List模板改名为ArrayList
This commit is contained in:
parent
10d0c2c473
commit
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2
CMCore
2
CMCore
@ -1 +1 @@
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Subproject commit d09fe4326ea3629434adcd034a99ebbdb8fa6c22
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Subproject commit a7b0cb6112c1dfad65523e619d88917398ca7c9a
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@ -1 +1 @@
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Subproject commit 67e8e956658cb9abbb94cd01f0a465e8275b44dd
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Subproject commit 0948b3a6257fdcc1e33eeb61bf42d0e93b32d326
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@ -1 +1 @@
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Subproject commit f74d7045fa0d143b94103e49093fe18a1d5a884c
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Subproject commit e3680c477d25d2b4d93ff4da2d84725524f047b2
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@ -10,7 +10,7 @@
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set_property(TARGET ${name} PROPERTY FOLDER "ULRE/Example/Basic")
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endmacro()
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CreateProject(00_RenderFrameworkTest rf_test.cpp)
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CreateProject(00_RenderFrameworkTest rf_test.cpp AssetData.h)
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CreateProject(01_draw_triangle_in_NDC draw_triangle_in_NDC.cpp)
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CreateProject(02_draw_triangle_use_UBO draw_triangle_use_UBO.cpp)
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CreateProject(03_auto_instance auto_instance.cpp)
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@ -3,6 +3,7 @@
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#include<hgl/graph/VKRenderResource.h>
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#include<hgl/graph/mtl/Material2DCreateConfig.h>
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#include<hgl/graph/VKMaterialInstance.h>
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#include"AssetData.h"
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using namespace hgl;
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using namespace hgl::graph;
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@ -109,12 +109,12 @@ public:
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ComponentSet & GetComponents(){return component_set;}
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int GetComponents(List<Component *> &comp_list,SceneNode *);
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int GetComponents(ArrayList<Component *> &comp_list,SceneNode *);
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virtual void UpdateComponents(const double delta_time);
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virtual void JoinComponent(Component *c){if(!c)return;component_set.Add(c);}
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virtual void UnjonComponent(Component *c){if(!c)return;component_set.Delete(c);}
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virtual void AttachComponent(Component *c){if(!c)return;component_set.Add(c);}
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virtual void DetachComponent(Component *c){if(!c)return;component_set.Delete(c);}
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public: //事件
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@ -29,8 +29,8 @@ namespace hgl
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const int compare(const RenderNode &)const override;
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};
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using RenderNodeList=List<RenderNode>;
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using RenderNodePointerList=List<RenderNode *>;
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using RenderNodeList=ArrayList<RenderNode>;
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using RenderNodePointerList=ArrayList<RenderNode *>;
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using MaterialInstanceSets=SortedSet<MaterialInstance *>; ///<材质实例集合
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}//namespace graph
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@ -119,7 +119,7 @@ namespace hgl
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bool Contains (Component *comp) {return ComponentList.Contains(comp);} ///<是否包含指定组件
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bool HasComponent (const ComponentManager *); ///<是否有指定组件管理器的组件
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virtual int GetComponents (List<Component *> &comp_list,const ComponentManager *); ///<取得所有组件
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virtual int GetComponents (ArrayList<Component *> &comp_list,const ComponentManager *); ///<取得所有组件
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};//class SceneNode
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@ -37,7 +37,7 @@ namespace hgl
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DeviceBuffer *tile_buffer; ///<Tile暂存缓冲区
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List<Image2DRegion> commit_list;
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ArrayList<Image2DRegion> commit_list;
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uint8 *commit_ptr;
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bool CommitTile(TileObject *,const void *,const uint,const int,const int); ///<提交一个Tile数据
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@ -18,7 +18,7 @@ class DescriptorSet
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ObjectList<VkDescriptorBufferInfo> vab_list;
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ObjectList<VkDescriptorImageInfo> image_list;
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List<VkWriteDescriptorSet> wds_list;
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ArrayList<VkWriteDescriptorSet> wds_list;
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SortedSet<uint32_t> binded_sets;
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@ -34,7 +34,7 @@ struct GPUDeviceAttribute
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VkQueue present_queue =VK_NULL_HANDLE;
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VkSurfaceFormatKHR surface_format;
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List<VkPresentModeKHR> present_modes;
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ArrayList<VkPresentModeKHR> present_modes;
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VkSurfaceTransformFlagBitsKHR preTransform;
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VkCompositeAlphaFlagBitsKHR compositeAlpha =VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
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@ -101,8 +101,8 @@ VK_NAMESPACE_BEGIN
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};//class VulkanInstance
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void InitVulkanInstanceProperties();
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const List<VkLayerProperties> & GetInstanceLayerProperties();
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const List<VkExtensionProperties> & GetInstanceExtensionProperties();
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const ArrayList<VkLayerProperties> & GetInstanceLayerProperties();
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const ArrayList<VkExtensionProperties> & GetInstanceExtensionProperties();
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const bool CheckInstanceLayerSupport(const AnsiString &);
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const bool GetInstanceLayerVersion(const AnsiString &,uint32_t &spec,uint32_t &impl);
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const bool CheckInstanceExtensionSupport(const AnsiString &);
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@ -11,8 +11,10 @@ namespace hgl
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{
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class ActiveMemoryBlockManager;
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}
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VK_NAMESPACE_BEGIN
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using ShaderStageCreateInfoList=List<VkPipelineShaderStageCreateInfo>;
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using ShaderStageCreateInfoList=ArrayList<VkPipelineShaderStageCreateInfo>;
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/**
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* 材质类<br>
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@ -23,9 +23,9 @@ class GPUPhysicalDevice
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VkPhysicalDeviceVulkan14Properties properties14;
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VkPhysicalDeviceMemoryProperties memory_properties;
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List<VkLayerProperties> layer_properties;
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List<VkExtensionProperties> extension_properties;
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List<VkQueueFamilyProperties> queue_family_properties;
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ArrayList<VkLayerProperties> layer_properties;
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ArrayList<VkExtensionProperties> extension_properties;
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ArrayList<VkQueueFamilyProperties> queue_family_properties;
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private:
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@ -16,7 +16,7 @@ class RenderPass
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VkPipelineCache pipeline_cache;
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VkRenderPass render_pass;
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List<VkFormat> color_formats;
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ArrayList<VkFormat> color_formats;
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VkFormat depth_format;
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VkExtent2D granularity;
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@ -31,7 +31,7 @@ private:
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friend class RenderPassManager;
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RenderPass(VkDevice d,VkPipelineCache pc,VkRenderPass rp,const List<VkFormat> &cf,VkFormat df);
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RenderPass(VkDevice d,VkPipelineCache pc,VkRenderPass rp,const ArrayList<VkFormat> &cf,VkFormat df);
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public:
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@ -43,7 +43,7 @@ public:
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const VkPipelineCache GetPipelineCache()const{return pipeline_cache;}
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const uint GetColorCount()const{return color_formats.GetCount();}
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const List<VkFormat> & GetColorFormat()const{return color_formats;}
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const ArrayList<VkFormat> & GetColorFormat()const{return color_formats;}
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const VkFormat GetColorFormat(int index)const
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{
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if(index<0||index>=color_formats.GetCount())return VK_FORMAT_UNDEFINED;
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@ -38,7 +38,7 @@ namespace hgl
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virtual ~TileFont();
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bool Registry(TileUVFloatMap &,SortedSet<u32char> &chars_sets); ///<注册要使用的字符
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void Unregistry(const List<u32char> &); ///<注销要使用的字符
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void Unregistry(const ArrayList<u32char> &); ///<注销要使用的字符
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};//class TileFont
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}//namespace graph
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}//namespace hgl
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@ -11,7 +11,7 @@ class GraphModuleManager
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protected:
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List<GraphModule *> module_list;
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ArrayList<GraphModule *> module_list;
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Map<size_t,GraphModule *> module_map;
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public:
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@ -28,9 +28,9 @@ private:
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private:
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RenderPass * CreateRenderPass( const List<VkAttachmentDescription> &desc_list,
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const List<VkSubpassDescription> &subpass,
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const List<VkSubpassDependency> &dependency,
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RenderPass * CreateRenderPass( const ArrayList<VkAttachmentDescription> &desc_list,
