public DeferredSubpass(SecondaryCommandBufferPool mySecondaryCommandPool, String Name) { myDebugMarker = new DebugMarkerMarkerInfoExt() { MarkerName = Name }; this.mySecondaryCommandPool = mySecondaryCommandPool; }
public GeometryPass(GeometryBuffer myBuffer, RenderPass OffscreenRenderPass, SecondaryCommandBufferPool mySecondaryCommandPool, ShaderManager myShaderManager) : base(mySecondaryCommandPool, "GeometryPass") { this.myShaderManager = myShaderManager; myRenderpassBeginInfo = new RenderPassBeginInfo { ClearValueCount = 4, ClearValues = new ClearValue[] { new ClearValue { Color = new ClearColorValue(Color.AliceBlue) }, //TODO: Always remember to match these! new ClearValue { Color = new ClearColorValue(Color.AliceBlue) }, //TODO: Always remember to match these! new ClearValue { Color = new ClearColorValue(Color.AliceBlue) }, //TODO: Always remember to match these! new ClearValue { DepthStencil = new ClearDepthStencilValue() { Depth = 1.0f, Stencil = 0 } } }, RenderPass = OffscreenRenderPass, RenderArea = new Rect2D { Extent = new Extent2D { Width = VulkanRenderer.Surface.SurfaceCapabilities.CurrentExtent.Width, Height = VulkanRenderer.Surface.SurfaceCapabilities.CurrentExtent.Height }, Offset = new Offset2D { X = 0, Y = 0 } }, }; myBackbuffer = myBuffer; myRenderpassBeginInfo.Framebuffer = myBackbuffer; String[] ShaderNames = { "GBufferPassVertex", "GBufferPassFragment" }; Tuple <PipelineLayout, Pipeline> myPipelineDefault = myShaderManager.CreatePipeline(OffscreenRenderPass, ShaderNames, out ExpectedModelSet); myActivePipelines.Add("Default", myPipelineDefault); this.OffscreenRenderPass = OffscreenRenderPass; }
public TransparencyPass(SecondaryCommandBufferPool mySecondaryCommandPool, string Name) : base(mySecondaryCommandPool, Name) { }