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
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287 changed files with 2829 additions and 2540 deletions
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@ -103,7 +103,10 @@ public:
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void set_RGB_img(Ref<Image> p_rgb_img);
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void set_YCbCr_img(Ref<Image> p_ycbcr_img);
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void set_YCbCr_imgs(Ref<Image> p_y_img, Ref<Image> p_cbcr_img);
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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void allocate_texture(int p_width, int p_height, Image::Format p_format, VisualServer::TextureType p_texture_type, FeedDataType p_data_type);
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#endif
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virtual bool activate_feed();
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virtual void deactivate_feed();
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