refactor(srp): add depth-aware managed fullscreen raster graph bridge

This commit is contained in:
2026-04-22 00:07:10 +08:00
parent 1bbbc22bcb
commit 08ff505b67
6 changed files with 258 additions and 7 deletions

View File

@@ -52,7 +52,8 @@ bool RecordCallbackRasterRenderPass(
const RenderPassRenderGraphContext& context,
const RenderPassGraphIO& io,
RenderPassGraphExecutePassCallback executePassCallback,
std::vector<RenderGraphTextureHandle> additionalReadTextures = {});
std::vector<RenderGraphTextureHandle> additionalReadTextures = {},
std::vector<RenderGraphTextureHandle> additionalReadDepthTextures = {});
bool RecordRasterRenderPass(
RenderPass& pass,
@@ -100,12 +101,14 @@ inline bool RecordSourceColorFullscreenCallbackRasterPass(
inline bool RecordColorDepthCallbackRasterPass(
const RenderPassRenderGraphContext& context,
RenderPassGraphExecutePassCallback executePassCallback,
std::vector<RenderGraphTextureHandle> additionalReadTextures = {}) {
std::vector<RenderGraphTextureHandle> additionalReadTextures = {},
std::vector<RenderGraphTextureHandle> additionalReadDepthTextures = {}) {
return RecordCallbackRasterRenderPass(
context,
BuildColorDepthRasterPassGraphIO(),
std::move(executePassCallback),
std::move(additionalReadTextures));
std::move(additionalReadTextures),
std::move(additionalReadDepthTextures));
}
} // namespace Rendering