Replaced D24* with D32F depth format.
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35b7bacfb9
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453adcf661
@ -1747,7 +1747,7 @@ public:
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bgfx::TextureHandle fbtextures[] =
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{
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bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
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bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
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bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::D32F, BGFX_TEXTURE_RT),
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};
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s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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}
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@ -124,7 +124,7 @@ public:
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| BGFX_SAMPLER_U_CLAMP
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| BGFX_SAMPLER_V_CLAMP
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);
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m_pickingRTDepth = bgfx::createTexture2D(ID_DIM, ID_DIM, false, 1, bgfx::TextureFormat::D24S8, 0
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m_pickingRTDepth = bgfx::createTexture2D(ID_DIM, ID_DIM, false, 1, bgfx::TextureFormat::D32F, 0
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| BGFX_TEXTURE_RT
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| BGFX_SAMPLER_MIN_POINT
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| BGFX_SAMPLER_MAG_POINT
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@ -311,14 +311,9 @@ public:
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| BGFX_SAMPLER_V_CLAMP
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;
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// Make gbuffer and related textures
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bgfx::TextureFormat::Enum depthFormat = bgfx::getRendererType() == bgfx::RendererType::WebGPU
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? bgfx::TextureFormat::D32F
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: bgfx::TextureFormat::D24;
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m_gbufferTex[GBUFFER_RT_NORMAL] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, false, 1, bgfx::TextureFormat::BGRA8, tsFlags);
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m_gbufferTex[GBUFFER_RT_COLOR] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, false, 1, bgfx::TextureFormat::BGRA8, tsFlags);
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m_gbufferTex[GBUFFER_RT_DEPTH] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, false, 1, depthFormat, tsFlags);
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m_gbufferTex[GBUFFER_RT_DEPTH] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, false, 1, bgfx::TextureFormat::D32F, tsFlags);
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m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true);
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// Make light buffer
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@ -510,7 +510,7 @@ public:
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;
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// Create buffers for the HiZ pass
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m_hiZDepthBuffer = bgfx::createFrameBuffer(uint16_t(m_hiZwidth), uint16_t(m_hiZheight), bgfx::TextureFormat::D32, tsFlags);
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m_hiZDepthBuffer = bgfx::createFrameBuffer(uint16_t(m_hiZwidth), uint16_t(m_hiZheight), bgfx::TextureFormat::D32F, tsFlags);
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bgfx::TextureHandle buffer = bgfx::createTexture2D(uint16_t(m_hiZwidth), uint16_t(m_hiZheight), true, 1, bgfx::TextureFormat::R32F, BGFX_TEXTURE_COMPUTE_WRITE | tsFlags);
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m_hiZBuffer = bgfx::createFrameBuffer(1, &buffer, true);
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@ -411,7 +411,7 @@ public:
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{
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bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::RGBA32F, tsFlags),
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bgfx::getTexture(m_texChainFb[0]),
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bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D24S8, tsFlags),
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bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D32F, tsFlags),
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};
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m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferTex), gbufferTex, true);
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@ -776,7 +776,7 @@ FeedbackBuffer::FeedbackBuffer(VirtualTextureInfo* _info, int _width, int _heigh
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bgfx::TextureHandle feedbackFrameBufferTextures[] =
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{
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bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
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bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
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bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D32F, BGFX_TEXTURE_RT),
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};
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m_feedbackFrameBuffer = bgfx::createFrameBuffer(BX_COUNTOF(feedbackFrameBufferTextures), feedbackFrameBufferTextures, true);
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