Vulkan: Frame Buffer Flipping #107743
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@ -67,7 +67,6 @@ void VKContext::sync_backbuffer()
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}
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if (ghost_context_) {
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/* TODO deduplicate this with begin frame.*/
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VkCommandBuffer command_buffer = VK_NULL_HANDLE;
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GHOST_GetVulkanCommandBuffer(static_cast<GHOST_ContextHandle>(ghost_context_),
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&command_buffer);
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@ -84,9 +84,9 @@ VkViewport VKFrameBuffer::vk_viewport_get() const
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viewport.maxDepth = 1.0f;
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/*
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* Vulkan has origin to the top left, Blender uses the origin at the bottom left. We counteract
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* this by using a negative viewport (only when flip_viewport_ is set to true). This flips the
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* viewport making any vkCmdDraw use the correct orientation.
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* Vulkan has origin to the top left, Blender bottom left. We counteract this by using a negative
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* viewport when flip_viewport_ is set. This flips the viewport making any draw/blit use the
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* correct orientation.
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*/
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if (flip_viewport_) {
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viewport.y = height_ - viewport_rect[1];
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@ -257,8 +257,8 @@ void VKFrameBuffer::read(eGPUFrameBufferBits plane,
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* TODO:
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* - Add support for area.
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* - Add support for channel_len.
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* Best option would be to add this to a specific interface in VKTexture so we don't
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* over-allocate and reduce number of times copies are made.
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* Best option would be to add this to VKTexture so we don't over-allocate and reduce number of
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* times copies are made.
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*/
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BLI_assert(format == GPU_DATA_FLOAT);
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BLI_assert(channel_len == 4);
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@ -382,10 +382,6 @@ void VKFrameBuffer::render_pass_create()
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std::array<VkAttachmentDescription, GPU_FB_MAX_ATTACHMENT> attachment_descriptions;
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std::array<VkImageView, GPU_FB_MAX_ATTACHMENT> image_views;
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std::array<VkAttachmentReference, GPU_FB_MAX_ATTACHMENT> attachment_references;
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#if 0
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Vector<VkAttachmentReference> color_attachments;
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VkAttachmentReference depth_attachment = {};
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#endif
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bool has_depth_attachment = false;
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bool found_attachment = false;
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int depth_location = -1;
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