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@@ -201,7 +201,7 @@ void Indirect::initFaceInfo(U cacheEntryIdx, U faceIdx)
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fbInit.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::CLEAR;
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fbInit.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0;
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- face.m_msFb = getGrManager().newInstance<Framebuffer>(fbInit);
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+ face.m_gbufferFb = getGrManager().newInstance<Framebuffer>(fbInit);
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// Create IS FB
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ANKI_ASSERT(m_is.m_lightRt.isCreated());
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@@ -215,7 +215,7 @@ void Indirect::initFaceInfo(U cacheEntryIdx, U faceIdx)
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fbInit.m_depthStencilAttachment.m_texture = face.m_gbufferDepthRt;
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fbInit.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
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- face.m_isFb = getGrManager().newInstance<Framebuffer>(fbInit);
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+ face.m_lightShadingFb = getGrManager().newInstance<Framebuffer>(fbInit);
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// Create irradiance FB
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fbInit = FramebufferInitInfo();
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@@ -337,7 +337,7 @@ Error Indirect::runMs(RenderingContext& rctx, FrustumComponent& frc, U layer, U
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TextureSurfaceInfo(0, 0, 0, 0));
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// Start render pass
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- cmdb->beginRenderPass(face.m_msFb);
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+ cmdb->beginRenderPass(face.m_gbufferFb);
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cmdb->setViewport(0, 0, m_fbSize, m_fbSize);
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/// Draw
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@@ -380,7 +380,7 @@ void Indirect::runIs(RenderingContext& rctx, FrustumComponent& frc, U layer, U f
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TextureSurfaceInfo(0, 0, faceIdx, layer));
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// Set state
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- cmdb->beginRenderPass(face.m_isFb);
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+ cmdb->beginRenderPass(face.m_lightShadingFb);
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cmdb->bindTexture(0, 0, face.m_gbufferColorRts[0]);
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cmdb->bindTexture(0, 1, face.m_gbufferColorRts[1]);
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