GPUDevice: Get rid of framebuffer abstraction
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@ -130,8 +130,7 @@ bool PostProcessing::GLSLShader::CompilePipeline(GPUTexture::Format format, u32
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GPUPipeline::GraphicsConfig plconfig;
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plconfig.layout = GPUPipeline::Layout::SingleTextureAndUBO;
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plconfig.primitive = GPUPipeline::Primitive::Triangles;
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plconfig.color_format = format;
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plconfig.depth_format = GPUTexture::Format::Unknown;
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plconfig.SetTargetFormats(format);
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plconfig.rasterization = GPUPipeline::RasterizationState::GetNoCullState();
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plconfig.depth = GPUPipeline::DepthState::GetNoTestsState();
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plconfig.blend = GPUPipeline::BlendState::GetNoBlendingState();
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@ -157,7 +156,7 @@ 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, GPUFramebuffer* final_target, s32 final_left, s32 final_top,
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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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u32 target_width, u32 target_height)
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{
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@ -171,8 +170,8 @@ bool PostProcessing::GLSLShader::Apply(GPUTexture* input, GPUFramebuffer* final_
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}
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else
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{
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g_gpu_device->SetFramebuffer(final_target);
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g_gpu_device->ClearRenderTarget(final_target->GetRT(), 0); // TODO: Could use an invalidate here too.
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g_gpu_device->SetRenderTargets(&final_target, 1, nullptr);
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g_gpu_device->ClearRenderTarget(final_target, 0); // TODO: Could use an invalidate here too.
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}
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g_gpu_device->SetPipeline(m_pipeline.get());
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