deleted not needed params at GPUDevice::CommitTexture2D that they are width and height.
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a28d857b96
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@ -156,7 +156,7 @@ public: //Image
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private: //texture
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bool CommitTexture2D (Texture2D *,GPUBuffer *buf,uint32_t width,uint32_t height,VkPipelineStageFlags stage);
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bool CommitTexture2D (Texture2D *,GPUBuffer *buf,VkPipelineStageFlags stage);
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bool CommitTexture2DMipmaps (Texture2D *,GPUBuffer *buf,uint32_t width,uint32_t height,uint32_t);
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bool CommitTexture2D (Texture2D *,GPUBuffer *buf,const VkBufferImageCopy *,const int count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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@ -1,4 +1,4 @@
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#include<hgl/graph/VKDevice.h>
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#include<hgl/graph/VKDevice.h>
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#include<hgl/graph/VKImageCreateInfo.h>
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#include<hgl/graph/VKCommandBuffer.h>
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#include"BufferImageCopy2D.h"
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@ -61,19 +61,19 @@ Texture2D *GPUDevice::CreateTexture2D(TextureCreateInfo *tci)
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texture_cmd_buf->Begin();
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if(tci->target_mipmaps==tci->origin_mipmaps)
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{
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if(tci->target_mipmaps<=1) //本身不含mipmaps,但也不要mipmaps
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if(tci->target_mipmaps<=1) //本身不含mipmaps,但也不要mipmaps
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{
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CommitTexture2D(tex,tci->buffer,tci->extent.width,tci->extent.height,VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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CommitTexture2D(tex,tci->buffer,VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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}
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else //本身有mipmaps数据
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else //本身有mipmaps数据
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{
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CommitTexture2DMipmaps(tex,tci->buffer,tci->extent.width,tci->extent.height,tci->mipmap_zero_total_bytes);
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}
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}
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else
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if(tci->origin_mipmaps<=1) //本身不含mipmaps数据,又想要mipmaps
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if(tci->origin_mipmaps<=1) //本身不含mipmaps数据,又想要mipmaps
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{
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CommitTexture2D(tex,tci->buffer,tci->extent.width,tci->extent.height,VK_PIPELINE_STAGE_TRANSFER_BIT);
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CommitTexture2D(tex,tci->buffer,VK_PIPELINE_STAGE_TRANSFER_BIT);
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GenerateMipmaps2D(texture_cmd_buf,tex->GetImage(),tex->GetAspect(),tci->extent,tex_data->miplevel);
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}
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texture_cmd_buf->End();
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@ -110,7 +110,7 @@ bool GPUDevice::CommitTexture2D(Texture2D *tex,GPUBuffer *buf,const VkBufferImag
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count,
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buffer_image_copy);
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if(destinationStage==VK_PIPELINE_STAGE_TRANSFER_BIT) //接下来还有,一般是给自动生成mipmaps
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if(destinationStage==VK_PIPELINE_STAGE_TRANSFER_BIT) //接下来还有,一般是给自动生成mipmaps
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{
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texture_cmd_buf->ImageMemoryBarrier(tex->GetImage(),
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VK_PIPELINE_STAGE_TRANSFER_BIT,
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@ -121,7 +121,7 @@ bool GPUDevice::CommitTexture2D(Texture2D *tex,GPUBuffer *buf,const VkBufferImag
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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subresourceRange);
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}
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else// if(destinationStage==VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT) //接下来就给fragment shader用了,证明是最后一步
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else// if(destinationStage==VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT) //接下来就给fragment shader用了,证明是最后一步
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{
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texture_cmd_buf->ImageMemoryBarrier(tex->GetImage(),
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VK_PIPELINE_STAGE_TRANSFER_BIT,
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@ -136,7 +136,7 @@ bool GPUDevice::CommitTexture2D(Texture2D *tex,GPUBuffer *buf,const VkBufferImag
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return(true);
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}
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bool GPUDevice::CommitTexture2D(Texture2D *tex,GPUBuffer *buf,uint32_t width,uint32_t height,VkPipelineStageFlags destinationStage)
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bool GPUDevice::CommitTexture2D(Texture2D *tex,GPUBuffer *buf,VkPipelineStageFlags destinationStage)
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{
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if(!tex||!buf)return(false);
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