Reduce innecesary changes on Render Target textures.

This commit is contained in:
LuisAntonRebollo 2014-11-08 02:02:30 +01:00
parent c354f59b72
commit c0b2e6536b
7 changed files with 29 additions and 9 deletions

View file

@ -59,6 +59,7 @@ void DualParaboloidLightShadowMap::_render( RenderPassManager* renderPass,
mShadowMapTex.set( mTexSize * 2, mTexSize,
ShadowMapFormat, &ShadowMapProfile,
"DualParaboloidLightShadowMap" );
mShadowMapDepth = _getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() );
}
GFXFrustumSaver frustSaver;
@ -68,8 +69,7 @@ void DualParaboloidLightShadowMap::_render( RenderPassManager* renderPass,
GFX->pushActiveRenderTarget();
mTarget->attachTexture(GFXTextureTarget::Color0, mShadowMapTex);
mTarget->attachTexture( GFXTextureTarget::DepthStencil,
_getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() ) );
mTarget->attachTexture( GFXTextureTarget::DepthStencil, mShadowMapDepth );
GFX->setActiveRenderTarget(mTarget);
GFX->clear(GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI::WHITE, 1.0f, 0);

View file

@ -259,6 +259,7 @@ protected:
GFXTextureTargetRef mTarget;
U32 mTexSize;
GFXTexHandle mShadowMapTex;
GFXTexHandle mShadowMapDepth;
// The light we are rendering.
LightInfo *mLight;

View file

@ -204,7 +204,10 @@ void PSSMLightShadowMap::_render( RenderPassManager* renderPass,
if ( mShadowMapTex.isNull() ||
mNumSplits != params->numSplits ||
mTexSize != texSize )
{
_setNumSplits( params->numSplits, texSize );
mShadowMapDepth = _getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() );
}
mLogWeight = params->logWeight;
Frustum fullFrustum( diffuseState->getCameraFrustum() );
@ -216,8 +219,7 @@ void PSSMLightShadowMap::_render( RenderPassManager* renderPass,
// Set our render target
GFX->pushActiveRenderTarget();
mTarget->attachTexture( GFXTextureTarget::Color0, mShadowMapTex );
mTarget->attachTexture( GFXTextureTarget::DepthStencil,
_getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() ) );
mTarget->attachTexture( GFXTextureTarget::DepthStencil, mShadowMapDepth );
GFX->setActiveRenderTarget( mTarget );
GFX->clear( GFXClearStencil | GFXClearZBuffer | GFXClearTarget, ColorI(255,255,255), 1.0f, 0 );

View file

@ -218,24 +218,35 @@ void RenderFormatToken::_updateTargets()
// Update color target
if(mColorFormat != GFXFormat_COUNT)
{
// try reuse of old color texture
if( !mTargetColorTexture[i] || mTargetColorTexture[i].getFormat() != mColorFormat
|| mTargetColorTexture[i].getWidthHeight() != rtSize)
{
mTargetColorTexture[i].set( rtSize.x, rtSize.y, mColorFormat,
&GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ),
1, mTargetAALevel );
mTargetChain[i]->attachTexture( GFXTextureTarget::Color0, mTargetColorTexture[i] );
}
}
mTargetChain[i]->attachTexture( GFXTextureTarget::Color0, mTargetColorTexture[i] );
// Update depth target
if(mDepthFormat != GFXFormat_COUNT)
{
// try reuse of old depth texture
if( !mTargetDepthStencilTexture[i] || mTargetDepthStencilTexture[i].getFormat() != mColorFormat
|| mTargetDepthStencilTexture[i].getWidthHeight() != rtSize)
{
mTargetDepthStencilTexture[i].set( rtSize.x, rtSize.y, mDepthFormat,
&GFXDefaultZTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ),
1, mTargetAALevel );
mTargetChain[i]->attachTexture( GFXTextureTarget::DepthStencil, mTargetDepthStencilTexture[i] );
}
}
mTargetChain[i]->attachTexture( GFXTextureTarget::DepthStencil, mTargetDepthStencilTexture[i] );
}
}

View file

@ -166,11 +166,16 @@ bool RenderTexTargetBinManager::_updateTargets()
for( U32 j = 0; j < mNumRenderTargets; j++ )
{
// try reuse of old color texture
if( mTargetChainTextures[i][j].getWidthHeight() != mTargetSize
|| mTargetChainTextures[i][j].getFormat() != mTargetFormat)
{
ret &= mTargetChainTextures[i][j].set( mTargetSize.x, mTargetSize.y, mTargetFormat,
&GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ),
1, GFXTextureManager::AA_MATCH_BACKBUFFER );
mTargetChain[i]->attachTexture( GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0 + j), mTargetChainTextures[i][j] );
}
}
}

View file

@ -539,9 +539,10 @@ void PlaneReflector::updateReflection( const ReflectParams &params )
if ( texResize ||
reflectTex.isNull() ||
reflectTex->getFormat() != REFLECTMGR->getReflectFormat() )
{
reflectTex = REFLECTMGR->allocRenderTarget( texSize );
GFXTexHandle depthBuff = LightShadowMap::_getDepthTarget( texSize.x, texSize.y );
depthBuff = LightShadowMap::_getDepthTarget( texSize.x, texSize.y );
}
// store current matrices
GFXTransformSaver saver;

View file

@ -224,7 +224,7 @@ protected:
public:
GFXTextureTargetRef reflectTarget;
GFXTexHandle reflectTex;
GFXTexHandle reflectTex, depthBuff;;
PlaneF refplane;
bool objectSpace;
};