- add stencil buffer support for 2d drawing (#1660)
Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
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13 changed files with 224 additions and 17 deletions
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@ -57,9 +57,10 @@ void VkPostprocess::SetActiveRenderTarget()
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VkImageTransition()
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.AddImage(&buffers->PipelineImage[mCurrentPipelineImage], VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, false)
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.AddImage(&buffers->PipelineDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false)
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.Execute(fb->GetCommands()->GetDrawCommands());
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fb->GetRenderState()->SetRenderTarget(&buffers->PipelineImage[mCurrentPipelineImage], nullptr, buffers->GetWidth(), buffers->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, VK_SAMPLE_COUNT_1_BIT);
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fb->GetRenderState()->SetRenderTarget(&buffers->PipelineImage[mCurrentPipelineImage], buffers->PipelineDepthStencil.View.get(), buffers->GetWidth(), buffers->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, VK_SAMPLE_COUNT_1_BIT);
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}
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void VkPostprocess::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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