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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@@ -29,6 +29,7 @@ namespace Nz
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namespace Nz::GL
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{
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class Framebuffer;
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class Texture;
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enum class BufferTarget
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@@ -141,6 +142,7 @@ namespace Nz::GL
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void BindVertexArray(GLuint vertexArray, bool force = false) const;
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bool BlitTexture(const OpenGLTexture& source, const OpenGLTexture& destination, const Boxui& srcBox, const Boxui& dstBox, SamplerFilter filter) const;
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bool BlitTextureToWindow(const OpenGLTexture& texture, const Boxui& srcBox, const Boxui& dstBox, SamplerFilter filter) const;
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bool ClearErrorStack() const;
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@@ -217,6 +219,7 @@ namespace Nz::GL
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private:
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void HandleDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message) const;
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bool InitializeBlitFramebuffers() const;
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static void BindTextureToFramebuffer(Framebuffer& framebuffer, const OpenGLTexture& texture);
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enum class FunctionIndex
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{
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