- store the vulkan framebuffer with the image (this ensures the framebuffer object is destroyed along with the image)
This commit is contained in:
parent
ea8af08bcf
commit
a093f686a7
11 changed files with 27 additions and 13 deletions
|
|
@ -72,8 +72,10 @@ void VkHardwareTexture::Reset()
|
|||
auto &deleteList = fb->FrameDeleteList;
|
||||
if (mImage.Image) deleteList.Images.push_back(std::move(mImage.Image));
|
||||
if (mImage.View) deleteList.ImageViews.push_back(std::move(mImage.View));
|
||||
for (auto &it : mImage.RSFramebuffers) deleteList.Framebuffers.push_back(std::move(it.second));
|
||||
if (mDepthStencil.Image) deleteList.Images.push_back(std::move(mDepthStencil.Image));
|
||||
if (mDepthStencil.View) deleteList.ImageViews.push_back(std::move(mDepthStencil.View));
|
||||
for (auto &it : mDepthStencil.RSFramebuffers) deleteList.Framebuffers.push_back(std::move(it.second));
|
||||
mImage.reset();
|
||||
mDepthStencil.reset();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,6 +3,7 @@
|
|||
|
||||
#include "vulkan/system/vk_objects.h"
|
||||
#include "vulkan/system/vk_builders.h"
|
||||
#include "vulkan/renderer/vk_renderpass.h"
|
||||
|
||||
class VkTextureImage
|
||||
{
|
||||
|
|
@ -23,6 +24,8 @@ public:
|
|||
std::unique_ptr<VulkanImageView> DepthOnlyView;
|
||||
VkImageLayout Layout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
VkImageAspectFlags AspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
std::unique_ptr<VulkanFramebuffer> PPFramebuffer;
|
||||
std::map<VkRenderPassKey, std::unique_ptr<VulkanFramebuffer>> RSFramebuffers;
|
||||
};
|
||||
|
||||
class VkImageTransition
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue