Add Display-pipeline as member variables
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@@ -88,6 +88,9 @@ class RendererVK final : public Renderer {
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vk::RenderPass getRenderPass(vk::Format colorFormat, std::optional<vk::Format> depthFormat);
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vk::RenderPass getRenderPass(vk::Format colorFormat, std::optional<vk::Format> depthFormat);
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vk::RenderPass getRenderPass(PICA::ColorFmt colorFormat, std::optional<PICA::DepthFmt> depthFormat);
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vk::RenderPass getRenderPass(PICA::ColorFmt colorFormat, std::optional<PICA::DepthFmt> depthFormat);
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vk::UniquePipeline displayPipeline;
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vk::UniquePipelineLayout displayPipelineLayout;
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// Recreate the swapchain, possibly re-using the old one in the case of a resize
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// Recreate the swapchain, possibly re-using the old one in the case of a resize
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vk::Result recreateSwapchain(vk::SurfaceKHR surface, vk::Extent2D swapchainExtent);
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vk::Result recreateSwapchain(vk::SurfaceKHR surface, vk::Extent2D swapchainExtent);
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@@ -1102,7 +1102,7 @@ void RendererVK::initGraphicsContext(SDL_Window* window) {
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vk::RenderPass screenTextureRenderPass = getRenderPass(screenTextureInfo.format, {});
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vk::RenderPass screenTextureRenderPass = getRenderPass(screenTextureInfo.format, {});
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auto [pipeline, pipelineLayout] = createGraphicsPipeline(
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std::tie(displayPipeline, displayPipelineLayout) = createGraphicsPipeline(
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device.get(), {}, {}, displayVertexShaderModule.get(), displayFragmentShaderModule.get(), {}, {}, screenTextureRenderPass
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device.get(), {}, {}, displayVertexShaderModule.get(), displayFragmentShaderModule.get(), {}, {}, screenTextureRenderPass
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);
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);
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}
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}
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