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Split Pipeline in Render and Compute, examples part
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committed by
Corentin Wallez
parent
b085eecb31
commit
66ff447216
@@ -27,7 +27,7 @@ nxt::Texture texture;
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nxt::Sampler sampler;
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nxt::Queue queue;
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nxt::Pipeline pipeline;
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nxt::RenderPipeline pipeline;
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nxt::RenderPass renderpass;
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nxt::Framebuffer framebuffer;
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nxt::BindGroup bindGroup;
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@@ -118,7 +118,7 @@ void init() {
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.GetResult();
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utils::CreateDefaultRenderPass(device, &renderpass, &framebuffer);
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pipeline = device.CreatePipelineBuilder()
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pipeline = device.CreateRenderPipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetLayout(pl)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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@@ -145,7 +145,7 @@ void frame() {
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass, framebuffer)
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.BeginRenderSubpass()
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.SetPipeline(pipeline)
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.SetRenderPipeline(pipeline)
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.SetBindGroup(0, bindGroup)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.SetIndexBuffer(indexBuffer, 0, nxt::IndexFormat::Uint32)
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