Use RenderPass * instead of VkRenderPass in Framebuffer
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@@ -62,10 +62,10 @@ public:
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DeviceQueue * GetQueue () {return queue;}
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const VkExtent2D & GetExtent ()const {return extent;}
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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 RenderPass * GetRenderPass () {return GetFramebuffer()->GetRenderPass();}
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virtual uint32_t GetColorCount () {return GetFramebuffer()->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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virtual Texture2D * GetDepthTexture (){return depth_texture;}
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@@ -96,7 +96,7 @@ 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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uint32_t GetColorCount ()const override {return 1;}
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uint32_t GetColorCount () 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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