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replace AdvanceSubpass with Begin/EndRenderSubpass
and replace subpassActive with VALIDATION_ASPECT_RENDER_SUBPASS
This commit is contained in:
committed by
Corentin Wallez
parent
fffe6dfa16
commit
fa37f2239c
@@ -187,17 +187,20 @@ void frame() {
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.BeginRenderPass(renderpass, framebuffer)
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// renderTarget is not transitioned here because it's implicit in
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// BeginRenderPass or AdvanceSubpass.
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.SetPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.DrawArrays(3, 1, 0, 0)
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.AdvanceSubpass()
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.BeginRenderSubpass()
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.SetPipeline(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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// renderTarget must be transitioned here because it's Sampled, not
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// ColorAttachment or InputAttachment.
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.TransitionTextureUsage(renderTarget, nxt::TextureUsageBit::Sampled)
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.SetPipeline(pipelinePost)
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.SetBindGroup(0, bindGroup)
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.SetVertexBuffers(0, 1, &vertexBufferQuad, vertexBufferOffsets)
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.DrawArrays(6, 1, 0, 0)
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.BeginRenderSubpass()
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.SetPipeline(pipelinePost)
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.SetBindGroup(0, bindGroup)
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.SetVertexBuffers(0, 1, &vertexBufferQuad, vertexBufferOffsets)
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.DrawArrays(6, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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