Revision 82890e13
Added by Leszek Koltunski over 6 years ago
src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
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272 | 272 |
GLES31.glActiveTexture(GLES31.GL_TEXTURE1); |
273 | 273 |
GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]); |
274 | 274 |
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275 |
//GLES31.glDisable(GLES31.GL_STENCIL_TEST); |
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//GLES31.glStencilMask(0x00); |
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277 |
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278 | 275 |
DistortedRenderState.colorDepthStencilOn(); |
279 | 276 |
DistortedRenderState.enableDepthTest(); |
280 | 277 |
|
... | ... | |
298 | 295 |
float corrW = getWidthCorrection(); |
299 | 296 |
float corrH = getHeightCorrection(); |
300 | 297 |
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301 |
GLES31.glViewport(0, 0, mWidth, mHeight); |
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302 |
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303 | 298 |
// Do the Collapse Pass only if we do have a Depth attachment. |
304 | 299 |
// Otherwise there's no point (in fact we then would create a feedback loop!) |
305 | 300 |
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... | ... | |
399 | 394 |
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400 | 395 |
numRenders += lastQueue.postprocess(mBuffer); |
401 | 396 |
numRenders += oitBuild(mBuffer[quality]); |
397 |
GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT); |
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402 | 398 |
clearBuffer(mBuffer[quality]); |
403 | 399 |
} |
404 | 400 |
|
... | ... | |
420 | 416 |
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421 | 417 |
numRenders += currQueue.postprocess(mBuffer); |
422 | 418 |
numRenders += oitBuild(mBuffer[quality]); |
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GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT); |
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GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
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424 | 420 |
numRenders += oitRender(time); // merge the OIT linked list |
425 | 421 |
clearBuffer(mBuffer[quality]); |
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} |
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