ULRE/src/RenderDevice/Vulkan/VKDeviceRenderTarget.cpp

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#include<hgl/graph/vulkan/VKDevice.h>
VK_NAMESPACE_BEGIN
RenderTarget *Device::CreateRenderTarget(Framebuffer *fb)
{
CommandBuffer *cb=CreateCommandBuffer(fb->GetExtent(),fb->GetAttachmentCount());
return(new RenderTarget(this,fb,cb));
}
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,
const VkImageLayout depth_layout)
{
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
ObjectList<Texture2D> color_texture_list;
List<ImageView *> color_texture_image_view_list;
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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color_texture_list.Add(color_texture);
color_texture_image_view_list.Add(color_texture->GetImageView());
}
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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_texture_image_view_list,depth_texture->GetImageView());
if(!fb)
{
SAFE_CLEAR(depth_texture)
delete rp;
return nullptr;
}
return(CreateRenderTarget(fb));
}
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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,
const VkImageLayout depth_layout)
{
if(w<=0||h<=0)return(nullptr);
List<VkFormat> color_format_list;
color_format_list.Add(color_format);
return CreateRenderTarget(w,h,color_format_list,depth_format,color_layout,depth_layout);
}
VK_NAMESPACE_END