GPU/HW: Expose depth buffer to internal postprocessing
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@ -115,6 +115,7 @@ public:
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~Chain();
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ALWAYS_INLINE bool HasStages() const { return m_stages.empty(); }
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ALWAYS_INLINE bool NeedsDepthBuffer() const { return m_needs_depth_buffer; }
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ALWAYS_INLINE GPUTexture* GetInputTexture() const { return m_input_texture.get(); }
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ALWAYS_INLINE GPUTexture* GetOutputTexture() const { return m_output_texture.get(); }
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@ -133,8 +134,8 @@ public:
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bool CheckTargets(GPUTexture::Format target_format, u32 target_width, u32 target_height,
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ProgressCallback* progress = nullptr);
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bool Apply(GPUTexture* input_color, GPUTexture* final_target, s32 final_left, s32 final_top, s32 final_width,
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s32 final_height, s32 orig_width, s32 orig_height, s32 native_width, s32 native_height);
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bool Apply(GPUTexture* input_color, GPUTexture* input_depth, GPUTexture* final_target, s32 final_left, s32 final_top,
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s32 final_width, s32 final_height, s32 orig_width, s32 orig_height, s32 native_width, s32 native_height);
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private:
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void ClearStagesWithError(const Error& error);
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@ -145,6 +146,8 @@ private:
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u32 m_target_width = 0;
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u32 m_target_height = 0;
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bool m_enabled = false;
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bool m_wants_depth_buffer = false;
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bool m_needs_depth_buffer = false;
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std::vector<std::unique_ptr<PostProcessing::Shader>> m_stages;
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std::unique_ptr<GPUTexture> m_input_texture;
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