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authorYuri Rubinsky <chaosus89@gmail.com>2022-11-21 11:28:14 +0300
committerYuri Rubinsky <chaosus89@gmail.com>2022-11-22 09:45:20 +0300
commitacaf38cfbc92f43eb36c360e37d4f446a4bb034c (patch)
tree8e70321a32a76287e59a4001cf09d13a2ff99ce8 /servers/rendering/renderer_rd/forward_clustered
parentdce1602edacd8ad96a70f29e4f524d7b7c231e3f (diff)
Expose `BarrierMask` as flags enum in `RenderingDevice`
Diffstat (limited to 'servers/rendering/renderer_rd/forward_clustered')
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h6
2 files changed, 4 insertions, 4 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 41fceac7c2..3d1e04fe99 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1446,7 +1446,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
}
//full barrier here, we need raster, transfer and compute and it depends from the previous work
- RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
+ RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL_BARRIERS, RD::BARRIER_MASK_ALL_BARRIERS);
if (current_cluster_builder) {
current_cluster_builder->begin(p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, !p_render_data->reflection_probe.is_valid());
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index 670eb93e20..d9145b5818 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -210,10 +210,10 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float screen_mesh_lod_threshold = 0.0;
RD::FramebufferFormatID framebuffer_format = 0;
uint32_t element_offset = 0;
- uint32_t barrier = RD::BARRIER_MASK_ALL;
+ uint32_t barrier = RD::BARRIER_MASK_ALL_BARRIERS;
bool use_directional_soft_shadow = false;
- RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL_BARRIERS) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
@@ -596,7 +596,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
void _render_shadow_begin();
void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RenderingMethod::RenderInfo *p_render_info = nullptr);
void _render_shadow_process();
- void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL_BARRIERS);
/* Render Scene */
void _process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection);