use standalone DescriptorSetType,ShaderDescriptor,ShaderStage
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@@ -15,7 +15,7 @@ class RenderTarget
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{
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protected:
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Queue *queue;
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DeviceQueue *queue;
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RenderPass *render_pass;
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Framebuffer *fbo;
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@@ -34,14 +34,14 @@ protected:
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friend class GPUDevice;
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RenderTarget(Queue *,Semaphore *);
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RenderTarget(Queue *,Semaphore *,RenderPass *_rp,Framebuffer *_fb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture);
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RenderTarget(DeviceQueue *,Semaphore *);
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RenderTarget(DeviceQueue *,Semaphore *,RenderPass *_rp,Framebuffer *_fb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture);
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public:
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virtual ~RenderTarget();
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Queue * GetQueue () {return queue;}
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DeviceQueue * GetQueue () {return queue;}
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const VkExtent2D & GetExtent ()const {return extent;}
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virtual RenderPass * GetRenderPass () {return render_pass;}
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virtual const VkRenderPass GetVkRenderPass ()const {return render_pass->GetVkRenderPass();}
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@@ -53,7 +53,7 @@ public:
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public: // command buffer
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Semaphore * GetRenderCompleteSemaphore (){return render_complete_semaphore;}
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Semaphore * GetRenderCompleteSemaphore (){return render_complete_semaphore;}
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virtual bool Submit (RenderCmdBuffer *,Semaphore *present_complete_semaphore=nullptr);
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bool WaitQueue(){return queue->WaitQueue();}
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@@ -75,7 +75,7 @@ class SwapchainRenderTarget:public RenderTarget
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public:
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SwapchainRenderTarget(VkDevice dev,Swapchain *sc,Queue *q,Semaphore *rcs,Semaphore *pcs,RenderPass *rp);
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SwapchainRenderTarget(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rcs,Semaphore *pcs,RenderPass *rp);
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~SwapchainRenderTarget();
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Framebuffer * GetFramebuffer ()override {return swapchain->render_frame[current_frame];}
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@@ -90,7 +90,7 @@ public:
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public:
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const uint32_t GetCurrentFrameIndices ()const {return current_frame;}
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Semaphore * GetPresentCompleteSemaphore () {return present_complete_semaphore;}
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Semaphore * GetPresentCompleteSemaphore () {return present_complete_semaphore;}
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public:
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