added subpass_count at GPUDevice::AcquireRenderPass function.
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@ -216,7 +216,7 @@ public: //Command Buffer 相关
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public:
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RenderPass * AcquireRenderPass( const RenderbufferInfo *);
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RenderPass * AcquireRenderPass( const RenderbufferInfo *,const uint subpass_count=2);
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GPUFence * CreateFence(bool);
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GPUSemaphore * CreateGPUSemaphore();
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@ -19,7 +19,7 @@ void GPUDevice::ClearRenderPassManage()
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SAFE_CLEAR(render_pass_manage);
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}
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RenderPass *GPUDevice::AcquireRenderPass(const RenderbufferInfo *rbi)
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RenderPass *GPUDevice::AcquireRenderPass(const RenderbufferInfo *rbi,const uint subpass_count)
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{
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for(const VkFormat &fmt:rbi->GetColorFormatList())
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if(!attr->physical_device->IsColorAttachmentOptimal(fmt))
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@ -29,6 +29,6 @@ RenderPass *GPUDevice::AcquireRenderPass(const RenderbufferInfo *rbi)
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if(!attr->physical_device->IsDepthAttachmentOptimal(rbi->GetDepthFormat()))
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return(nullptr);
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return render_pass_manage->AcquireRenderPass(rbi);
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return render_pass_manage->AcquireRenderPass(rbi,subpass_count);
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}
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VK_NAMESPACE_END
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