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@ -1046,7 +1046,7 @@ void BlitImageHelper::ConvertDepthToColorPipeline(vk::Pipeline& pipeline, VkRend |
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if (pipeline) { |
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if (pipeline) { |
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return; |
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return; |
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} |
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} |
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VkShaderModule frag_shader = *convert_float_to_depth_frag; |
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VkShaderModule frag_shader = *convert_depth_to_float_frag; |
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const std::array stages = MakeStages(*full_screen_vert, frag_shader); |
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const std::array stages = MakeStages(*full_screen_vert, frag_shader); |
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const VkPipelineInputAssemblyStateCreateInfo input_assembly_ci = GetPipelineInputAssemblyStateCreateInfo(device); |
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const VkPipelineInputAssemblyStateCreateInfo input_assembly_ci = GetPipelineInputAssemblyStateCreateInfo(device); |
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pipeline = device.GetLogical().CreateGraphicsPipeline({ |
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pipeline = device.GetLogical().CreateGraphicsPipeline({ |
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@ -1061,8 +1061,8 @@ void BlitImageHelper::ConvertDepthToColorPipeline(vk::Pipeline& pipeline, VkRend |
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.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO, |
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.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO, |
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.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO, |
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.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO, |
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.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO, |
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.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO, |
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.pDepthStencilState = &PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO, |
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.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_EMPTY_CREATE_INFO, |
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.pDepthStencilState = &nullptr, |
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.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_GENERIC_CREATE_INFO, |
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.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO, |
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.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO, |
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.layout = *one_texture_pipeline_layout, |
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.layout = *one_texture_pipeline_layout, |
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.renderPass = renderpass, |
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.renderPass = renderpass, |
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@ -1076,7 +1076,7 @@ void BlitImageHelper::ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRend |
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if (pipeline) { |
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if (pipeline) { |
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return; |
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return; |
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} |
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} |
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VkShaderModule frag_shader = *convert_depth_to_float_frag; |
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VkShaderModule frag_shader = *convert_float_to_depth_frag; |
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const std::array stages = MakeStages(*full_screen_vert, frag_shader); |
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const std::array stages = MakeStages(*full_screen_vert, frag_shader); |
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const VkPipelineInputAssemblyStateCreateInfo input_assembly_ci = GetPipelineInputAssemblyStateCreateInfo(device); |
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const VkPipelineInputAssemblyStateCreateInfo input_assembly_ci = GetPipelineInputAssemblyStateCreateInfo(device); |
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pipeline = device.GetLogical().CreateGraphicsPipeline({ |
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pipeline = device.GetLogical().CreateGraphicsPipeline({ |
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@ -1092,7 +1092,7 @@ void BlitImageHelper::ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRend |
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.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO, |
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.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO, |
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.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO, |
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.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO, |
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.pDepthStencilState = &PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO, |
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.pDepthStencilState = &PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO, |
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.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_GENERIC_CREATE_INFO, |
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.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_EMPTY_CREATE_INFO, |
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.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO, |
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.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO, |
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.layout = *one_texture_pipeline_layout, |
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.layout = *one_texture_pipeline_layout, |
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.renderPass = renderpass, |
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.renderPass = renderpass, |
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