mirror of
https://github.com/godotengine/godot.git
synced 2025-10-19 16:03:29 +00:00
Use subpasses to do 3D rendering and resolve in mobile renderer
This commit is contained in:
parent
2f1bc509dc
commit
b920bf05a4
16 changed files with 798 additions and 155 deletions
|
@ -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;
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue