Graphics: Replace RenderFrame by RenderResources

This changes makes the whole rendering independent from the RenderFrame acquired from the Swapchain.
This may allow to do offscreen rendering (= without swapchain), or multi-window rendering in the future
This commit is contained in:
Lynix
2023-11-21 23:33:18 +01:00
parent d7d5c09428
commit 1e81b38c0f
66 changed files with 213 additions and 196 deletions

View File

@@ -24,7 +24,7 @@ namespace Nz
{
class CommandBufferBuilder;
class RenderElement;
class RenderFrame;
class RenderResources;
class Texture;
class ViewerInstance;
struct ElementRendererData;
@@ -40,10 +40,10 @@ namespace Nz
virtual RenderElementPoolBase& GetPool() = 0;
virtual std::unique_ptr<ElementRendererData> InstanciateData() = 0;
virtual void Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderFrame& currentFrame, std::size_t elementCount, const Pointer<const RenderElement>* elements, SparsePtr<const RenderStates> renderStates);
virtual void PrepareEnd(RenderFrame& currentFrame, ElementRendererData& rendererData);
virtual void Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderResources& currentFrame, std::size_t elementCount, const Pointer<const RenderElement>* elements, SparsePtr<const RenderStates> renderStates);
virtual void PrepareEnd(RenderResources& currentFrame, ElementRendererData& rendererData);
virtual void Render(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, std::size_t elementCount, const Pointer<const RenderElement>* elements) = 0;
virtual void Reset(ElementRendererData& rendererData, RenderFrame& currentFrame);
virtual void Reset(ElementRendererData& rendererData, RenderResources& renderResources);
struct RenderStates
{