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NazaraEngine/include/Nazara/Graphics/RenderTextureBlit.hpp
Jérôme Leclercq 32d227628c Integrate render target handling in frame graphs (#411)
* Graphics: Integrate RenderTarget in FrameGraph

- This handles the blit to texture/swapchain in the FrameGraph and fixes RenderTextureBlit
- Dummy attachments were added to the FrameGraph class to handle link without texture (used to setup a dependency between two passes with no texture)
- FramePass now supports custom access/layout/usage for inputs

* Graphics/RenderTarget: Allow to set any RenderTarget as output
2023-11-28 21:00:57 +01:00

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1.7 KiB
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// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_GRAPHICS_RENDERTEXTUREBLIT_HPP
#define NAZARA_GRAPHICS_RENDERTEXTUREBLIT_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/RenderTarget.hpp>
#include <Nazara/Renderer/Enums.hpp>
#include <Nazara/Utility/Enums.hpp>
namespace Nz
{
class Texture;
class NAZARA_GRAPHICS_API RenderTextureBlit : public RenderTarget
{
public:
inline RenderTextureBlit(const Vector2ui& textureSize, std::shared_ptr<Texture> targetTexture, SamplerFilter filter = SamplerFilter::Linear);
inline RenderTextureBlit(const Vector2ui& textureSize, std::shared_ptr<Texture> targetTexture, SamplerFilter filter, PipelineStage targetPipelineStage, MemoryAccessFlags targetMemoryFlags, TextureLayout targetLayout);
RenderTextureBlit(const RenderTextureBlit&) = delete;
RenderTextureBlit(RenderTextureBlit&&) = delete;
~RenderTextureBlit() = default;
std::size_t OnBuildGraph(FrameGraph& graph, std::size_t attachmentIndex) const override;
const Vector2ui& GetSize() const override;
RenderTextureBlit& operator=(const RenderTextureBlit&) = delete;
RenderTextureBlit& operator=(RenderTextureBlit&&) = delete;
private:
std::shared_ptr<Texture> m_targetTexture;
MemoryAccessFlags m_targetMemoryFlags;
PipelineStage m_targetPipelineStage;
SamplerFilter m_samplerFilter;
TextureLayout m_targetLayout;
Vector2ui m_textureSize;
};
}
#include <Nazara/Graphics/RenderTextureBlit.inl>
#endif // NAZARA_GRAPHICS_RENDERTEXTUREBLIT_HPP