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const ArrayList<VkSubpassDescription> &subpass,
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const ArrayList<VkSubpassDependency> &dependency,
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const RenderbufferInfo *);
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public:
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public: //FrameBuffer相关
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Framebuffer *CreateFBO(RenderPass *rp,ImageView **color_list,const uint image_count,ImageView *depth);
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// Framebuffer *CreateFBO(RenderPass *,List<ImageView *> &color,ImageView *depth);
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// Framebuffer *CreateFBO(RenderPass *,ArrayList<ImageView *> &color,ImageView *depth);
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Framebuffer *CreateFBO(RenderPass *,ImageView *color,ImageView *depth);
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Framebuffer *CreateFBO(RenderPass *,ImageView *);
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@ -91,11 +91,11 @@ public: //Create/Chagne
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void Clear(TextureCreateInfo *);
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bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const List<Image2DRegion> &,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const ArrayList<Image2DRegion> &,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2D(Texture2D *,const void *data,const VkDeviceSize size, const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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// bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const List<Image2DRegion> &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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// bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const ArrayList<Image2DRegion> &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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bool ChangeTexture2DArray(Texture2DArray *,const void *data,const VkDeviceSize size,const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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@ -274,7 +274,7 @@ struct ShaderVariable
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Interpolation interpolation; //插值方式
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};
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using SVList=List<ShaderVariable>;
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using SVList=ArrayList<ShaderVariable>;
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struct ShaderVariableArray:public Comparator<ShaderVariableArray>
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{
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@ -37,7 +37,7 @@ protected:
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AnsiString mi_codes;
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List<const char *> function_list;
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ArrayList<const char *> function_list;
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AnsiString main_function;
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AnsiString final_shader;
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@ -9,8 +9,8 @@
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namespace hgl{namespace graph
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{
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using UBODescriptorList=List<const UBODescriptor *>;
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using SamplerDescriptorList=List<const SamplerDescriptor *>;
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using UBODescriptorList=ArrayList<const UBODescriptor *>;
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using SamplerDescriptorList=ArrayList<const SamplerDescriptor *>;
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using ConstValueDescriptorList=ObjectList<ConstValueDescriptor>;
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using SubpassInputDescriptorList=ObjectList<SubpassInputDescriptor>;
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@ -11,7 +11,7 @@ inline void debug_out_vk_version(const uint32_t version)
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<<VK_VERSION_PATCH(version);
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}
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inline void debug_out(const char *front,const hgl::List<VkLayerProperties> &layer_properties)
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inline void debug_out(const char *front,const hgl::ArrayList<VkLayerProperties> &layer_properties)
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{
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const int property_count=layer_properties.GetCount();
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@ -32,7 +32,7 @@ inline void debug_out(const char *front,const hgl::List<VkLayerProperties> &laye
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}
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}
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inline void debug_out(const char *front,const hgl::List<VkExtensionProperties> &extension_properties)
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inline void debug_out(const char *front,const hgl::ArrayList<VkExtensionProperties> &extension_properties)
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{
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const int extension_count=extension_properties.GetCount();
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@ -160,7 +160,7 @@ bool TextureManager::CommitTexture2DMipmaps(Texture2D *tex,DeviceBuffer *buf,con
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return CopyBufferToImage2D(tex,buf,buffer_image_copy,miplevel,VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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}
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bool TextureManager::ChangeTexture2D(Texture2D *tex,DeviceBuffer *buf,const List<Image2DRegion> &ir_list,VkPipelineStageFlags destinationStage)
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bool TextureManager::ChangeTexture2D(Texture2D *tex,DeviceBuffer *buf,const ArrayList<Image2DRegion> &ir_list,VkPipelineStageFlags destinationStage)
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{
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if(!tex||!buf||ir_list.GetCount()<=0)
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return(false);
