Freambuffer deleted VKFramebufferCreateInfo data;
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@ -7,36 +7,31 @@ class Framebuffer
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{
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{
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VkDevice device;
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VkDevice device;
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VkFramebuffer frame_buffer;
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VkFramebuffer frame_buffer;
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VkFramebufferCreateInfo *fb_info;
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VkRenderPass render_pass;
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VkExtent2D extent;
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VkExtent2D extent;
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uint32_t attachment_count;
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uint32_t color_count;
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uint32_t color_count;
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bool has_depth;
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bool has_depth;
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ObjectList<Texture2D> color_texture;
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Texture2D *depth_texture;
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private:
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private:
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friend class Device;
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friend class Device;
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Framebuffer(VkDevice dev,VkFramebuffer fb,VkFramebufferCreateInfo *fb_create_info,bool depth);
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Framebuffer(VkDevice,VkFramebuffer,const VkExtent2D &,VkRenderPass,uint32_t color_count,bool depth);
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public:
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public:
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~Framebuffer();
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~Framebuffer();
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const VkFramebuffer GetFramebuffer ()const{return frame_buffer;}
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const VkFramebuffer GetFramebuffer ()const{return frame_buffer;}
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const VkRenderPass GetRenderPass ()const{return fb_info->renderPass;}
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const VkRenderPass GetRenderPass ()const{return render_pass;}
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const VkExtent2D & GetExtent ()const{return extent;}
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const VkExtent2D & GetExtent ()const{return extent;}
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const uint32_t GetAttachmentCount ()const{return fb_info->attachmentCount;} ///<获取渲染目标成分数量
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const uint32_t GetAttachmentCount ()const{return attachment_count;} ///<获取渲染目标成分数量
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const uint32_t GetColorCount ()const{return color_count;} ///<取得颜色成分数量
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const uint32_t GetColorCount ()const{return color_count;} ///<取得颜色成分数量
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const bool HasDepth ()const{return has_depth;} ///<是否包含深度成分
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const bool HasDepth ()const{return has_depth;} ///<是否包含深度成分
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Texture2D * GetColorTexture (const int index=0){return color_texture[index];}
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Texture2D * GetDepthTexture (){return depth_texture;}
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};//class Framebuffer
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};//class Framebuffer
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VK_NAMESPACE_END
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_FRAMEBUFFER_INCLUDE
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#endif//HGL_GRAPH_VULKAN_FRAMEBUFFER_INCLUDE
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@ -7,29 +7,24 @@
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VK_NAMESPACE_BEGIN
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VK_NAMESPACE_BEGIN
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Framebuffer::Framebuffer(VkDevice dev,VkFramebuffer fb,VkFramebufferCreateInfo *fb_create_info,bool depth)
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Framebuffer::Framebuffer(VkDevice dev,VkFramebuffer fb,const VkExtent2D &ext,VkRenderPass rp,uint32_t cc,bool depth)
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{
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{
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device=dev;
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device=dev;
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frame_buffer=fb;
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frame_buffer=fb;
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fb_info=fb_create_info;
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render_pass=rp;
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extent.width=fb_info->width;
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extent.height=fb_info->height;
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extent=ext;
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color_count=cc;
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has_depth=depth;
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has_depth=depth;
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if(has_depth)
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color_count=fb_info->attachmentCount-1;
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else
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color_count=fb_info->attachmentCount;
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depth_texture=nullptr;
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attachment_count=color_count;
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if(has_depth)
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++attachment_count;
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}
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}
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Framebuffer::~Framebuffer()
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Framebuffer::~Framebuffer()
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{
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{
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SAFE_CLEAR(depth_texture);
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color_texture.Clear();
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vkDestroyFramebuffer(device,frame_buffer,nullptr);
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vkDestroyFramebuffer(device,frame_buffer,nullptr);
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}
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}
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VK_NAMESPACE_END
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VK_NAMESPACE_END
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