GPUDevice: Get rid of framebuffer abstraction
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@ -29,7 +29,7 @@ public:
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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) override;
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bool Apply(GPUTexture* input, GPUFramebuffer* final_target, s32 final_left, s32 final_top, s32 final_width,
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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, u32 target_width, u32 target_height) override;
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private:
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@ -80,15 +80,13 @@ private:
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bool CreatePasses(GPUTexture::Format backbuffer_format, reshadefx::module& mod, Error* error);
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const char* GetTextureNameForID(TextureID id) const;
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GPUTexture* GetTextureByID(TextureID id, GPUTexture* input, GPUFramebuffer* final_target) const;
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GPUFramebuffer* GetFramebufferByID(TextureID id, GPUTexture* input, GPUFramebuffer* final_target) const;
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GPUTexture* GetTextureByID(TextureID id, GPUTexture* input, GPUTexture* final_target) const;
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std::string m_filename;
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struct Texture
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{
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std::unique_ptr<GPUTexture> texture;
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std::unique_ptr<GPUFramebuffer> framebuffer;
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std::string reshade_name; // TODO: we might be able to drop this
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GPUTexture::Format format;
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float rt_scale;
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