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forked from 0ad/0ad

Fixes FXAA for maps with default effects, FXAA was introduced in 113b1c49b9.

Tested By: OptimusShepard, Stan
Differential Revision: https://code.wildfiregames.com/D2712
This was SVN commit r23617.
This commit is contained in:
Vladislav Belov 2020-05-02 22:34:29 +00:00
parent 3d306f4760
commit 2e6aecb210

View File

@ -470,8 +470,9 @@ void CPostprocManager::ApplyPostproc()
{
ENSURE(m_IsInitialized);
// Don't do anything if we are using the default effect.
if (m_PostProcEffect == L"default")
// Don't do anything if we are using the default effect and no AA.
const bool hasEffects = m_PostProcEffect != L"default";
if (!hasEffects && !m_AATech)
return;
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
@ -490,13 +491,15 @@ void CPostprocManager::ApplyPostproc()
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
// First render blur textures. Note that this only happens ONLY ONCE, before any effects are applied!
// (This may need to change depending on future usage, however that will have a fps hit)
ApplyBlur();
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
for (int pass = 0; pass < m_PostProcTech->GetNumPasses(); ++pass)
ApplyEffect(m_PostProcTech, pass);
if (hasEffects)
{
// First render blur textures. Note that this only happens ONLY ONCE, before any effects are applied!
// (This may need to change depending on future usage, however that will have a fps hit)
ApplyBlur();
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
for (int pass = 0; pass < m_PostProcTech->GetNumPasses(); ++pass)
ApplyEffect(m_PostProcTech, pass);
}
if (m_AATech)
{