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Moves color mask, depth mask and function management from CShaderPass to DeviceCommandContext.
Tested By: Langbart Comments By: Stan Differential Revision: https://code.wildfiregames.com/D4465 This was SVN commit r26284.
This commit is contained in:
@@ -392,10 +392,14 @@ void CPostprocManager::CaptureRenderOutput()
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}
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void CPostprocManager::ReleaseRenderOutput()
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void CPostprocManager::ReleaseRenderOutput(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext)
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{
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ENSURE(m_IsInitialized);
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const Renderer::Backend::GraphicsPipelineStateDesc pipelineStateDesc =
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Renderer::Backend::MakeDefaultGraphicsPipelineStateDesc();
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deviceCommandContext->SetGraphicsPipelineState(pipelineStateDesc);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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@@ -424,7 +428,6 @@ void CPostprocManager::ApplyEffect(
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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shaderTech1->BeginPass(pass);
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deviceCommandContext->SetGraphicsPipelineState(
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@@ -484,7 +487,6 @@ void CPostprocManager::ApplyEffect(
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shaderTech1->EndPass(pass);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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m_WhichBuffer = !m_WhichBuffer;
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@@ -834,7 +836,8 @@ void CPostprocManager::ApplyPostproc(
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{
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}
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void CPostprocManager::ReleaseRenderOutput()
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void CPostprocManager::ReleaseRenderOutput(
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Renderer::Backend::GL::CDeviceCommandContext* UNUSED(deviceCommandContext))
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{
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}
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