Graphics: Rework RenderTargets
- RenderTarget have been moved to the Graphics module and are now lightweight objects between the target of rendering (swapchain or texture) - RenderTexture no longer require a blit between the framegraph texture and the target texture (the target texture is now directly rendered onto using a new feature of the framegraph) - ForwardFramePipeline viewers are now properly ordered by render order
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@@ -7,11 +7,6 @@
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namespace Nz
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{
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inline WindowSwapchain::~WindowSwapchain()
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{
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OnRenderTargetRelease(this);
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}
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inline RenderFrame WindowSwapchain::AcquireFrame()
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{
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if (m_isMinimized || (!m_hasFocus && m_renderOnlyIfFocused))
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@@ -20,11 +15,6 @@ namespace Nz
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return m_swapchain->AcquireFrame();
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}
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inline void WindowSwapchain::BlitTexture(RenderFrame& renderFrame, CommandBufferBuilder& builder, const Texture& texture) const
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{
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return m_swapchain->BlitTexture(renderFrame, builder, texture);
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}
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inline bool WindowSwapchain::DoesRenderOnlyIfFocused() const
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{
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return m_renderOnlyIfFocused;
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@@ -53,14 +43,14 @@ namespace Nz
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return m_swapchain->GetRenderPass();
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}
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inline Swapchain& WindowSwapchain::GetSwapchain()
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inline Swapchain* WindowSwapchain::GetSwapchain()
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{
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return *m_swapchain;
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return m_swapchain.get();
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}
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inline const Swapchain& WindowSwapchain::GetSwapchain() const
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inline const Swapchain* WindowSwapchain::GetSwapchain() const
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{
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return *m_swapchain;
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return m_swapchain.get();
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}
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inline TransientResources& WindowSwapchain::Transient()
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