GPU/HW: Expose depth buffer to internal postprocessing
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@ -17,15 +17,16 @@ public:
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ALWAYS_INLINE const std::string& GetCode() const { return m_code; }
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bool IsValid() const override;
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bool WantsDepthBuffer() const override;
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bool LoadFromFile(std::string name, const char* filename, Error* error);
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bool LoadFromString(std::string name, std::string code, Error* error);
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bool ResizeOutput(GPUTexture::Format format, u32 width, u32 height) override;
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bool CompilePipeline(GPUTexture::Format format, u32 width, u32 height, ProgressCallback* progress) override;
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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, u32 target_width,
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u32 target_height) override;
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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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u32 target_width, u32 target_height) override;
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private:
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struct CommonUniforms
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