List模板改名为ArrayList
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@@ -11,7 +11,7 @@ class GraphModuleManager
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protected:
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List<GraphModule *> module_list;
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ArrayList<GraphModule *> module_list;
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Map<size_t,GraphModule *> module_map;
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public:
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@@ -28,9 +28,9 @@ private:
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private:
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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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RenderPass * CreateRenderPass( const ArrayList<VkAttachmentDescription> &desc_list,
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const ArrayList<VkSubpassDescription> &subpass,
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const ArrayList<VkSubpassDependency> &dependency,
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const RenderbufferInfo *);
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public:
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@@ -20,7 +20,7 @@ public:
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public: //FrameBuffer相关
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Framebuffer *CreateFBO(RenderPass *rp,ImageView **color_list,const uint image_count,ImageView *depth);
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// Framebuffer *CreateFBO(RenderPass *,List<ImageView *> &color,ImageView *depth);
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// Framebuffer *CreateFBO(RenderPass *,ArrayList<ImageView *> &color,ImageView *depth);
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Framebuffer *CreateFBO(RenderPass *,ImageView *color,ImageView *depth);
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Framebuffer *CreateFBO(RenderPass *,ImageView *);
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@@ -91,11 +91,11 @@ public: //Create/Chagne
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void Clear(TextureCreateInfo *);
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bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const List<Image2DRegion> &,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const ArrayList<Image2DRegion> &,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2D(Texture2D *,const void *data,const VkDeviceSize size, const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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// bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const List<Image2DRegion> &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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// bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const ArrayList<Image2DRegion> &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2DArray(Texture2DArray *,const void *data,const VkDeviceSize size,const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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