ULRE/src/SceneGraph/Vulkan/VKDeviceRenderPass.cpp

35 lines
1.0 KiB
C++

#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKDeviceAttribute.h>
#include<hgl/graph/VKPhysicalDevice.h>
#include<hgl/graph/VKDeviceRenderPassManage.h>
VK_NAMESPACE_BEGIN
void GPUDevice::InitRenderPassManage()
{
render_pass_manage=new DeviceRenderPassManage(attr->device,attr->pipeline_cache);
SwapchainRenderbufferInfo rbi(attr->format,attr->physical_device->GetDepthFormat());
device_render_pass=render_pass_manage->AcquireRenderPass(&rbi);
}
void GPUDevice::ClearRenderPassManage()
{
SAFE_CLEAR(device_render_pass);
SAFE_CLEAR(render_pass_manage);
}
RenderPass *GPUDevice::AcquireRenderPass(const RenderbufferInfo *rbi)
{
for(const VkFormat &fmt:rbi->GetColorFormatList())
if(!attr->physical_device->IsColorAttachmentOptimal(fmt))
return(nullptr);
if(rbi->HasDepthOrStencil())
if(!attr->physical_device->IsDepthAttachmentOptimal(rbi->GetDepthFormat()))
return(nullptr);
return render_pass_manage->AcquireRenderPass(rbi);
}
VK_NAMESPACE_END