GPUDevice: Get rid of framebuffer abstraction

This commit is contained in:
Stenzek
2023-12-04 15:47:18 +10:00
parent a9ee2a34d8
commit 3b2c70cda5
47 changed files with 1404 additions and 1165 deletions

View File

@ -126,25 +126,6 @@ private:
VkSampler m_sampler;
};
class VulkanFramebuffer final : public GPUFramebuffer
{
friend VulkanDevice;
public:
~VulkanFramebuffer() override;
ALWAYS_INLINE VkFramebuffer GetFramebuffer() const { return m_framebuffer; }
void SetDebugName(const std::string_view& name) override;
// TODO: Maybe render passes should be in here to avoid the map lookup...
private:
VulkanFramebuffer(GPUTexture* rt, GPUTexture* ds, u32 width, u32 height, VkFramebuffer fb);
VkFramebuffer m_framebuffer;
};
class VulkanTextureBuffer final : public GPUTextureBuffer
{
friend VulkanDevice;