| 946 | } |
| 947 | |
| 948 | Tr2GpuResourcePool::Texture Tr2PostProcessRenderer::DownSampleDepth( const Tr2TextureAL& depth, Tr2GpuResourcePool& gpuResourcePool, Tr2RenderContext& renderContext ) |
| 949 | { |
| 950 | TEMP_PARAM( m_downsampleDepthEffect, "DepthMap", depth ); |
| 951 | auto destination = gpuResourcePool.GetTempTexture( "Down-sampled Depth", TextureSize2D( depth.GetDesc() ) * 0.5f, ImageIO::PIXEL_FORMAT_R32_FLOAT, Tr2GpuUsage::RENDER_TARGET | Tr2GpuUsage::SHADER_RESOURCE ); |
| 952 | DrawInto( destination, Tr2LoadAction::DONT_CARE, m_downsampleDepthEffect, renderContext ); |
| 953 | return destination; |
| 954 | } |
| 955 | |
| 956 | |
| 957 | Tr2GpuResourcePool::Texture Tr2PostProcessRenderer::RenderBloom( Tr2GpuResourcePool::Texture& dest, Tr2GpuResourcePool& gpuResourcePool, Tr2RenderContext& renderContext, Tr2PPBloomEffect* bloom, Tr2PPDynamicExposureEffect* dynamicExposure ) |
nothing calls this directly
no test coverage detected