Renderer: Blit texture to window instead of using a full renderpass
This may improve performance and allow for render targets to customize how they blit the final texture (allowing for render-to-texture)
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@@ -48,6 +48,7 @@ namespace Nz
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inline void BindVertexBuffer(UInt32 binding, GLuint vertexBuffer, UInt64 offset = 0);
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inline void BlitTexture(const OpenGLTexture& source, const Boxui& sourceBox, const OpenGLTexture& target, const Boxui& targetBox, SamplerFilter filter = SamplerFilter::Nearest);
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inline void BlitTextureToWindow(const OpenGLTexture& source, const Boxui& sourceBox, const Boxui& targetBox, SamplerFilter filter = SamplerFilter::Nearest);
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inline void BuildMipmaps(OpenGLTexture& texture, UInt8 baseLevel, UInt8 levelCount);
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@@ -88,6 +89,7 @@ namespace Nz
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#define NAZARA_OPENGL_FOREACH_COMMANDS(cb, lastCb) \
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cb(BeginDebugRegionCommand) \
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cb(BlitTextureCommand) \
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cb(BlitTextureToWindowCommand) \
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cb(BuildTextureMipmapsCommand) \
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cb(CopyBufferCommand) \
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cb(CopyBufferFromMemoryCommand) \
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@@ -119,6 +121,7 @@ namespace Nz
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inline void Execute(const GL::Context* context, const BeginDebugRegionCommand& command);
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inline void Execute(const GL::Context* context, const BlitTextureCommand& command);
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inline void Execute(const GL::Context* context, const BlitTextureToWindowCommand& command);
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inline void Execute(const GL::Context* context, const BuildTextureMipmapsCommand& command);
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inline void Execute(const GL::Context* context, const CopyBufferCommand& command);
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inline void Execute(const GL::Context* context, const CopyBufferFromMemoryCommand& command);
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@@ -148,6 +151,14 @@ namespace Nz
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SamplerFilter filter;
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};
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struct BlitTextureToWindowCommand
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{
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const OpenGLTexture* source;
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Boxui sourceBox;
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Boxui targetBox;
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SamplerFilter filter;
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};
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struct BuildTextureMipmapsCommand
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{
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OpenGLTexture* texture;
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