ShaderGen: Support multiple render target output
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@ -56,11 +56,13 @@ protected:
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const std::initializer_list<std::pair<const char*, const char*>>& additional_outputs,
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bool declare_vertex_id = false, const char* output_block_suffix = "", bool msaa = false,
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bool ssaa = false, bool noperspective_color = false);
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void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
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const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
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bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false,
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bool msaa = false, bool ssaa = false, bool declare_sample_id = false,
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bool noperspective_color = false, bool feedback_loop = false);
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void
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DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
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const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs = {},
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bool declare_fragcoord = false, u32 num_color_outputs = 1, bool dual_source_output = false,
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bool depth_output = false, bool msaa = false, bool ssaa = false,
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bool declare_sample_id = false, bool noperspective_color = false,
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bool feedback_loop = false);
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RenderAPI m_render_api;
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GPUShaderLanguage m_shader_language;
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