GPUDevice: Add support for feedback loops
This commit is contained in:
@ -492,6 +492,7 @@ bool GPUDevice::CreateResources()
|
||||
plconfig.SetTargetFormats(HasSurface() ? m_window_info.surface_format : GPUTexture::Format::RGBA8);
|
||||
plconfig.samples = 1;
|
||||
plconfig.per_sample_shading = false;
|
||||
plconfig.render_pass_flags = GPUPipeline::NoRenderPassFlags;
|
||||
plconfig.vertex_shader = imgui_vs.get();
|
||||
plconfig.geometry_shader = nullptr;
|
||||
plconfig.fragment_shader = imgui_fs.get();
|
||||
@ -615,9 +616,9 @@ void GPUDevice::UploadUniformBuffer(const void* data, u32 data_size)
|
||||
UnmapUniformBuffer(data_size);
|
||||
}
|
||||
|
||||
void GPUDevice::SetRenderTarget(GPUTexture* rt, GPUTexture* ds /*= nullptr*/)
|
||||
void GPUDevice::SetRenderTarget(GPUTexture* rt, GPUTexture* ds, GPUPipeline::RenderPassFlag render_pass_flags)
|
||||
{
|
||||
SetRenderTargets(rt ? &rt : nullptr, rt ? 1 : 0, ds);
|
||||
SetRenderTargets(rt ? &rt : nullptr, rt ? 1 : 0, ds, render_pass_flags);
|
||||
}
|
||||
|
||||
void GPUDevice::SetViewportAndScissor(s32 x, s32 y, s32 width, s32 height)
|
||||
|
||||
Reference in New Issue
Block a user