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@ -169,7 +169,7 @@ Texture2DArray *TextureManager::CreateTexture2DArray(const uint32_t w,const uint
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// return CopyBufferToImageArray(tex,buf,buffer_image_copy,miplevel,VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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//}
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//
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//bool GPUDevice::ChangeTexture2DArray(Texture2DArray *tex,DeviceBuffer *buf,const List<Image2DRegion> &ir_list,const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags destinationStage)
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//bool GPUDevice::ChangeTexture2DArray(Texture2DArray *tex,DeviceBuffer *buf,const ArrayList<Image2DRegion> &ir_list,const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags destinationStage)
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//{
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// if(!tex||!buf||ir_list.GetCount()<=0)
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// return(false);
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@ -148,7 +148,7 @@ bool TextureManager::CommitTextureCubeMipmaps(TextureCube *tex,DeviceBuffer *buf
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return CopyBufferToImageCube(tex,buf,buffer_image_copy,miplevel,VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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}
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//bool GPUDevice::ChangeTexture2D(Texture2D *tex,DeviceBuffer *buf,const List<Image2DRegion> &ir_list,VkPipelineStageFlags destinationStage)
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//bool GPUDevice::ChangeTexture2D(Texture2D *tex,DeviceBuffer *buf,const ArrayList<Image2DRegion> &ir_list,VkPipelineStageFlags destinationStage)
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//{
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// if(!tex||!buf||ir_list.GetCount()<=0)
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// return(false);
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@ -34,7 +34,7 @@ Framebuffer *RenderTargetManager::CreateFBO(RenderPass *rp,ImageView **color_lis
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if(color_count)
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{
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const List<VkFormat> &cf_list=rp->GetColorFormat();
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const ArrayList<VkFormat> &cf_list=rp->GetColorFormat();
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const VkFormat *cf=cf_list.GetData();
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ImageView **iv=color_list;
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@ -81,7 +81,7 @@ Framebuffer *RenderTargetManager::CreateFBO(RenderPass *rp,ImageView **color_lis
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return(new Framebuffer(GetVkDevice(),fbo,extent,rp,color_count,depth));
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}
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//
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//Framebuffer *RenderTargetManager::CreateFBO(RenderPass *rp,List<ImageView *> &color,ImageView *depth)
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//Framebuffer *RenderTargetManager::CreateFBO(RenderPass *rp,ArrayList<ImageView *> &color,ImageView *depth)
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//{
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// if(!rp)return(nullptr);
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//
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VK_NAMESPACE_BEGIN
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namespace
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{
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void debug_queue_family_properties_out(const char *front,const List<VkQueueFamilyProperties> &qfp_list)
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void debug_queue_family_properties_out(const char *front,const ArrayList<VkQueueFamilyProperties> &qfp_list)
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{
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constexpr const char *queue_bit_name[]=
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{
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@ -6,12 +6,12 @@ VK_NAMESPACE_BEGIN
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namespace
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{
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static List<VkLayerProperties> layer_properties;
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static List<VkExtensionProperties> extension_properties;
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static ArrayList<VkLayerProperties> layer_properties;
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static ArrayList<VkExtensionProperties> extension_properties;
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}//namespace
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const List<VkLayerProperties> &GetLayerProperties(){return layer_properties;}
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const List<VkExtensionProperties> &GetExtensionProperties(){return extension_properties;}
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const ArrayList<VkLayerProperties> &GetLayerProperties(){return layer_properties;}
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const ArrayList<VkExtensionProperties> &GetExtensionProperties(){return extension_properties;}
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void InitVulkanInstanceProperties()
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{
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#include<hgl/graph/VKMaterial.h>
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#include<hgl/graph/VKMaterialInstance.h>
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VK_NAMESPACE_BEGIN
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RenderPass::RenderPass(VkDevice d,VkPipelineCache pc,VkRenderPass rp,const List<VkFormat> &cf,VkFormat df)
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RenderPass::RenderPass(VkDevice d,VkPipelineCache pc,VkRenderPass rp,const ArrayList<VkFormat> &cf,VkFormat df)
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{
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device=d;
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pipeline_cache=pc;
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@ -18,7 +18,7 @@
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VK_NAMESPACE_BEGIN
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namespace
