update followed CreateFramebuffer&CreateRenderpass
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@ -25,6 +25,7 @@ SET(VK_DEVICE_SOURCE ${RD_INCLUDE_PATH}/VKDevice.h
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VKDeviceBuffer.cpp
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VKDeviceImage.cpp
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VKDeviceTexture.cpp
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VKDeviceFramebuffer.cpp
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VKDeviceSwapchain.cpp
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VKDeviceRenderPass.cpp
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VKDeviceRenderTarget.cpp)
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@ -15,8 +15,8 @@ RenderTarget *Device::CreateRenderTarget( const uint w,const uint h,
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const VkImageLayout depth_layout)
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{
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if(w<=0||h<=0)return(nullptr);
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if(IsDepthStencilFormat(color_format))return(nullptr);
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if(!IsDepthFormat(depth_format))return(nullptr);
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RenderPass *rp=CreateRenderPass(color_format,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(!CheckTextureFormatSupport(color_format))return(nullptr);
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if(!CheckTextureFormatSupport(depth_format))return(nullptr);
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@ -24,9 +24,7 @@ RenderTarget *Device::CreateRenderTarget( const uint w,const uint h,
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Texture2D *color_texture=CreateAttachmentTextureColor(color_format,w,h);
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Texture2D *depth_texture=CreateAttachmentTextureDepth(depth_format,w,h);
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RenderPass *rp=CreateRenderPass(color_format,depth_format,color_layout,depth_layout);
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Framebuffer *fb=CreateFramebuffer(GetDevice(),rp,color_texture->GetImageView(),depth_texture->GetImageView());
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Framebuffer *fb=CreateFramebuffer(rp,color_texture->GetImageView(),depth_texture->GetImageView());
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return(CreateRenderTarget(fb));
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}
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@ -83,7 +81,7 @@ RenderTarget *Device::CreateRenderTarget( const uint w,const uint h,
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// if(depth_count>0)CreateDepthAttachmentReference(&depth_ref,color_count);
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// if(color_count>0)CreateColorAttachmentReference(color_ref_list,0,color_count);
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//
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// CreateAttachment(desc_list,color_format_list,depth_format,VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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// CreateAttachmentDescription(desc_list,color_format_list,depth_format,VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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//
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// VkSubpassDescription sd;
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//
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@ -124,7 +124,7 @@ SwapchainRenderTarget::SwapchainRenderTarget(Device *dev,Swapchain *sc):RenderTa
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for(uint i=0;i<swap_chain_count;i++)
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{
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render_frame.Add(vulkan::CreateFramebuffer(device->GetDevice(),main_rp,(*sc_color)->GetImageView(),sc_depth->GetImageView()));
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render_frame.Add(device->CreateFramebuffer(main_rp,(*sc_color)->GetImageView(),sc_depth->GetImageView()));
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++sc_color;
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}
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