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

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