added GetGranularity at RenderPass
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@ -19,6 +19,8 @@ class RenderPass
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List<VkFormat> color_formats;
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List<VkFormat> color_formats;
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VkFormat depth_format;
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VkFormat depth_format;
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VkExtent2D granularity;
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protected:
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protected:
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ObjectList<Pipeline> pipeline_list;
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ObjectList<Pipeline> pipeline_list;
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@ -27,14 +29,7 @@ private:
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friend class DeviceRenderPassManage;
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friend class DeviceRenderPassManage;
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RenderPass(VkDevice d,VkPipelineCache pc,VkRenderPass rp,const List<VkFormat> &cf,VkFormat df)
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RenderPass(VkDevice d,VkPipelineCache pc,VkRenderPass rp,const List<VkFormat> &cf,VkFormat df);
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{
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device=d;
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pipeline_cache=pc;
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render_pass=rp;
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color_formats=cf;
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depth_format=df;
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}
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public:
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public:
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@ -53,6 +48,8 @@ public:
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}
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}
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const VkFormat GetDepthFormat()const{return depth_format;}
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const VkFormat GetDepthFormat()const{return depth_format;}
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const VkExtent2D & GetGranularity()const{return granularity;}
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public:
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public:
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Pipeline *CreatePipeline(const Material *, PipelineData *);
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Pipeline *CreatePipeline(const Material *, PipelineData *);
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@ -5,6 +5,17 @@
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#include<hgl/graph/VKMaterial.h>
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#include<hgl/graph/VKMaterial.h>
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#include<hgl/graph/VKMaterialInstance.h>
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#include<hgl/graph/VKMaterialInstance.h>
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VK_NAMESPACE_BEGIN
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VK_NAMESPACE_BEGIN
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RenderPass::RenderPass(VkDevice d,VkPipelineCache pc,VkRenderPass rp,const List<VkFormat> &cf,VkFormat df)
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{
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device=d;
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pipeline_cache=pc;
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render_pass=rp;
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color_formats=cf;
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depth_format=df;
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vkGetRenderAreaGranularity(device,render_pass,&granularity);
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}
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RenderPass::~RenderPass()
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RenderPass::~RenderPass()
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{
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{
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pipeline_list.Clear();
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pipeline_list.Clear();
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