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Revision 82890e13

Added by Leszek Koltunski almost 6 years ago

Minor

View differences:

src/main/java/org/distorted/library/main/DistortedOutputSurface.java
272 272
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
273 273
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
274 274

  
275
    //GLES31.glDisable(GLES31.GL_STENCIL_TEST);
276
    //GLES31.glStencilMask(0x00);
277

  
278 275
    DistortedRenderState.colorDepthStencilOn();
279 276
    DistortedRenderState.enableDepthTest();
280 277

  
......
298 295
    float corrW = getWidthCorrection();
299 296
    float corrH = getHeightCorrection();
300 297

  
301
    GLES31.glViewport(0, 0, mWidth, mHeight);
302

  
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

  
......
399 394

  
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);
402 398
            clearBuffer(mBuffer[quality]);
403 399
            }
404 400

  
......
420 416

  
421 417
          numRenders += currQueue.postprocess(mBuffer);
422 418
          numRenders += oitBuild(mBuffer[quality]);
423
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
419
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT|GLES31.GL_ATOMIC_COUNTER_BARRIER_BIT);
424 420
          numRenders += oitRender(time);  // merge the OIT linked list
425 421
          clearBuffer(mBuffer[quality]);
426 422
          }

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