GPU/HW: Expose depth buffer to internal postprocessing
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@ -37,6 +37,7 @@ public:
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ALWAYS_INLINE bool HasOptions() const { return !m_options.empty(); }
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virtual bool IsValid() const = 0;
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virtual bool WantsDepthBuffer() const = 0;
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std::vector<ShaderOption> TakeOptions();
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void LoadOptions(const SettingsInterface& si, const char* section);
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@ -48,9 +49,9 @@ public:
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virtual bool CompilePipeline(GPUTexture::Format format, u32 width, u32 height, ProgressCallback* progress) = 0;
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virtual bool Apply(GPUTexture* input, 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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u32 target_width, u32 target_height) = 0;
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virtual bool Apply(GPUTexture* input_color, GPUTexture* input_depth, GPUTexture* final_target, s32 final_left,
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s32 final_top, s32 final_width, s32 final_height, s32 orig_width, s32 orig_height,
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s32 native_width, s32 native_height, u32 target_width, u32 target_height) = 0;
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protected:
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static void ParseKeyValue(std::string_view line, std::string_view* key, std::string_view* value);
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