Beispiel #1
0
void GrVkPrimaryCommandBuffer::beginRenderPass(const GrVkGpu* gpu,
                                               const GrVkRenderPass* renderPass,
                                               uint32_t clearCount,
                                               const VkClearValue* clearValues,
                                               const GrVkRenderTarget& target,
                                               const SkIRect& bounds,
                                               bool forSecondaryCB) {
    SkASSERT(fIsActive);
    SkASSERT(!fActiveRenderPass);
    SkASSERT(renderPass->isCompatible(target));

    VkRenderPassBeginInfo beginInfo;
    VkRect2D renderArea;
    renderArea.offset = { bounds.fLeft , bounds.fTop };
    renderArea.extent = { (uint32_t)bounds.width(), (uint32_t)bounds.height() };

    memset(&beginInfo, 0, sizeof(VkRenderPassBeginInfo));
    beginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
    beginInfo.pNext = nullptr;
    beginInfo.renderPass = renderPass->vkRenderPass();
    beginInfo.framebuffer = target.framebuffer()->framebuffer();
    beginInfo.renderArea = renderArea;
    beginInfo.clearValueCount = clearCount;
    beginInfo.pClearValues = clearValues;

    VkSubpassContents contents = forSecondaryCB ? VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS
                                                : VK_SUBPASS_CONTENTS_INLINE;

    GR_VK_CALL(gpu->vkInterface(), CmdBeginRenderPass(fCmdBuffer, &beginInfo, contents));
    fActiveRenderPass = renderPass;
    this->addResource(renderPass);
    target.addResources(*this);
}
void GrVkCommandBuffer::beginRenderPass(const GrVkGpu* gpu,
                                        const GrVkRenderPass* renderPass,
                                        const GrVkRenderTarget& target) {
    SkASSERT(fIsActive);
    SkASSERT(!fActiveRenderPass);
    VkRenderPassBeginInfo beginInfo;
    VkSubpassContents contents;
    renderPass->getBeginInfo(target, &beginInfo, &contents);
    GR_VK_CALL(gpu->vkInterface(), CmdBeginRenderPass(fCmdBuffer, &beginInfo, contents));
    fActiveRenderPass = renderPass;
    this->addResource(renderPass);
    target.addResources(*this);
}