| 135 | } |
| 136 | |
| 137 | void PostProcessor::ToneMap(ID3D11ShaderResourceView* input, ID3D11ShaderResourceView* bloom, |
| 138 | ID3D11RenderTargetView* output) |
| 139 | { |
| 140 | // Composite the bloom with the original image, and apply tone-mapping |
| 141 | inputs.push_back(input); |
| 142 | inputs.push_back(adaptedLuminance[currLumTarget].SRView); |
| 143 | inputs.push_back(bloom); |
| 144 | outputs.push_back(output); |
| 145 | PostProcess(composite, L"Tone Map And Composite"); |
| 146 | } |
| 147 | |
| 148 | void PostProcessor::DrawDepthBuffer(DepthStencilBuffer& depthBuffer, ID3D11RenderTargetView* rt) { |
| 149 | Assert_(depthBuffer.SRView != nullptr); |
nothing calls this directly
no outgoing calls
no test coverage detected