GPU/OpenGL: Support MSAA without texel/SSBO buffers

This commit is contained in:
Connor McLaughlin
2021-04-06 02:55:00 +10:00
parent 0e637a093a
commit 4ed12bcb52
2 changed files with 25 additions and 27 deletions

View File

@@ -76,9 +76,9 @@ private:
bool BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width, u32 height);
void DownsampleFramebuffer(GL::Texture& source, u32 left, u32 top, u32 width, u32 height);
void DownsampleFramebufferBoxFilter(GL::Texture& source, u32 left, u32 top, u32 width, u32 height);
void CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture& src, u32 src_x, u32 src_y, u32 dst_x, u32 dst_y,
u32 width, u32 height);
void BlitTexture(GL::Texture& src, u32 src_x, u32 src_y, u32 src_width, u32 src_height, u32 dst_x, u32 dst_y,
void CopyTexture(GL::Texture& dest, GLuint dest_fbo, GL::Texture& src, GLuint src_fbo, u32 src_x, u32 src_y,
u32 dst_x, u32 dst_y, u32 width, u32 height);
void BlitTextureToFramebuffer(GL::Texture& src, u32 src_x, u32 src_y, u32 src_width, u32 src_height, u32 dst_x, u32 dst_y,
u32 dst_width, u32 dst_height);
// downsample texture - used for readbacks at >1xIR.