save the Renderpass data at RenderTarget class. but It's a really good idea?
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@ -14,6 +14,7 @@ class RenderTarget:public SubmitQueue
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{
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protected:
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RenderPass *rp;
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Framebuffer *fb;
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VkExtent2D extent;
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@ -32,7 +33,7 @@ protected:
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friend class Device;
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RenderTarget(Device *dev,Framebuffer *_fb,CommandBuffer *_cb,const uint32_t fence_count=1);
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RenderTarget(Device *dev,Framebuffer *_fb,CommandBuffer *_cb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture,const uint32_t fence_count=1);
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RenderTarget(Device *dev,RenderPass *_rp,Framebuffer *_fb,CommandBuffer *_cb,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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@ -5,13 +5,9 @@
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#include<hgl/graph/vulkan/VKSemaphore.h>
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VK_NAMESPACE_BEGIN
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namespace
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{
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const VkPipelineStageFlags pipe_stage_flags=VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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}//namespace
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RenderTarget::RenderTarget(Device *dev,Framebuffer *_fb,CommandBuffer *_cb,const uint32_t fence_count):SubmitQueue(dev,dev->GetGraphicsQueue(),fence_count)
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{
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rp=nullptr;
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fb=_fb;
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command_buffer=_cb;
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@ -25,8 +21,9 @@ RenderTarget::RenderTarget(Device *dev,Framebuffer *_fb,CommandBuffer *_cb,const
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render_complete_semaphore=dev->CreateSemaphore();
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}
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RenderTarget::RenderTarget(Device *dev,Framebuffer *_fb,CommandBuffer *_cb,Texture2D **ctl,const uint32_t cc,Texture2D *dt,const uint32_t fence_count):SubmitQueue(dev,dev->GetGraphicsQueue(),fence_count)
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RenderTarget::RenderTarget(Device *dev,RenderPass *_rp,Framebuffer *_fb,CommandBuffer *_cb,Texture2D **ctl,const uint32_t cc,Texture2D *dt,const uint32_t fence_count):SubmitQueue(dev,dev->GetGraphicsQueue(),fence_count)
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{
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rp=_rp;
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fb=_fb;
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command_buffer=_cb;
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@ -52,6 +49,8 @@ RenderTarget::~RenderTarget()
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SAFE_CLEAR(render_complete_semaphore);
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SAFE_CLEAR(command_buffer);
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SAFE_CLEAR(fb);
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SAFE_CLEAR(rp);
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}
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bool RenderTarget::Submit(GPUSemaphore *present_complete_semaphore)
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