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| author | Juan Linietsky <reduzio@gmail.com> | 2020-04-11 14:43:12 -0300 |
|---|---|---|
| committer | Juan Linietsky <reduzio@gmail.com> | 2020-04-11 19:44:07 -0300 |
| commit | d81911490b447541b21305c16d27b078c184f9fe (patch) | |
| tree | 49cc4038a2a94011cbe5100d142358ddddfa8278 /servers/rendering/rendering_device.h | |
| parent | ae42cb7b0a41f1248ddef408671961da8a6e9770 (diff) | |
| download | redot-engine-d81911490b447541b21305c16d27b078c184f9fe.tar.gz | |
Moved most of the effect code to compute.
Simplifies it and improves performance.
Improves image barrier handling per mipmap on RenderingDeviceVulkan
Diffstat (limited to 'servers/rendering/rendering_device.h')
| -rw-r--r-- | servers/rendering/rendering_device.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h index a639ff3641..393bbc9f2f 100644 --- a/servers/rendering/rendering_device.h +++ b/servers/rendering/rendering_device.h @@ -908,6 +908,7 @@ public: enum InitialAction { INITIAL_ACTION_CLEAR, //start rendering and clear the framebuffer (supply params) INITIAL_ACTION_KEEP, //start rendering, but keep attached color texture contents (depth will be cleared) + INITIAL_ACTION_DROP, //start rendering, ignore what is there, just write above it INITIAL_ACTION_CONTINUE, //continue rendering (framebuffer must have been left in "continue" state as final action previously) INITIAL_ACTION_MAX }; |
