd;
  @@ -120,7 +121,7 @@
120 121 // Step 2: blur bloom
121 122 // Blur horizontally
122 123 pipelineDescriptor._shaderProgram = _blur;
123 - pipelineDescriptor._shaderFunctions[to_base(ShaderType::FRAGMENT)].push_back(_horizBlur);
124 + pipelineDescriptor._shaderFunctions[ShaderType::FRAGMENT].push_back(_horizBlur);
124 125 pipelineCmd._pipeline = _context.newPipeline(pipelineDescriptor);
125 126 GFX::BindPipeline(bufferInOut, pipelineCmd);
126 127
  @@ -142,7 +143,7 @@
142 143
143 144 // Blur vertically (recycle the render target. We have a copy)
144 145 pipelineDescriptor._shaderProgram = _blur;
145 - pipelineDescriptor._shaderFunctions[to_base(ShaderType::FRAGMENT)][0] = _vertBlur;
146 + pipelineDescriptor._shaderFunctions[ShaderType::FRAGMENT].front() = _vertBlur;
146 147 pipelineCmd._pipeline = _context.newPipeline(pipelineDescriptor);
147 148 GFX::BindPipeline(bufferInOut, pipelineCmd);
148 149
  @@ -174,7 +175,7 @@
174 175 GFX::BindDescriptorSets(bufferInOut, descriptorSetCmd);
175 176
176 177 pipelineDescriptor._shaderProgram = _bloomApply;
177 - pipelineDescriptor._shaderFunctions[to_base(ShaderType::FRAGMENT)].clear();
178 + pipelineDescriptor._shaderFunctions.clear();
178 179 pipelineCmd._pipeline = _context.newPipeline(pipelineDescriptor);
179 180 GFX::BindPipeline(bufferInOut, pipelineCmd);
180 181