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