Fixed rendering for decoupled target texture

This commit is contained in:
Jack Andersen
2015-11-03 15:58:36 -10:00
parent 30898c6549
commit bc17d5aba8
5 changed files with 175 additions and 82 deletions

View File

@@ -145,7 +145,19 @@ public:
virtual void setWindowFrameDefault()=0;
virtual void getWindowFrame(float& xOut, float& yOut, float& wOut, float& hOut) const=0;
virtual void getWindowFrame(int& xOut, int& yOut, int& wOut, int& hOut) const=0;
virtual SWindowRect getWindowFrame() const
{
SWindowRect retval;
getWindowFrame(retval.location[0], retval.location[1], retval.size[0], retval.size[1]);
return retval;
}
virtual void setWindowFrame(float x, float y, float w, float h)=0;
virtual void setWindowFrame(int x, int y, int w, int h)=0;
virtual void getWindowFrame(const SWindowRect& rect)
{
setWindowFrame(rect.location[0], rect.location[1], rect.size[0], rect.size[1]);
}
virtual float getVirtualPixelFactor() const=0;
virtual bool isFullscreen() const=0;

View File

@@ -23,6 +23,8 @@ struct IGraphicsCommandQueue
virtual void setShaderDataBinding(IShaderDataBinding* binding)=0;
virtual void setRenderTarget(ITextureR* target)=0;
virtual void setViewport(const SWindowRect& rect)=0;
virtual void resizeRenderTexture(ITextureR* tex, size_t width, size_t height)=0;
virtual void setClearColor(const float rgba[4])=0;
virtual void clearTarget(bool render=true, bool depth=true)=0;