1.removed command_buffer from RenderTarget
2.created and used RenderbufferInfo
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@@ -21,7 +21,6 @@ protected:
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VkExtent2D extent;
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GPUSemaphore *render_complete_semaphore =nullptr;
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GPUCmdBuffer *command_buffer =nullptr;
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protected:
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@@ -37,22 +36,23 @@ protected:
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friend class GPUDevice;
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RenderTarget(GPUDevice *dev,Framebuffer *_fb,GPUCmdBuffer *_cb,const uint32_t fence_count=1);
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RenderTarget(GPUDevice *dev,RenderPass *_rp,Framebuffer *_fb,GPUCmdBuffer *_cb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture,const uint32_t fence_count=1);
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RenderTarget(GPUDevice *dev,Framebuffer *_fb,const uint32_t fence_count=1);
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RenderTarget(GPUDevice *dev,RenderPass *_rp,Framebuffer *_fb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture,const uint32_t fence_count=1);
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public:
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virtual ~RenderTarget();
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const VkExtent2D & GetExtent ()const {return extent;}
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virtual const VkRenderPass GetRenderPass ()const {return *render_pass;}
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virtual RenderPass * GetRenderPass () {return render_pass;}
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virtual const VkRenderPass GetVkRenderPass ()const {return *render_pass;}
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virtual const uint32_t GetColorCount ()const {return fbo->GetColorCount();}
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virtual const VkFramebuffer GetFramebuffer ()const {return fbo->GetFramebuffer();}
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virtual Framebuffer * GetFramebuffer () {return fbo;}
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virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
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virtual Texture2D * GetDepthTexture (){return depth_texture;}
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public:
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public: //pipeline
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Pipeline *CreatePipeline(Material *, const InlinePipeline &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const InlinePipeline &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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@@ -61,11 +61,10 @@ public:
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Pipeline *CreatePipeline(Material *, const OSString &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const OSString &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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public:
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public: // command buffer
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GPUSemaphore * GetRenderCompleteSemaphore (){return render_complete_semaphore;}
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GPUCmdBuffer * GetCommandBuffer (){return command_buffer;}
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virtual bool Submit (GPUSemaphore *present_complete_semaphore=nullptr);
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virtual bool Submit (GPUCmdBuffer *,GPUSemaphore *present_complete_semaphore=nullptr);
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};//class RenderTarget
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/**
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@@ -89,8 +88,8 @@ public:
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SwapchainRenderTarget(GPUDevice *dev,Swapchain *sc);
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~SwapchainRenderTarget();
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const VkFramebuffer GetFramebuffer ()const override {return render_frame[current_frame]->GetFramebuffer();}
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VkFramebuffer GetFramebuffer (const uint32_t index) {return render_frame[index]->GetFramebuffer();}
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Framebuffer * GetFramebuffer ()override {return render_frame[current_frame];}
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Framebuffer * GetFramebuffer (const uint32_t index) {return render_frame[index];}
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const uint32_t GetColorCount ()const override {return 1;}
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const uint32_t GetImageCount ()const {return swap_chain_count;}
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