Reaches the first clear

This commit is contained in:
Henrik Rydgard committed 2016-03-20 19:30:11 +01:00
1 parent 4063f7e0db
commit 3701e2eca3
6 files changed
+38 -40

No files matched your search

+24
View File
@@ -18,7 +18,10 @@
#pragma once
#include "GPU/GPUInterface.h"
#include "GPU/GPUState.h"
#include "GPU/Vulkan/FramebufferVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
VulkanFramebuffer *FramebufferManagerVulkan::GetTempFBO(int width, int height, VulkanFBOColorDepth colorDepth) {
@@ -41,10 +44,31 @@ void FramebufferManagerVulkan::CopyDisplayToOutput() {
}
void FramebufferManagerVulkan::DecimateFBOs() {
}
void FramebufferManagerVulkan::EndFrame() {
}
void FramebufferManagerVulkan::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
// So: Allocate a temporary texture from a (very small) pool, upload content directly into it, schedule a transition
// into the init command buffer, alloc and create an appropriate descriptor set, then bind and draw. no need for uniforms.
}
void FramebufferManagerVulkan::FlushBeforeCopy() {
// Flush anything not yet drawn before blitting, downloading, or uploading.
// This might be a stalled list, or unflushed before a block transfer, etc.
// TODO: It's really bad that we are calling SetRenderFramebuffer here with
// all the irrelevant state checking it'll use to decide what to do. Should
// do something more focused here.
SetRenderFrameBuffer(gstate_c.framebufChanged, gstate_c.skipDrawReason);
drawEngine_->Flush(nullptr);
}
std::vector<FramebufferInfo> FramebufferManagerVulkan::GetFramebufferList() {
return std::vector<FramebufferInfo>();
}