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// TODO: Might want to initialize to at least the window resolution to avoid un-necessary re-alloc in the player
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RTHandle.Initialize(1, 1, m_Asset.renderPipelineSettings.supportMSAA, m_Asset.renderPipelineSettings.msaaSampleCount); |
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m_GbufferManager.CreateBuffers(); |
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if(!m_Asset.renderPipelineSettings.supportForwardOnly) |
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m_GbufferManager.CreateBuffers(); |
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if (m_Asset.renderPipelineSettings.supportDBuffer) |
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m_DbufferManager.CreateBuffers(); |
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{ |
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m_GbufferManager.DestroyBuffers(); |
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m_DbufferManager.DestroyBuffers(); |
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m_BufferPyramid.DestroyBuffers(); |
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RTHandle.Release(m_CameraColorBuffer); |
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