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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@@ -46,11 +46,12 @@ namespace Nz
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std::shared_ptr<CommandPool> CreateCommandPool(QueueType queueType) override;
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const VulkanWindowFramebuffer& GetFramebuffer(std::size_t i) const override;
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const VulkanWindowFramebuffer& GetFramebuffer(std::size_t imageIndex) const override;
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std::size_t GetFramebufferCount() const override;
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inline VulkanDevice& GetDevice();
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inline const VulkanDevice& GetDevice() const;
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inline Vk::QueueHandle& GetGraphicsQueue();
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inline VkImage GetImage(std::size_t imageIndex) const;
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const VulkanRenderPass& GetRenderPass() const override;
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const Vector2ui& GetSize() const override;
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PresentMode GetPresentMode() const override;
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