replace AdvanceSubpass with Begin/EndRenderSubpass

and replace subpassActive with VALIDATION_ASPECT_RENDER_SUBPASS
This commit is contained in:
Kai Ninomiya
2017-06-29 23:53:08 -07:00
committed by Corentin Wallez
parent fffe6dfa16
commit fa37f2239c
20 changed files with 145 additions and 86 deletions

View File

@@ -187,17 +187,20 @@ void frame() {
.BeginRenderPass(renderpass, framebuffer)
// renderTarget is not transitioned here because it's implicit in
// BeginRenderPass or AdvanceSubpass.
.SetPipeline(pipeline)
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
.DrawArrays(3, 1, 0, 0)
.AdvanceSubpass()
.BeginRenderSubpass()
.SetPipeline(pipeline)
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
.DrawArrays(3, 1, 0, 0)
.EndRenderSubpass()
// renderTarget must be transitioned here because it's Sampled, not
// ColorAttachment or InputAttachment.
.TransitionTextureUsage(renderTarget, nxt::TextureUsageBit::Sampled)
.SetPipeline(pipelinePost)
.SetBindGroup(0, bindGroup)
.SetVertexBuffers(0, 1, &vertexBufferQuad, vertexBufferOffsets)
.DrawArrays(6, 1, 0, 0)
.BeginRenderSubpass()
.SetPipeline(pipelinePost)
.SetBindGroup(0, bindGroup)
.SetVertexBuffers(0, 1, &vertexBufferQuad, vertexBufferOffsets)
.DrawArrays(6, 1, 0, 0)
.EndRenderSubpass()
.EndRenderPass()
.GetResult();