Add Offscreen Framebuffer support
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@@ -25,10 +25,11 @@ private:
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VkPrimitiveTopology topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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VkCullModeFlags cullMode = VK_CULL_MODE_BACK_BIT;
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VkFrontFace frontFace = VK_FRONT_FACE_CLOCKWISE;
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VkRenderPass renderPass = VK_NULL_HANDLE;
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public:
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PipelineCreator(const std::string& vertexShader, const std::string& fragmentShader)
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: vertexShader{vertexShader}, fragmentShader{fragmentShader}
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PipelineCreator(VkRenderPass renderPass, const std::string& vertexShader, const std::string& fragmentShader)
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: vertexShader{vertexShader}, fragmentShader{fragmentShader}, renderPass{renderPass}
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{}
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void SetVertexDescriptor(const VertexDescriptor& descriptor)
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@@ -38,7 +39,7 @@ public:
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void AddDescriptorSetLayoutBinding(uint32_t set, uint32_t binding, VkDescriptorType type, uint32_t count, VkShaderStageFlags stageFlags)
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{
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CP_ASSERT(set <= descriptorSetLayouts.size(), "Cannot add descriptor set with set number greater than the current set count");
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CP_ASSERT(set <= descriptorSetLayouts.size(), "AddDescriptorSetLayoutBinding : Cannot add descriptor set with set number greater than the current set count");
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descriptorSetLayouts[set].emplace_back(DescriptorSetBinding{binding, type, count, stageFlags});
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}
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