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hub / github.com/NVIDIAGameWorks/Falcor / updatePass

Method updatePass

Source/Falcor/RenderGraph/RenderGraph.cpp:178–196  ·  view source on GitHub ↗

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176}
177
178void RenderGraph::updatePass(const std::string& passName, const Properties& props)
179{
180 uint32_t index = getPassIndex(passName);
181 const auto pPassIt = mNodeData.find(index);
182
183 FALCOR_CHECK(pPassIt != mNodeData.end(), "Can't update render pass '{}'. Pass doesn't exist.", passName);
184
185 // Recreate pass without changing graph using new dictionary
186 auto pOldPass = pPassIt->second.pPass;
187 std::string passTypeName = pOldPass->getType();
188 auto pPass = RenderPass::create(passTypeName, mpDevice, props);
189 pPassIt->second.pPass = pPass;
190 pPass->mPassChangedCB = [this]() { mRecompile = true; };
191 pPass->mName = pOldPass->getName();
192
193 if (mpScene)
194 pPass->setScene(mpDevice->getRenderContext(), mpScene);
195 mRecompile = true;
196}
197
198const ref<RenderPass>& RenderGraph::getPass(const std::string& name) const
199{

Callers 15

FALCOR_SCRIPT_BINDINGFunction · 0.45
renderUIMethod · 0.45
test_RtProgram.pyFile · 0.45
test_TextureLOD.pyFile · 0.45
test_TAA.pyFile · 0.45
test_FLIPPass.pyFile · 0.45

Calls 5

createFunction · 0.50
endMethod · 0.45
getTypeMethod · 0.45
getNameMethod · 0.45
setSceneMethod · 0.45

Tested by

no test coverage detected