Esempio n. 1
0
 public DeferredSubpass(SecondaryCommandBufferPool mySecondaryCommandPool, String Name)
 {
     myDebugMarker = new DebugMarkerMarkerInfoExt()
     {
         MarkerName = Name
     };
     this.mySecondaryCommandPool = mySecondaryCommandPool;
 }
Esempio n. 2
0
        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;
        }
Esempio n. 3
0
 public TransparencyPass(SecondaryCommandBufferPool mySecondaryCommandPool, string Name) : base(mySecondaryCommandPool, Name)
 {
 }