1.removed command_buffer from RenderTarget
2.created and used RenderbufferInfo
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@@ -180,28 +180,17 @@ public: //shader & material
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public: //Command GPUBuffer 相关
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GPUCmdBuffer * CreateCommandBuffer(const VkExtent2D &extent,const uint32_t atta_count);
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GPUCmdBuffer * CreateCommandBuffer(const uint32_t attachment_count);
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RenderPass * CreateRenderPass( const List<VkAttachmentDescription> &desc_list,
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const List<VkSubpassDescription> &subpass,
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const List<VkSubpassDependency> &dependency,
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const List<VkFormat> &color_format,
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const VkFormat depth_format,
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const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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const RenderbufferInfo *);
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RenderPass * CreateRenderPass( const List<VkFormat> &color_format,
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const VkFormat depth_format,
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const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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RenderPass * CreateRenderPass( const RenderbufferInfo *);
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RenderPass * CreateRenderPass( const VkFormat color_format,
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const VkFormat depth_format,
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const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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GPUFence * CreateFence(bool);
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GPUSemaphore * CreateSemaphore();
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GPUFence * CreateFence(bool);
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GPUSemaphore * CreateSemaphore();
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public: //FrameBuffer相关
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@@ -216,31 +205,7 @@ public:
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RenderTarget *CreateRenderTarget( Framebuffer *,const uint32_t fence_count=1);
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RenderTarget *CreateRenderTarget( const uint,const uint,
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const List<VkFormat> &color_format_list,
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const VkFormat depth_format,
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const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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const uint32_t fence_count=1);
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RenderTarget *CreateRenderTarget( const uint,const uint,
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const VkFormat color_format,
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const VkFormat depth_format,
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const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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const uint32_t fence_count=1);
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RenderTarget *CreateRenderTarget( const uint,const uint,const VkFormat,const VkImageLayout final_layout,const uint32_t fence_count=1);
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RenderTarget *CreateColorRenderTarget( const uint w,const uint h,const VkFormat format,const uint32_t fence_count=1)
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{
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return CreateRenderTarget(w,h,format,VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,fence_count);
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}
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RenderTarget *CreateDepthRenderTarget( const uint w,const uint h,const VkFormat format,const uint32_t fence_count=1)
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{
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return CreateRenderTarget(w,h,format,VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,fence_count);
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}
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RenderTarget *CreateRenderTarget( const FramebufferInfo *fbi,const uint32_t fence_count=1);
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public:
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