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VideoBackends: add support to allow rendering to multiple output textures
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@ -159,17 +159,20 @@ void SWStagingTexture::Flush()
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}
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SWFramebuffer::SWFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments,
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AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
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u32 width, u32 height, u32 layers, u32 samples)
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: AbstractFramebuffer(color_attachment, depth_attachment, color_format, depth_format, width,
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height, layers, samples)
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: AbstractFramebuffer(color_attachment, depth_attachment,
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std::move(additional_color_attachments), color_format, depth_format,
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width, height, layers, samples)
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{
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}
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std::unique_ptr<SWFramebuffer> SWFramebuffer::Create(SWTexture* color_attachment,
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SWTexture* depth_attachment)
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std::unique_ptr<SWFramebuffer>
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SWFramebuffer::Create(SWTexture* color_attachment, SWTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments)
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{
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if (!ValidateConfig(color_attachment, depth_attachment))
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if (!ValidateConfig(color_attachment, depth_attachment, additional_color_attachments))
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return nullptr;
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const AbstractTextureFormat color_format =
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@ -182,7 +185,8 @@ std::unique_ptr<SWFramebuffer> SWFramebuffer::Create(SWTexture* color_attachment
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const u32 layers = either_attachment->GetLayers();
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const u32 samples = either_attachment->GetSamples();
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return std::make_unique<SWFramebuffer>(color_attachment, depth_attachment, color_format,
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return std::make_unique<SWFramebuffer>(color_attachment, depth_attachment,
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std::move(additional_color_attachments), color_format,
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depth_format, width, height, layers, samples);
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}
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