removed render_pass from RenderTarget, use RenderTarget::fbo->render_pass
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99f833ef42
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e24286a87f
@ -36,7 +36,6 @@ protected:
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DeviceQueue *queue;
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RenderPass *render_pass;
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Framebuffer *fbo;
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VkExtent2D extent;
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@ -55,7 +54,7 @@ protected:
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friend class RenderTargetManager;
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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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RenderTarget(DeviceQueue *,Semaphore *,Framebuffer *_fb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture);
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public:
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@ -63,9 +62,8 @@ public:
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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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virtual const uint32_t GetColorCount ()const {return fbo->GetColorCount();}
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virtual const VkRenderPass GetVkRenderPass ()const {return fbo->GetRenderPass();}
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virtual uint32_t GetColorCount ()const {return fbo->GetColorCount();}
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virtual Framebuffer * GetFramebuffer () {return fbo;}
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virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
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@ -98,19 +96,21 @@ public:
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RTSwapchain(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rcs,Semaphore *pcs,RenderPass *rp);
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~RTSwapchain();
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Framebuffer * GetFramebuffer ()override {return swapchain->sc_image[current_frame].fbo;}
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Framebuffer * GetFramebuffer (const uint32_t index) {return swapchain->sc_image[index].fbo;}
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uint32_t GetColorCount ()const override {return 1;}
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uint32_t GetImageCount ()const {return swapchain->image_count;}
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uint32_t GetCurrentFrameIndices ()const {return current_frame;}
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const uint32_t GetColorCount ()const override {return 1;}
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const uint32_t GetImageCount ()const {return swapchain->image_count;}
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virtual Texture2D * GetColorTexture (const int index=0) override{return swapchain->sc_image[current_frame].color;}
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virtual Texture2D * GetDepthTexture () override{return swapchain->sc_image[current_frame].depth;}
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Framebuffer * GetFramebuffer ()override {return swapchain->sc_image[current_frame].fbo;}
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Framebuffer * GetFramebuffer (int index) {return swapchain->sc_image[index].fbo;}
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virtual Texture2D * GetColorTexture (const int index=0) override{return swapchain->sc_image[current_frame].color;}
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virtual Texture2D * GetDepthTexture () override{return swapchain->sc_image[current_frame].depth;}
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RenderCmdBuffer * GetRenderCmdBuffer (int index) {return swapchain->sc_image[index].cmd_buf;}
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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 * GetPresentSemaphore () {return present_complete_semaphore;}
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public:
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@ -9,7 +9,6 @@ VK_NAMESPACE_BEGIN
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RenderTarget::RenderTarget(DeviceQueue *q,Semaphore *s)
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{
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queue=q;
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render_pass=nullptr;
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fbo=nullptr;
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color_count=0;
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@ -18,10 +17,9 @@ RenderTarget::RenderTarget(DeviceQueue *q,Semaphore *s)
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render_complete_semaphore=s;
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}
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RenderTarget::RenderTarget(DeviceQueue *q,Semaphore *s,RenderPass *_rp,Framebuffer *_fb,Texture2D **ctl,const uint32_t cc,Texture2D *dt)
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RenderTarget::RenderTarget(DeviceQueue *q,Semaphore *s,Framebuffer *_fb,Texture2D **ctl,const uint32_t cc,Texture2D *dt)
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{
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queue=q;
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render_pass=_rp;
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fbo=_fb;
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depth_texture=dt;
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