Multipass shaders
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@@ -32,21 +32,33 @@ private:
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std::string shaderId;
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std::string sourceFingerprint;
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std::string pendingFingerprint;
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std::unique_ptr<RuntimeShaderRenderer> renderer;
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std::vector<RuntimePreparedShaderProgram> pendingPreparedPrograms;
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struct PassProgram
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{
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std::string passId;
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std::vector<std::string> inputNames;
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std::string outputName;
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std::unique_ptr<RuntimeShaderRenderer> renderer;
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};
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std::vector<PassProgram> passes;
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};
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void ConsumePreparedPrograms();
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void ReleasePendingPrograms(LayerProgram& layer);
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void TryCommitPendingPrograms(LayerProgram& layer);
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bool EnsureLayerTargets(unsigned width, unsigned height);
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void DestroyLayerTargets();
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GLuint RenderLayer(LayerProgram& layer, uint64_t frameIndex, unsigned width, unsigned height, GLuint layerInputTexture, GLuint outputFramebuffer, bool renderToOutput);
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LayerProgram* FindLayer(const std::string& layerId);
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const LayerProgram* FindLayer(const std::string& layerId) const;
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LayerProgram::PassProgram* FindPass(LayerProgram& layer, const std::string& passId);
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static std::string Fingerprint(const RuntimeShaderArtifact& artifact);
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RuntimeShaderPrepareWorker mPrepareWorker;
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std::vector<LayerProgram> mLayers;
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std::vector<std::string> mLayerOrder;
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GLuint mLayerFramebuffers[2] = {};
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GLuint mLayerTextures[2] = {};
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GLuint mLayerFramebuffers[4] = {};
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GLuint mLayerTextures[4] = {};
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unsigned mLayerTargetWidth = 0;
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unsigned mLayerTargetHeight = 0;
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};
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