GPU/HW: Enable feedback loops for rendering

This commit is contained in:
Stenzek
2024-03-08 21:14:35 +10:00
parent 72ab669e70
commit 74f3c8d1aa
9 changed files with 322 additions and 218 deletions

View File

@@ -249,7 +249,8 @@ public:
void PushUniformBuffer(const void* data, u32 data_size) override;
void* MapUniformBuffer(u32 size) override;
void UnmapUniformBuffer(u32 size) override;
void SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds) override;
void SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds,
GPUPipeline::RenderPassFlag feedback_loop) override;
void SetPipeline(GPUPipeline* pipeline) override;
void SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) override;
void SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) override;
@@ -257,6 +258,7 @@ public:
void SetScissor(s32 x, s32 y, s32 width, s32 height) override;
void Draw(u32 vertex_count, u32 base_vertex) override;
void DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex) override;
void DrawIndexedWithBarrier(u32 index_count, u32 base_index, u32 base_vertex, DrawBarrier type) override;
bool GetHostRefreshRate(float* refresh_rate) override;