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Add GENERAL resource usage to the render graph. Fixes texture initialization in D3D12.

This commit is contained in:
Dario
2025-09-02 15:12:37 -03:00
parent fcd1cf8d57
commit 8c4180adf4
4 changed files with 19 additions and 9 deletions

View File

@@ -244,6 +244,7 @@ public:
CALLBACK_RESOURCE_USAGE_ATTACHMENT_DEPTH_STENCIL_READ_WRITE,
CALLBACK_RESOURCE_USAGE_ATTACHMENT_FRAGMENT_SHADING_RATE_READ,
CALLBACK_RESOURCE_USAGE_ATTACHMENT_FRAGMENT_DENSITY_MAP_READ,
CALLBACK_RESOURCE_USAGE_GENERAL,
CALLBACK_RESOURCE_USAGE_MAX
};
@@ -349,7 +350,7 @@ public:
Vector<uint8_t> _texture_get_data(Texture *tex, uint32_t p_layer, bool p_2d = false);
uint32_t _texture_layer_count(Texture *p_texture) const;
uint32_t _texture_alignment(Texture *p_texture) const;
Error _texture_initialize(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, bool p_immediate_flush = false);
Error _texture_initialize(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, RDD::TextureLayout p_dst_layout, bool p_immediate_flush);
void _texture_check_shared_fallback(Texture *p_texture);
void _texture_update_shared_fallback(RID p_texture_rid, Texture *p_texture, bool p_for_writing);
void _texture_free_shared_fallback(Texture *p_texture);