GPUDevice: Get rid of framebuffer abstraction
This commit is contained in:
@ -91,6 +91,12 @@ bool GPUTexture::IsDepthFormat(Format format)
|
||||
return (format == Format::D16);
|
||||
}
|
||||
|
||||
bool GPUTexture::IsDepthStencilFormat(Format format)
|
||||
{
|
||||
// None needed yet.
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GPUTexture::ValidateConfig(u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type, Format format)
|
||||
{
|
||||
if (width > MAX_WIDTH || height > MAX_HEIGHT || layers > MAX_LAYERS || levels > MAX_LEVELS || samples > MAX_SAMPLES)
|
||||
|
||||
Reference in New Issue
Block a user