1.removed command_buffer from RenderTarget

2.created and used RenderbufferInfo
This commit is contained in:
2020-10-27 22:43:24 +08:00
parent d0fd9af309
commit 672a14e656
17 changed files with 167 additions and 210 deletions

View File

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