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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@@ -14,8 +14,11 @@
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namespace Nz
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{
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class CommandBufferBuilder;
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class Framebuffer;
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class RenderFrame;
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class RenderPass;
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class Texture;
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class NAZARA_RENDERER_API RenderTarget
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{
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@@ -23,6 +26,8 @@ namespace Nz
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RenderTarget() = default;
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virtual ~RenderTarget();
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virtual void BlitTexture(RenderFrame& renderFrame, CommandBufferBuilder& builder, const Texture& texture) const = 0;
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virtual const Framebuffer& GetFramebuffer(std::size_t i) const = 0;
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virtual std::size_t GetFramebufferCount() const = 0;
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virtual const RenderPass& GetRenderPass() const = 0;
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