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Split Pipeline in Render and Compute, examples part
This commit is contained in:
committed by
Corentin Wallez
parent
b085eecb31
commit
66ff447216
@@ -23,7 +23,7 @@ nxt::Device device;
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nxt::Buffer vertexBuffer;
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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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@@ -65,7 +65,7 @@ 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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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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@@ -78,7 +78,7 @@ 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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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.DrawArrays(3, 1, 0, 0)
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.EndRenderSubpass()
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