Adds framebuffer attachment load and store operations.

Comments By: phosit, Stan
Differential Revision: https://code.wildfiregames.com/D4830
This was SVN commit r27256.
This commit is contained in:
vladislavbelov
2022-11-26 21:55:17 +00:00
parent e9979c62b3
commit 29368cf776
25 changed files with 555 additions and 190 deletions
+5 -7
View File
@@ -212,12 +212,10 @@ void SkyManager::RenderSky(
{
GPU_SCOPED_LABEL(deviceCommandContext, "Render sky");
if (!m_SkyVisible)
return;
// Do nothing unless SetSkySet was called
if (m_SkySet.empty() || !m_SkyTextureCube)
return;
const CTexturePtr& skyTextureCube =
!m_SkyVisible || m_SkySet.empty() || !m_SkyTextureCube
? g_Renderer.GetTextureManager().GetBlackTextureCube()
: m_SkyTextureCube;
const CCamera& camera = g_Renderer.GetSceneRenderer().GetViewCamera();
@@ -228,7 +226,7 @@ void SkyManager::RenderSky(
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shader = skytech->GetShader();
deviceCommandContext->SetTexture(
shader->GetBindingSlot(str_baseTex), m_SkyTextureCube->GetBackendTexture());
shader->GetBindingSlot(str_baseTex), skyTextureCube->GetBackendTexture());
// Translate so the sky center is at the camera space origin.
CMatrix3D translate;