Improve the builder syntax so that fewer temp variables are required to build vulkan objects
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parent
386cb5bfb2
commit
ed134c9b19
19 changed files with 988 additions and 840 deletions
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@ -544,17 +544,17 @@ void VkRenderState::BeginRenderPass(VulkanCommandBuffer *cmdbuffer)
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{
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auto buffers = fb->GetBuffers();
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FramebufferBuilder builder;
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builder.setRenderPass(mPassSetup->GetRenderPass(0));
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builder.setSize(mRenderTarget.Width, mRenderTarget.Height);
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builder.addAttachment(mRenderTarget.Image->View.get());
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builder.RenderPass(mPassSetup->GetRenderPass(0));
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builder.Size(mRenderTarget.Width, mRenderTarget.Height);
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builder.AddAttachment(mRenderTarget.Image->View.get());
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if (key.DrawBuffers > 1)
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builder.addAttachment(buffers->SceneFog.View.get());
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builder.AddAttachment(buffers->SceneFog.View.get());
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if (key.DrawBuffers > 2)
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builder.addAttachment(buffers->SceneNormal.View.get());
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builder.AddAttachment(buffers->SceneNormal.View.get());
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if (key.DepthStencil)
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builder.addAttachment(mRenderTarget.DepthStencil);
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framebuffer = builder.create(fb->device);
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framebuffer->SetDebugName("VkRenderPassSetup.Framebuffer");
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builder.AddAttachment(mRenderTarget.DepthStencil);
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builder.DebugName("VkRenderPassSetup.Framebuffer");
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framebuffer = builder.Create(fb->device);
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}
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// Only clear depth+stencil if the render target actually has that
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