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)
This commit is contained in:
SirLynix
2023-11-17 16:59:31 +01:00
parent f2e77fb8a5
commit 97d5640967
38 changed files with 448 additions and 265 deletions

View File

@@ -88,6 +88,18 @@ namespace Nz
m_commands.emplace_back(std::move(blitTexture));
}
inline void OpenGLCommandBuffer::BlitTextureToWindow(const OpenGLTexture& source, const Boxui& sourceBox, const Boxui& targetBox, SamplerFilter filter)
{
BlitTextureToWindowCommand blitTexture = {
&source,
sourceBox,
targetBox,
filter
};
m_commands.emplace_back(std::move(blitTexture));
}
inline void OpenGLCommandBuffer::BuildMipmaps(OpenGLTexture& texture, UInt8 baseLevel, UInt8 levelCount)
{
BuildTextureMipmapsCommand buildMipmaps = {
@@ -258,3 +270,4 @@ namespace Nz
}
#include <Nazara/OpenGLRenderer/DebugOff.hpp>
#include "OpenGLCommandBuffer.hpp"