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Merge pull request #11859 from iwubcode/backend-multi-output
VideoBackends: add support to allow rendering to multiple output targets
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@ -28,7 +28,8 @@ public:
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std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
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std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, std::string_view source,
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std::string_view name) override;
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@ -93,7 +93,8 @@ Metal::Gfx::CreateStagingTexture(StagingTextureType type, const TextureConfig& c
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}
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std::unique_ptr<AbstractFramebuffer>
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Metal::Gfx::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment)
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Metal::Gfx::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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std::vector<AbstractTexture*>)
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{
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AbstractTexture* const either_attachment = color_attachment ? color_attachment : depth_attachment;
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return std::make_unique<Framebuffer>(
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@ -191,7 +191,7 @@ void Metal::StagingTexture::Flush()
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Metal::Framebuffer::Framebuffer(AbstractTexture* color, AbstractTexture* depth, //
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u32 width, u32 height, u32 layers, u32 samples)
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: AbstractFramebuffer(color, depth,
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: AbstractFramebuffer(color, depth, {},
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color ? color->GetFormat() : AbstractTextureFormat::Undefined, //
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depth ? depth->GetFormat() : AbstractTextureFormat::Undefined, //
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width, height, layers, samples)
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