Implement basic color/depth render-texture cache
This commit is contained in:
@@ -48,6 +48,18 @@ class RendererVK final : public Renderer {
|
||||
std::vector<vk::UniqueSemaphore> swapImageFreeSemaphore = {};
|
||||
std::vector<vk::UniqueSemaphore> renderFinishedSemaphore = {};
|
||||
std::vector<vk::UniqueFence> frameFinishedFences = {};
|
||||
struct Texture {
|
||||
vk::UniqueImage image;
|
||||
vk::UniqueDeviceMemory imageMemory;
|
||||
vk::UniqueImageView imageView;
|
||||
};
|
||||
std::map<u32, Texture> textureCache;
|
||||
|
||||
static u32 colorBufferHash(u32 loc, u32 size, PICA::ColorFmt format);
|
||||
static u32 depthBufferHash(u32 loc, u32 size, PICA::DepthFmt format);
|
||||
|
||||
Texture& getColorRenderTexture();
|
||||
Texture& getDepthRenderTexture();
|
||||
|
||||
std::vector<vk::UniqueImage> topScreenImages = {};
|
||||
std::vector<vk::UniqueImage> bottomScreenImages = {};
|
||||
|
||||
Reference in New Issue
Block a user