add RenderPassTypeBy and cache
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@@ -211,12 +211,17 @@ public: //Command Buffer 相关
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RenderCmdBuffer * CreateRenderCommandBuffer();
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TextureCmdBuffer *CreateTextureCommandBuffer();
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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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const RenderbufferInfo *);
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const RenderbufferInfo *,
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const RenderPassTypeBy &type_by=RenderPassTypeBy::Verbose);
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RenderPass * CreateRenderPass( const RenderbufferInfo *);
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public:
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RenderPass * AcquireRenderPass( const RenderbufferInfo *,const RenderPassTypeBy &type_by=RenderPassTypeBy::Normal);
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GPUFence * CreateFence(bool);
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GPUSemaphore * CreateGPUSemaphore();
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@@ -232,14 +237,13 @@ public:
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bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<提交纹理处理到队列
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RenderTarget *CreateRenderTarget( Framebuffer *,const uint32_t fence_count=1);
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RenderTarget *CreateRenderTarget( const FramebufferInfo *fbi,RenderPass *,const uint32_t fence_count=1);
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RenderTarget *CreateRenderTarget( const FramebufferInfo *fbi,const uint32_t fence_count=1);
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public:
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Pipeline *CreatePipeline(const InlinePipeline &,const Material *,const RenderTarget *);
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Pipeline *CreatePipeline( PipelineData *, const Material *,const RenderTarget *);
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Pipeline *CreatePipeline(const InlinePipeline &,const Material *,const RenderTarget *);
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public:
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