- hook up the present shader

This commit is contained in:
Magnus Norddahl 2019-03-06 22:59:21 +01:00
commit 0679b493ec
7 changed files with 180 additions and 37 deletions

View file

@ -156,7 +156,8 @@ void VulkanFrameBuffer::Update()
mRenderState->EndRenderPass();
//DrawPresentTexture(mOutputLetterbox, true);
mPostprocess->DrawPresentTexture(mOutputLetterbox, true, true);
#if 0
{
auto sceneColor = mScreenBuffers->SceneColor.get();
@ -188,6 +189,7 @@ void VulkanFrameBuffer::Update()
barrier1.addImage(device->swapChain->swapChainImages[device->presentImageIndex], VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, VK_ACCESS_TRANSFER_WRITE_BIT, 0);
barrier1.execute(GetDrawCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT);
}
#endif
mDrawCommands->end();
@ -554,14 +556,26 @@ void VulkanFrameBuffer::UnbindTexUnit(int no)
void VulkanFrameBuffer::TextureFilterChanged()
{
if (mSamplerManager)
{
// Destroy the texture descriptors as they used the old samplers
for (VkHardwareTexture *cur = VkHardwareTexture::First; cur; cur = cur->Next)
cur->Reset();
mSamplerManager->SetTextureFilterMode();
}
}
void VulkanFrameBuffer::BlurScene(float amount)
{
if (mPostprocess)
mPostprocess->BlurScene(amount);
}
void VulkanFrameBuffer::UpdatePalette()
{
if (mPostprocess)
mPostprocess->ClearTonemapPalette();
}
void VulkanFrameBuffer::BeginFrame()