Graphics: Add RenderTextureBlit
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47
src/Nazara/Graphics/RenderTextureBlit.cpp
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47
src/Nazara/Graphics/RenderTextureBlit.cpp
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// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/RenderTextureBlit.hpp>
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#include <Nazara/Graphics/BakedFrameGraph.hpp>
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#include <Nazara/Graphics/FrameGraph.hpp>
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#include <Nazara/Renderer/CommandBufferBuilder.hpp>
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#include <Nazara/Renderer/Texture.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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void RenderTextureBlit::OnBuildGraph(FrameGraph& graph, std::size_t attachmentIndex) const
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{
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graph.AddOutput(attachmentIndex);
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}
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void RenderTextureBlit::OnRenderEnd(RenderFrame& renderFrame, const BakedFrameGraph& frameGraph, std::size_t finalAttachment) const
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{
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const std::shared_ptr<Texture>& sourceTexture = frameGraph.GetAttachmentTexture(finalAttachment);
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Vector2ui sourceTextureSize = Vector2ui(sourceTexture->GetSize());
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Vector2ui targetTextureSize = Vector2ui(m_targetTexture->GetSize());
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renderFrame.Execute([&](CommandBufferBuilder& builder)
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{
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builder.BeginDebugRegion("Blit to texture", Color::Blue());
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{
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builder.TextureBarrier(PipelineStage::ColorOutput, PipelineStage::Transfer, MemoryAccess::ColorWrite, MemoryAccess::TransferRead, TextureLayout::ColorOutput, TextureLayout::TransferSource, *sourceTexture);
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builder.TextureBarrier(PipelineStage::TopOfPipe, PipelineStage::Transfer, {}, MemoryAccess::TransferWrite, TextureLayout::Undefined, TextureLayout::TransferDestination, *m_targetTexture);
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Boxui fromBox(0, 0, 0, sourceTextureSize.x, sourceTextureSize.y, 1);
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Boxui toBox(0, 0, 0, targetTextureSize.x, targetTextureSize.y, 1);
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builder.BlitTexture(*sourceTexture, fromBox, TextureLayout::TransferSource, *m_targetTexture, toBox, TextureLayout::TransferDestination, m_samplerFilter);
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builder.TextureBarrier(PipelineStage::Transfer, m_targetPipelineStage, MemoryAccess::TransferWrite, m_targetMemoryFlags, TextureLayout::TransferDestination, m_targetLayout, *m_targetTexture);
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}
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builder.EndDebugRegion();
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}, QueueType::Graphics);
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}
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const Vector2ui& RenderTextureBlit::GetSize() const
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{
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return m_textureSize;
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}
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}
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