GPU/HW: Expose depth buffer to internal postprocessing
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@ -62,6 +62,11 @@ bool PostProcessing::GLSLShader::IsValid() const
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return !m_name.empty() && !m_code.empty();
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}
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bool PostProcessing::GLSLShader::WantsDepthBuffer() const
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{
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return false;
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}
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u32 PostProcessing::GLSLShader::GetUniformsSize() const
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{
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// lazy packing. todo improve.
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@ -162,9 +167,10 @@ bool PostProcessing::GLSLShader::CompilePipeline(GPUTexture::Format format, u32
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return true;
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}
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bool PostProcessing::GLSLShader::Apply(GPUTexture* input, 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,
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s32 native_width, s32 native_height, u32 target_width, u32 target_height)
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bool PostProcessing::GLSLShader::Apply(GPUTexture* input_color, GPUTexture* input_depth, GPUTexture* final_target,
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s32 final_left, s32 final_top, s32 final_width, s32 final_height, s32 orig_width,
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s32 orig_height, s32 native_width, s32 native_height, u32 target_width,
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u32 target_height)
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{
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GL_SCOPE_FMT("GLSL Shader {}", m_name);
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@ -181,7 +187,7 @@ bool PostProcessing::GLSLShader::Apply(GPUTexture* input, GPUTexture* final_targ
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}
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g_gpu_device->SetPipeline(m_pipeline.get());
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g_gpu_device->SetTextureSampler(0, input, m_sampler.get());
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g_gpu_device->SetTextureSampler(0, input_color, m_sampler.get());
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g_gpu_device->SetViewportAndScissor(final_left, final_top, final_width, final_height);
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const u32 uniforms_size = GetUniformsSize();
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