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VideoBackends: add support to allow rendering to multiple output textures
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@ -3,6 +3,8 @@
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#pragma once
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/MathUtil.h"
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#include "VideoCommon/TextureConfig.h"
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@ -18,12 +20,14 @@ class AbstractFramebuffer
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{
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public:
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AbstractFramebuffer(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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virtual ~AbstractFramebuffer();
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static bool ValidateConfig(const AbstractTexture* color_attachment,
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const AbstractTexture* depth_attachment);
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const AbstractTexture* depth_attachment,
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const std::vector<AbstractTexture*>& additional_color_attachments);
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AbstractTexture* GetColorAttachment() const { return m_color_attachment; }
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AbstractTexture* GetDepthAttachment() const { return m_depth_attachment; }
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@ -42,6 +46,7 @@ protected:
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AbstractTexture* m_depth_attachment;
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AbstractTextureFormat m_color_format;
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AbstractTextureFormat m_depth_format;
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std::vector<AbstractTexture*> m_additional_color_attachments;
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u32 m_width;
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u32 m_height;
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u32 m_layers;
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