VideoBackends: add support to allow rendering to multiple output textures

This commit is contained in:
iwubcode
2023-05-28 20:59:02 -05:00
parent 252d3f353a
commit 834f8f7b5c
43 changed files with 713 additions and 327 deletions

View File

@ -6,10 +6,12 @@
AbstractFramebuffer::AbstractFramebuffer(AbstractTexture* color_attachment,
AbstractTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments,
AbstractTextureFormat color_format,
AbstractTextureFormat depth_format, u32 width, u32 height,
u32 layers, u32 samples)
: m_color_attachment(color_attachment), m_depth_attachment(depth_attachment),
m_additional_color_attachments(std::move(additional_color_attachments)),
m_color_format(color_format), m_depth_format(depth_format), m_width(width), m_height(height),
m_layers(layers), m_samples(samples)
{
@ -17,13 +19,18 @@ AbstractFramebuffer::AbstractFramebuffer(AbstractTexture* color_attachment,
AbstractFramebuffer::~AbstractFramebuffer() = default;
bool AbstractFramebuffer::ValidateConfig(const AbstractTexture* color_attachment,
const AbstractTexture* depth_attachment)
bool AbstractFramebuffer::ValidateConfig(
const AbstractTexture* color_attachment, const AbstractTexture* depth_attachment,
const std::vector<AbstractTexture*>& additional_color_attachments)
{
// Must have at least a color or depth attachment.
if (!color_attachment && !depth_attachment)
return false;
// Must have a color attachment if additional color attachments are defined
if (!color_attachment && !additional_color_attachments.empty())
return false;
// Currently we only expose a single mip level for render target textures.
// MSAA textures are not supported with mip levels on most backends, and it simplifies our
// handling of framebuffers.
@ -36,6 +43,14 @@ bool AbstractFramebuffer::ValidateConfig(const AbstractTexture* color_attachment
return false;
}
for (auto* attachment : additional_color_attachments)
{
if (!CheckAttachment(attachment))
{
return false;
}
}
// If both color and depth are present, their attributes must match.
if (color_attachment && depth_attachment)
{
@ -48,6 +63,16 @@ bool AbstractFramebuffer::ValidateConfig(const AbstractTexture* color_attachment
}
}
for (auto* attachment : additional_color_attachments)
{
if (color_attachment->GetConfig().width != attachment->GetConfig().width ||
color_attachment->GetConfig().height != attachment->GetConfig().height ||
color_attachment->GetConfig().samples != attachment->GetConfig().samples)
{
return false;
}
}
return true;
}