Fixed render to swapchain errors

This commit is contained in:
Brandon Mak 2023-03-04 01:01:26 +08:00
parent ce41e975d0
commit 17bb7a08eb
4 changed files with 5 additions and 5 deletions

View File

@ -3,7 +3,7 @@
#extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require #extension GL_EXT_nonuniform_qualifier : require
layout (input_attachment_index = 0, set = 3, binding = 0) uniform subpassInput sceneTexture; layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput sceneTexture;
layout(location = 0) out vec4 fragColor; layout(location = 0) out vec4 fragColor;

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@ -512,9 +512,9 @@ namespace SHADE
uint32_t h = static_cast<uint32_t>(resource->GetHeight()); uint32_t h = static_cast<uint32_t>(resource->GetHeight());
cmdBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h); cmdBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
//static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0; static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0;
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING); //auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
newSubpass->BindInputDescriptorSets (cmdBuffer, mappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE), frameIndex); newSubpass->BindInputDescriptorSets (cmdBuffer, INPUT_IMAGE_SET_INDEX, frameIndex);
// draw a quad. // draw a quad.
cmdBuffer->DrawArrays(4, 1, 0, 0); cmdBuffer->DrawArrays(4, 1, 0, 0);

View File

@ -21,7 +21,7 @@ namespace SHADE
void SHRenderToSwapchainImageSystem::ConstructPipelines(Handle<SHVkLogicalDevice> logicalDevice) noexcept void SHRenderToSwapchainImageSystem::ConstructPipelines(Handle<SHVkLogicalDevice> logicalDevice) noexcept
{ {
auto pipelineLayout = logicalDevice->CreatePipelineLayout(SHPipelineLayoutParams pipelineLayout = logicalDevice->CreatePipelineLayout(SHPipelineLayoutParams
{ {
.shaderModules = {shaderModules.first, shaderModules.second}, .shaderModules = {shaderModules.first, shaderModules.second},
.predefinedDescSetLayouts = {} .predefinedDescSetLayouts = {}