Texture refactor

-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
This commit is contained in:
Juan Linietsky 2019-06-11 15:43:37 -03:00
parent 9ffe57a10e
commit 3f335ce3d4
287 changed files with 2829 additions and 2540 deletions

View file

@ -103,7 +103,10 @@ public:
void set_RGB_img(Ref<Image> p_rgb_img);
void set_YCbCr_img(Ref<Image> p_ycbcr_img);
void set_YCbCr_imgs(Ref<Image> p_y_img, Ref<Image> p_cbcr_img);
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
void allocate_texture(int p_width, int p_height, Image::Format p_format, VisualServer::TextureType p_texture_type, FeedDataType p_data_type);
#endif
virtual bool activate_feed();
virtual void deactivate_feed();