Use subpasses to do 3D rendering and resolve in mobile renderer

This commit is contained in:
Bastiaan Olij 2021-06-26 20:49:25 +10:00
parent 2f1bc509dc
commit b920bf05a4
16 changed files with 798 additions and 155 deletions

View file

@ -422,7 +422,7 @@ public:
TEXTURE_USAGE_CAN_UPDATE_BIT = (1 << 6),
TEXTURE_USAGE_CAN_COPY_FROM_BIT = (1 << 7),
TEXTURE_USAGE_CAN_COPY_TO_BIT = (1 << 8),
TEXTURE_USAGE_RESOLVE_ATTACHMENT_BIT = (1 << 9),
TEXTURE_USAGE_INPUT_ATTACHMENT_BIT = (1 << 9),
};
enum TextureSwizzle {
@ -1065,6 +1065,7 @@ public:
virtual void draw_list_enable_scissor(DrawListID p_list, const Rect2 &p_rect) = 0;
virtual void draw_list_disable_scissor(DrawListID p_list) = 0;
virtual uint32_t draw_list_get_current_pass() = 0;
virtual DrawListID draw_list_switch_to_next_pass() = 0;
virtual Error draw_list_switch_to_next_pass_split(uint32_t p_splits, DrawListID *r_split_ids) = 0;