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VideoBackends: add support to allow rendering to multiple output textures
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@ -128,8 +128,8 @@ OGLGfx::OGLGfx(std::unique_ptr<GLContext> main_gl_context, float backbuffer_scal
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if (!m_main_gl_context->IsHeadless())
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{
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m_system_framebuffer = std::make_unique<OGLFramebuffer>(
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nullptr, nullptr, AbstractTextureFormat::RGBA8, AbstractTextureFormat::Undefined,
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std::max(m_main_gl_context->GetBackBufferWidth(), 1u),
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nullptr, nullptr, std::vector<AbstractTexture*>{}, AbstractTextureFormat::RGBA8,
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AbstractTextureFormat::Undefined, std::max(m_main_gl_context->GetBackBufferWidth(), 1u),
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std::max(m_main_gl_context->GetBackBufferHeight(), 1u), 1, 1, 0);
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m_current_framebuffer = m_system_framebuffer.get();
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}
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@ -226,11 +226,13 @@ std::unique_ptr<AbstractStagingTexture> OGLGfx::CreateStagingTexture(StagingText
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return OGLStagingTexture::Create(type, config);
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}
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std::unique_ptr<AbstractFramebuffer> OGLGfx::CreateFramebuffer(AbstractTexture* color_attachment,
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AbstractTexture* depth_attachment)
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std::unique_ptr<AbstractFramebuffer>
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OGLGfx::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments)
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{
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return OGLFramebuffer::Create(static_cast<OGLTexture*>(color_attachment),
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static_cast<OGLTexture*>(depth_attachment));
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static_cast<OGLTexture*>(depth_attachment),
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std::move(additional_color_attachments));
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}
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std::unique_ptr<AbstractShader>
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