working on rtt

This commit is contained in:
2024-11-14 17:38:44 +01:00
parent ef50272a0c
commit 32b6053cfb
9 changed files with 50 additions and 19 deletions

View File

@@ -41,7 +41,7 @@ namespace mlx
p_set = RenderCore::Get().GetDescriptorPoolManager().GetAvailablePool().RequestDescriptorSet(p_fragment_shader->GetShaderLayout().set_layouts[0].second, ShaderType::Fragment);
}
void FinalPass::Pass([[maybe_unused]] Scene& scene, Renderer& renderer, Texture& render_target)
void FinalPass::Pass([[maybe_unused]] Scene& scene, Renderer& renderer, Texture& render_target, NonOwningPtr<class Texture> final_target)
{
MLX_PROFILE_FUNCTION();
if(m_pipeline.GetPipeline() == VK_NULL_HANDLE)
@@ -49,7 +49,10 @@ namespace mlx
GraphicPipelineDescriptor pipeline_descriptor;
pipeline_descriptor.vertex_shader = p_vertex_shader;
pipeline_descriptor.fragment_shader = p_fragment_shader;
pipeline_descriptor.renderer = &renderer;
if(final_target)
pipeline_descriptor.color_attachments = { final_target };
else
pipeline_descriptor.renderer = &renderer;
pipeline_descriptor.no_vertex_inputs = true;
#ifdef DEBUG
m_pipeline.Init(pipeline_descriptor, "mlx_final_pass");

View File

@@ -5,8 +5,10 @@
namespace mlx
{
void RenderPasses::Init()
void RenderPasses::Init(NonOwningPtr<class Texture> render_target)
{
p_render_target = render_target;
m_2Dpass.Init();
m_final.Init();
func::function<void(const EventBase&)> functor = [this](const EventBase& event)
@@ -21,7 +23,11 @@ namespace mlx
{
if(!m_main_render_texture.IsInit())
{
auto extent = kvfGetSwapchainImagesSize(renderer.GetSwapchain().Get());
VkExtent2D extent;
if(p_render_target)
extent = VkExtent2D{ .width = p_render_target->GetWidth(), .height = p_render_target->GetHeight() };
else
extent = kvfGetSwapchainImagesSize(renderer.GetSwapchain().Get());
#ifdef DEBUG
m_main_render_texture.Init({}, extent.width, extent.height, VK_FORMAT_R8G8B8A8_SRGB, false, "mlx_renderpasses_target");
#else
@@ -32,7 +38,7 @@ namespace mlx
m_main_render_texture.Clear(renderer.GetActiveCommandBuffer(), clear_color);
m_2Dpass.Pass(scene, renderer, m_main_render_texture);
m_final.Pass(scene, renderer, m_main_render_texture);
m_final.Pass(scene, renderer, m_main_render_texture, p_render_target);
}
void RenderPasses::Destroy()