Create a copy for PipelineData while CreatePipeline
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ec7194ee13
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3bdf9bbb77
@ -25,6 +25,8 @@ protected:
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ObjectList<Pipeline> pipeline_list;
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Pipeline *CreatePipeline(Material *,PipelineData *,const VAB *);
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private:
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friend class DeviceRenderPassManage;
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@ -52,13 +54,13 @@ public:
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public:
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Pipeline *CreatePipeline(MaterialInstance *, PipelineData *);
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Pipeline *CreatePipeline(MaterialInstance *, const PipelineData *);
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Pipeline *CreatePipeline(MaterialInstance *, const InlinePipeline &);
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public:
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Pipeline *CreatePipeline(MaterialInstance *, const InlinePipeline &, const Prim &prim,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, PipelineData *, const Prim &prim,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const PipelineData *, const Prim &prim,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const OSString &, const Prim &prim,const bool prim_restart=false);
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};//class RenderPass
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VK_NAMESPACE_END
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@ -23,37 +23,47 @@ RenderPass::~RenderPass()
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vkDestroyRenderPass(device,render_pass,nullptr);
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}
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Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,PipelineData *data)
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Pipeline *RenderPass::CreatePipeline(Material *mtl,PipelineData *pd,const VAB *vab)
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{
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VkPipeline graphicsPipeline;
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Material *mtl=mi->GetMaterial();
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pd->InitShaderStage(mtl->GetStageList());
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pd->InitVertexInputState(vab);
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data->InitShaderStage(mtl->GetStageList());
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data->InitVertexInputState(mi->GetVAB());
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pd->SetColorAttachments(color_formats.GetCount());
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data->SetColorAttachments(color_formats.GetCount());
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data->pipeline_info.layout = mtl->GetPipelineLayout();
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pd->pipeline_info.layout = mtl->GetPipelineLayout();
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{
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data->pipeline_info.renderPass = render_pass;
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data->pipeline_info.subpass = 0; //subpass由于还不知道有什么用,所以暂时写0,待知道功用后,需改进
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pd->pipeline_info.renderPass = render_pass;
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pd->pipeline_info.subpass = 0; //subpass由于还不知道有什么用,所以暂时写0,待知道功用后,需改进
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}
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if (vkCreateGraphicsPipelines( device,
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pipeline_cache,
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1,&data->pipeline_info,
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1,&pd->pipeline_info,
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nullptr,
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&graphicsPipeline) != VK_SUCCESS)
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{
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delete pd;
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return(nullptr);
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}
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return(new Pipeline(device,graphicsPipeline,data));
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return(new Pipeline(device,graphicsPipeline,pd));
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}
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Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,const PipelineData *data)
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{
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Material *mtl=mi->GetMaterial();
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PipelineData *pd=new PipelineData(data);
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return CreatePipeline(mtl,pd,mi->GetVAB());
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}
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Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,const InlinePipeline &ip)
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{
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PipelineData *pd=GetPipelineData(ip);
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const PipelineData *pd=GetPipelineData(ip);
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if(!pd)return(nullptr);
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@ -64,11 +74,13 @@ Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,const InlinePipeline &
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{
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if(!mi)return(nullptr);
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PipelineData *pd=GetPipelineData(ip);
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const PipelineData *cpd=GetPipelineData(ip);
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PipelineData *pd=new PipelineData(cpd);
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pd->Set(prim,prim_restart);
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Pipeline *p=CreatePipeline(mi,pd);
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Pipeline *p=CreatePipeline(mi->GetMaterial(),pd,mi->GetVAB());
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if(p)
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pipeline_list.Add(p);
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@ -76,11 +88,13 @@ Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,const InlinePipeline &
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return p;
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}
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Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,PipelineData *pd,const Prim &prim,const bool prim_restart)
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Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,const PipelineData *cpd,const Prim &prim,const bool prim_restart)
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{
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PipelineData *pd=new PipelineData(cpd);
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pd->Set(prim,prim_restart);
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Pipeline *p=CreatePipeline(mi,pd);
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Pipeline *p=CreatePipeline(mi->GetMaterial(),pd,mi->GetVAB());
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if(p)
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pipeline_list.Add(p);
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@ -90,7 +104,7 @@ Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,PipelineData *pd,const
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Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,const OSString &pipeline_filename,const Prim &prim,const bool prim_restart)
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{
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PipelineData *pd=GetPipelineData(pipeline_filename);
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const PipelineData *pd=GetPipelineData(pipeline_filename);
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if(!pd)return(nullptr);
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