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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@@ -32,6 +32,7 @@ namespace Nz
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std::shared_ptr<CommandPool> CreateCommandPool(QueueType queueType) override;
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inline GL::Context& GetContext();
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inline OpenGLDevice& GetDevice();
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const OpenGLFramebuffer& GetFramebuffer(std::size_t i) const override;
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std::size_t GetFramebufferCount() const override;
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PresentMode GetPresentMode() const override;
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@@ -50,8 +51,9 @@ namespace Nz
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private:
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std::optional<OpenGLRenderPass> m_renderPass;
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std::size_t m_currentFrame;
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std::vector<std::unique_ptr<OpenGLRenderImage>> m_renderImage;
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std::shared_ptr<GL::Context> m_context;
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std::vector<std::unique_ptr<OpenGLRenderImage>> m_renderImage;
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OpenGLDevice& m_device;
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OpenGLWindowFramebuffer m_framebuffer;
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PresentMode m_presentMode;
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PresentModeFlags m_supportedPresentModes;
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