You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-06 12:20:30 +00:00
Expose BarrierMask as flags enum in RenderingDevice
This commit is contained in:
@@ -1446,7 +1446,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
|
||||
}
|
||||
|
||||
//full barrier here, we need raster, transfer and compute and it depends from the previous work
|
||||
RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
|
||||
RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL_BARRIERS, RD::BARRIER_MASK_ALL_BARRIERS);
|
||||
|
||||
if (current_cluster_builder) {
|
||||
current_cluster_builder->begin(p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, !p_render_data->reflection_probe.is_valid());
|
||||
|
||||
@@ -210,10 +210,10 @@ class RenderForwardClustered : public RendererSceneRenderRD {
|
||||
float screen_mesh_lod_threshold = 0.0;
|
||||
RD::FramebufferFormatID framebuffer_format = 0;
|
||||
uint32_t element_offset = 0;
|
||||
uint32_t barrier = RD::BARRIER_MASK_ALL;
|
||||
uint32_t barrier = RD::BARRIER_MASK_ALL_BARRIERS;
|
||||
bool use_directional_soft_shadow = false;
|
||||
|
||||
RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
|
||||
RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL_BARRIERS) {
|
||||
elements = p_elements;
|
||||
element_info = p_element_info;
|
||||
element_count = p_element_count;
|
||||
@@ -596,7 +596,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
|
||||
void _render_shadow_begin();
|
||||
void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RenderingMethod::RenderInfo *p_render_info = nullptr);
|
||||
void _render_shadow_process();
|
||||
void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL);
|
||||
void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL_BARRIERS);
|
||||
|
||||
/* Render Scene */
|
||||
void _process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection);
|
||||
|
||||
Reference in New Issue
Block a user