Integrate render target handling in frame graphs (#411)
* Graphics: Integrate RenderTarget in FrameGraph - This handles the blit to texture/swapchain in the FrameGraph and fixes RenderTextureBlit - Dummy attachments were added to the FrameGraph class to handle link without texture (used to setup a dependency between two passes with no texture) - FramePass now supports custom access/layout/usage for inputs * Graphics/RenderTarget: Allow to set any RenderTarget as output
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@@ -6,6 +6,32 @@
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namespace Nz
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{
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inline RenderTarget::RenderTarget(Int32 renderOrder) :
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m_renderOrder(renderOrder),
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m_frameGraphOutput(false)
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{
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}
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inline Int32 RenderTarget::GetRenderOrder() const
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{
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return m_renderOrder;
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}
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inline bool RenderTarget::IsFrameGraphOutput() const
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{
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return m_frameGraphOutput;
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}
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inline void RenderTarget::SetFrameGraphOutput(bool output)
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{
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m_frameGraphOutput = output;
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}
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inline void RenderTarget::UpdateRenderOrder(Int32 renderOrder)
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{
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OnRenderTargetRenderOrderChange(this, renderOrder);
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m_renderOrder = renderOrder;
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}
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}
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#include <Nazara/Graphics/DebugOff.hpp>
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