example 0/1 run OK on newly RenderTarget
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@@ -31,64 +31,66 @@ protected:
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public:
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virtual ~MultiFrameRenderTarget() override;
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virtual ~MultiFrameRenderTarget() override
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{
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for(uint32_t i=0;i<frame_number;i++)
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rtd_list[i].Clear();
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virtual void NextFrame()
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delete[] rtd_list;
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}
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virtual bool NextFrame()
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{
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++current_frame;
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if(current_frame>=frame_number)
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current_frame=0;
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return(true);
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}
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uint32_t GetCurrentFrameIndices ()const{return current_frame;}
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uint32_t GetFrameCount ()const{return frame_number;}
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RenderTarget * GetCurrentFrameRenderTarget (){return rt_list[current_frame];}
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public:
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Framebuffer * GetFramebuffer ()override{return rt_list[current_frame]->GetFramebuffer();}
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RenderPass * GetRenderPass ()override{return rt_list[current_frame]->GetRenderPass();}
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Framebuffer * GetFramebuffer ()override{return rtd_list[current_frame].fbo;}
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RenderPass * GetRenderPass ()override{return rtd_list[current_frame].fbo->GetRenderPass();}
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uint32_t GetColorCount ()override{return rt_list[current_frame]->GetColorCount();}
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uint32_t GetColorCount ()override{return rtd_list[current_frame].color_count;}
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Texture2D * GetColorTexture (const int index=0) override{return rt_list[current_frame]->GetColorTexture(index);}
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Texture2D * GetDepthTexture () override{return rt_list[current_frame]->GetDepthTexture();}
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Texture2D * GetColorTexture (const int index=0) override{return rtd_list[current_frame].GetColorTexture(index);}
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Texture2D * GetDepthTexture () override{return rtd_list[current_frame].depth_texture;}
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bool hasDepth ()override{return rt_list[current_frame]->hasDepth();}
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bool hasDepth ()override{return rtd_list[current_frame].depth_texture;}
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public: // Command Buffer
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DeviceQueue * GetQueue ()override{return rt_list[current_frame]->GetQueue();}
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Semaphore * GetRenderCompleteSemaphore()override{return rt_list[current_frame]->GetRenderCompleteSemaphore();}
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RenderCmdBuffer * GetRenderCmdBuffer ()override{return rt_list[current_frame]->GetRenderCmdBuffer();}
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DeviceQueue * GetQueue ()override{return rtd_list[current_frame].queue;}
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Semaphore * GetRenderCompleteSemaphore ()override{return rtd_list[current_frame].render_complete_semaphore;}
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RenderCmdBuffer * GetRenderCmdBuffer ()override{return rtd_list[current_frame].cmd_buf;}
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Framebuffer * GetFramebuffer (const uint32_t index){return rt_list[index]->GetFramebuffer();}
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RenderCmdBuffer * GetRenderCmdBuffer (const uint32_t index){return rt_list[index]->GetRenderCmdBuffer();}
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Framebuffer * GetFramebuffer (const uint32_t index){return rtd_list[index].fbo;}
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RenderCmdBuffer * GetRenderCmdBuffer (const uint32_t index){return rtd_list[index].cmd_buf;}
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virtual bool Submit ()override{return rt_list[current_frame]->Submit(nullptr);}
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virtual bool Submit (Semaphore *wait_sem)override{return rtd_list[current_frame].Submit(wait_sem);}
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virtual bool Submit (Semaphore *wait_sem) override
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{
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return rt_list[current_frame]->Submit(wait_sem);
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}
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bool WaitQueue ()override{return rt_list[current_frame]->WaitQueue();}
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bool WaitFence ()override{return rt_list[current_frame]->WaitFence();}
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bool WaitQueue ()override{return rtd_list[current_frame].queue->WaitQueue();}
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bool WaitFence ()override{return rtd_list[current_frame].queue->WaitFence();}
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public:
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virtual RenderCmdBuffer *BeginRender()override
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{
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//std::cout<<"Begin Render frame="<<current_frame<<std::endl;
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return rt_list[current_frame]->BeginRender();
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return rtd_list[current_frame].BeginRender(GetDescriptorBinding());
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}
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virtual void EndRender() override
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{
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//std::cout<<"End Render frame="<<current_frame<<std::endl;
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rt_list[current_frame]->EndRender();
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rtd_list[current_frame].EndRender();
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}
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};//class MultiFrameRenderTarget
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