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{
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void CreateShaderStageList(List<VkPipelineShaderStageCreateInfo> &shader_stage_list,ShaderModuleMap *shader_maps)
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void CreateShaderStageList(ArrayList<VkPipelineShaderStageCreateInfo> &shader_stage_list,ShaderModuleMap *shader_maps)
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{
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const ShaderModule *sm;
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@ -31,7 +31,7 @@ namespace hgl::graph
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return component_manager_map.at(hash_code);
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}
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int ComponentManager::GetComponents(List<Component *> &comp_list,SceneNode *node)
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int ComponentManager::GetComponents(ArrayList<Component *> &comp_list,SceneNode *node)
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{
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if(!node)return(-1);
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@ -3,7 +3,7 @@
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#include<hgl/graph/VKPhysicalDevice.h>
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VK_NAMESPACE_BEGIN
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void CreateSubpassDependency(List<VkSubpassDependency> &subpass_dependency_list,const uint32_t count)
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void CreateSubpassDependency(ArrayList<VkSubpassDependency> &subpass_dependency_list,const uint32_t count)
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{
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if(count<=0)return;
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@ -73,7 +73,7 @@ inline void CreateColorAttachmentReference(VkAttachmentReference *ref_list, uint
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inline void CreateDepthAttachmentReference(VkAttachmentReference *depth_ref,uint index) {CreateAttachmentReference(depth_ref, index,1 ,VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);}
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inline void CreateInputAttachmentReference(VkAttachmentReference *ref_list, uint start,uint count) {CreateAttachmentReference(ref_list, start,count,VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);}
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bool CreateAttachmentDescription(List<VkAttachmentDescription> &desc_list,const RenderbufferInfo *rbi)
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bool CreateAttachmentDescription(ArrayList<VkAttachmentDescription> &desc_list,const RenderbufferInfo *rbi)
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{
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const uint image_count=rbi->GetColorCount();
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@ -117,7 +117,7 @@ bool CreateAttachmentDescription(List<VkAttachmentDescription> &desc_list,const
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return(true);
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}
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bool CreateColorAttachment( List<VkAttachmentReference> &ref_list,List<VkAttachmentDescription> &desc_list,const List<VkFormat> &color_format,const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
|
||||
bool CreateColorAttachment( ArrayList<VkAttachmentReference> &ref_list,ArrayList<VkAttachmentDescription> &desc_list,const ArrayList<VkFormat> &color_format,const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
|
||||
{
|
||||
//const VkFormat *cf=color_format_list.GetData();
|
||||
|
||||
@ -155,7 +155,7 @@ bool CreateColorAttachment( List<VkAttachmentReference> &ref_list,List<VkAttachm
|
||||
return(true);
|
||||
}
|
||||
|
||||
bool CreateDepthAttachment( List<VkAttachmentReference> &ref_list,List<VkAttachmentDescription> &desc_list,const VkFormat &depth_format,const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL)
|
||||
bool CreateDepthAttachment( ArrayList<VkAttachmentReference> &ref_list,ArrayList<VkAttachmentDescription> &desc_list,const VkFormat &depth_format,const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL)
|
||||
{
|
||||
//if(!attr->physical_device->IsDepthAttachmentOptimal(depth_format))
|
||||
// return(false);
|
||||
@ -263,9 +263,9 @@ namespace
|
||||
}
|
||||
}
|
||||
|
||||
RenderPass *RenderPassManager::CreateRenderPass(const List<VkAttachmentDescription> &desc_list,
|
||||
const List<VkSubpassDescription> &subpass,
|
||||
const List<VkSubpassDependency> &dependency,
|
||||
RenderPass *RenderPassManager::CreateRenderPass(const ArrayList<VkAttachmentDescription> &desc_list,
|
||||
const ArrayList<VkSubpassDescription> &subpass,
|
||||
const ArrayList<VkSubpassDependency> &dependency,
|
||||
const RenderbufferInfo *rbi)
|
||||
{
|
||||
const VkFormat depth_format=rbi->GetDepthFormat();
|
||||
@ -311,11 +311,11 @@ RenderPass *RenderPassManager::AcquireRenderPass(const RenderbufferInfo *rbi,con
|
||||
if(RenderPassList.Get(hash,rp))
|
||||
return rp;
|
||||
|
||||
List<VkAttachmentReference> color_ref_list;
|
||||
ArrayList<VkAttachmentReference> color_ref_list;
|
||||
VkAttachmentReference depth_ref;
|
||||
List<VkAttachmentDescription> atta_desc_list;
|
||||
List<VkSubpassDescription> subpass_desc_list;
|
||||
List<VkSubpassDependency> subpass_dependency_list;
|
||||
ArrayList<VkAttachmentDescription> atta_desc_list;
|
||||
ArrayList<VkSubpassDescription> subpass_desc_list;
|
||||
ArrayList<VkSubpassDependency> subpass_dependency_list;
|
||||
|
||||
color_ref_list.SetCount(rbi->GetColorCount());
|
||||
CreateColorAttachmentReference(color_ref_list.GetData(),0,rbi->GetColorCount());
|
||||
|
@ -89,7 +89,7 @@ namespace hgl
|
||||
LocalBoundingBox=local;
|
||||
}
|
||||
|
||||
int SceneNode::GetComponents(List<Component *> &comp_list,const ComponentManager *mgr)
|
||||
int SceneNode::GetComponents(ArrayList<Component *> &comp_list,const ComponentManager *mgr)
|
||||
{
|
||||
if(!mgr)return(-1);
|
||||
if(ComponentIsEmpty())return(0);
|
||||
|
@ -47,7 +47,7 @@ namespace material_file
|
||||
AccumMemoryManager::Block *block;
|
||||
};
|
||||
|
||||
using UBODataList=List<UBOData>;
|
||||
using UBODataList=ArrayList<UBOData>;
|
||||
|
||||
struct ShaderData
|
||||
{
|
||||
@ -56,7 +56,7 @@ namespace material_file
|
||||
const char * code;
|
||||
uint code_length;
|
||||
|
||||
List<SamplerData> sampler;
|
||||
ArrayList<SamplerData> sampler;
|
||||
|
||||
public:
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user