ULRE/src/RenderDevice/VKDeviceRenderTarget.cpp

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#include<hgl/graph/VKDevice.h>
VK_NAMESPACE_BEGIN
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RenderTarget *Device::CreateRenderTarget(Framebuffer *fb,const uint32_t fence_count)
{
CommandBuffer *cb=CreateCommandBuffer(fb->GetExtent(),fb->GetAttachmentCount());
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return(new RenderTarget(this,fb,cb,fence_count));
}
RenderTarget *Device::CreateRenderTarget( const uint w,const uint h,
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const List<VkFormat> &color_format_list,
const VkFormat depth_format,
const VkImageLayout color_layout,
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const VkImageLayout depth_layout,
const uint32_t fence_count)
{
if(w<=0||h<=0)return(nullptr);
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RenderPass *rp=CreateRenderPass(color_format_list,depth_format,color_layout,depth_layout); //Renderpass内部会验证格式所以不需要自己处理
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if(!rp)return(nullptr);
const uint32_t color_count=color_format_list.GetCount();
AutoDeleteObjectArray<Texture2D> color_texture_list(color_count);
AutoDeleteArray<ImageView *> color_iv_list=new ImageView *[color_count]; //iv只是从Texture2D中取出来的无需一个个delete
Texture2D **tp=color_texture_list;
ImageView **iv=color_iv_list;
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for(const VkFormat &fmt:color_format_list)
{
Texture2D *color_texture=CreateAttachmentTextureColor(fmt,w,h);
if(!color_texture)
{
delete rp;
return(nullptr);
}
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*tp++=color_texture;
*iv++=color_texture->GetImageView();
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}
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Texture2D *depth_texture=(depth_format!=FMT_UNDEFINED)?CreateAttachmentTextureDepth(depth_format,w,h):nullptr;
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Framebuffer *fb=CreateFramebuffer(rp,color_iv_list,color_count,depth_texture?depth_texture->GetImageView():nullptr);
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if(fb)
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{
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CommandBuffer *cb=CreateCommandBuffer(fb->GetExtent(),fb->GetAttachmentCount());
if(cb)
{
RenderTarget *rt=new RenderTarget(this,rp,fb,cb,color_texture_list,color_count,depth_texture,fence_count);
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color_texture_list.DiscardObject();
return rt;
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}
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}
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SAFE_CLEAR(depth_texture);
delete rp;
return nullptr;
}
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RenderTarget *Device::CreateRenderTarget( const uint w,const uint h,
const VkFormat color_format,
const VkFormat depth_format,
const VkImageLayout color_layout,
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const VkImageLayout depth_layout,
const uint32_t fence_count)
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{
if(w<=0||h<=0)return(nullptr);
List<VkFormat> color_format_list;
color_format_list.Add(color_format);
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return CreateRenderTarget(w,h,color_format_list,depth_format,color_layout,depth_layout,fence_count);
}
RenderTarget *Device::CreateRenderTarget(const uint w,const uint h,const VkFormat format,const VkImageLayout final_layout,const uint32_t fence_count)
{
if(w<=0||h<=0)return(nullptr);
if(format==FMT_UNDEFINED)return(nullptr);
List<VkFormat> color_format_list;
if(IsDepthFormat(format))
{
return CreateRenderTarget(w,h,color_format_list,format,VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,final_layout,fence_count);
}
else
{
color_format_list.Add(format);
return CreateRenderTarget(w,h,color_format_list,FMT_UNDEFINED,final_layout,VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,fence_count);
}
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}
VK_NAMESPACE_END