Split Pipeline in Render and Compute, examples part

This commit is contained in:
Corentin Wallez
2017-07-14 11:32:57 -04:00
committed by Corentin Wallez
parent b085eecb31
commit 66ff447216
12 changed files with 56 additions and 56 deletions

View File

@@ -62,7 +62,7 @@ namespace gl {
struct MaterialInfo {
nxt::Buffer uniformBuffer;
nxt::Pipeline pipeline;
nxt::RenderPipeline pipeline;
nxt::BindGroup bindGroup0;
std::map<uint32_t, std::string> slotSemantics;
};
@@ -257,7 +257,7 @@ namespace {
auto pipelineLayout = device.CreatePipelineLayoutBuilder()
.SetBindGroupLayout(0, bindGroupLayout)
.GetResult();
auto pipeline = device.CreatePipelineBuilder()
auto pipeline = device.CreateRenderPipelineBuilder()
.SetSubpass(renderpass, 0)
.SetLayout(pipelineLayout)
.SetStage(nxt::ShaderStage::Vertex, oVSModule, "main")
@@ -486,7 +486,7 @@ namespace {
reinterpret_cast<const uint32_t*>(&transforms));
cmd.BeginRenderPass(renderpass, framebuffer);
cmd.BeginRenderSubpass();
cmd.SetPipeline(material.pipeline);
cmd.SetRenderPipeline(material.pipeline);
cmd.TransitionBufferUsage(material.uniformBuffer, nxt::BufferUsageBit::Uniform);
cmd.SetBindGroup(0, material.bindGroup0);