Use RenderPass * instead of VkRenderPass in Framebuffer

This commit is contained in:
2025-01-26 12:36:23 +08:00
parent 768ebde879
commit ffaa038f99
5 changed files with 11 additions and 11 deletions

View File

@@ -62,10 +62,10 @@ public:
DeviceQueue * GetQueue () {return queue;}
const VkExtent2D & GetExtent ()const {return extent;}
virtual const VkRenderPass GetVkRenderPass ()const {return fbo->GetRenderPass();}
virtual uint32_t GetColorCount ()const {return fbo->GetColorCount();}
virtual Framebuffer * GetFramebuffer () {return fbo;}
virtual RenderPass * GetRenderPass () {return GetFramebuffer()->GetRenderPass();}
virtual uint32_t GetColorCount () {return GetFramebuffer()->GetColorCount();}
virtual Framebuffer * GetFramebuffer () {return fbo;}
virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
virtual Texture2D * GetDepthTexture (){return depth_texture;}
@@ -96,7 +96,7 @@ public:
RTSwapchain(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rcs,Semaphore *pcs,RenderPass *rp);
~RTSwapchain();
uint32_t GetColorCount ()const override {return 1;}
uint32_t GetColorCount () override {return 1;}
uint32_t GetImageCount ()const {return swapchain->image_count;}
uint32_t GetCurrentFrameIndices ()const {return current_frame;}