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Implement Framebuffer Subpass support
* Required for better optimizing mobile platforms * Will be used by the Vulkan mobile renderer.
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@@ -128,6 +128,34 @@ protected:
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}
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};
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class RDFramebufferPass : public RefCounted {
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GDCLASS(RDFramebufferPass, RefCounted)
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friend class RenderingDevice;
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RD::FramebufferPass base;
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public:
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RD_SETGET(PackedInt32Array, color_attachments)
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RD_SETGET(PackedInt32Array, input_attachments)
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RD_SETGET(PackedInt32Array, resolve_attachments)
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RD_SETGET(PackedInt32Array, preserve_attachments)
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RD_SETGET(int32_t, depth_attachment)
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protected:
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enum {
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ATTACHMENT_UNUSED = -1
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};
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static void _bind_methods() {
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RD_BIND(Variant::PACKED_INT32_ARRAY, RDFramebufferPass, color_attachments);
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RD_BIND(Variant::PACKED_INT32_ARRAY, RDFramebufferPass, input_attachments);
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RD_BIND(Variant::PACKED_INT32_ARRAY, RDFramebufferPass, resolve_attachments);
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RD_BIND(Variant::PACKED_INT32_ARRAY, RDFramebufferPass, preserve_attachments);
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RD_BIND(Variant::INT, RDFramebufferPass, depth_attachment);
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BIND_CONSTANT(ATTACHMENT_UNUSED);
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}
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};
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class RDSamplerState : public RefCounted {
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GDCLASS(RDSamplerState, RefCounted)
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friend class RenderingDevice;
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