add CreatePipeline functions at RenderTarget,remove other they at other places.
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@@ -6,6 +6,7 @@
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#include<hgl/graph/VKFramebuffer.h>
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#include<hgl/graph/VKSwapchain.h>
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#include<hgl/graph/VKQueue.h>
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#include<hgl/graph/VKPipeline.h>
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VK_NAMESPACE_BEGIN
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/**
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* 渲染目标
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@@ -28,6 +29,10 @@ protected:
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Texture2D **color_textures;
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Texture2D *depth_texture;
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protected:
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ObjectList<Pipeline> pipeline_list;
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protected:
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friend class GPUDevice;
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@@ -47,6 +52,15 @@ public:
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virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
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virtual Texture2D * GetDepthTexture (){return depth_texture;}
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public:
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Pipeline *CreatePipeline(Material *, const InlinePipeline &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const InlinePipeline &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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Pipeline *CreatePipeline(Material *, PipelineData *, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, PipelineData *, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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Pipeline *CreatePipeline(Material *, const OSString &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const OSString &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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public:
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GPUSemaphore * GetRenderCompleteSemaphore (){return render_complete_semaphore;}
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