139 data_count =
max_ii(3, data_count);
140 normal_count =
max_ii(2, normal_count);
198 pass.bind_texture(
"gbuf_header_tx", &
header_tx);
199 pass.bind_texture(
"gbuf_closure_tx", &
closure_tx);
200 pass.bind_texture(
"gbuf_normal_tx", &
normal_tx);
MINLINE int max_ii(int a, int b)
bool GPU_stencil_export_support()
@ GPU_LOADACTION_DONT_CARE
void GPU_framebuffer_clear_stencil(GPUFrameBuffer *fb, uint clear_stencil)
void GPU_framebuffer_bind(GPUFrameBuffer *framebuffer)
#define GPU_framebuffer_bind_ex(_fb,...)
@ GPU_TEXTURE_USAGE_SHADER_READ
@ GPU_TEXTURE_USAGE_SHADER_WRITE
@ GPU_TEXTURE_USAGE_ATTACHMENT
A running instance of the engine.
out_radiance out_gbuf_normal out_gbuf_closure2 GPU_RG16
SHADOW_TILEMAP_RES tiles_buf[] statistics_buf render_view_buf[SHADOW_VIEW_MAX] GPU_R32UI
VecBase< uint32_t, 4 > uint4
VecBase< int32_t, 2 > int2
GPUTexture * closure_img_tx
GPUTexture * normal_img_tx
void bind_resources(PassType &pass)
void acquire(int2 extent, int data_count, int normal_count)
void bind(Framebuffer &gbuffer_fb)