Vulkan: Use render-pass based clears where possible

This commit is contained in:
Stenzek
2016-09-11 16:37:41 +10:00
parent c290398320
commit f6cdc38c8b
5 changed files with 191 additions and 80 deletions

View File

@ -30,7 +30,8 @@ public:
bool Initialize();
VkRenderPass GetEFBRenderPass() const { return m_efb_render_pass; }
VkRenderPass GetEFBLoadRenderPass() const { return m_efb_load_render_pass; }
VkRenderPass GetEFBClearRenderPass() const { return m_efb_clear_render_pass; }
u32 GetEFBWidth() const { return m_efb_width; }
u32 GetEFBHeight() const { return m_efb_height; }
u32 GetEFBLayers() const { return m_efb_layers; }
@ -118,7 +119,8 @@ private:
void DrawPokeVertices(StateTracker* state_tracker, const EFBPokeVertex* vertices,
size_t vertex_count, bool write_color, bool write_depth);
VkRenderPass m_efb_render_pass = VK_NULL_HANDLE;
VkRenderPass m_efb_load_render_pass = VK_NULL_HANDLE;
VkRenderPass m_efb_clear_render_pass = VK_NULL_HANDLE;
VkRenderPass m_depth_resolve_render_pass = VK_NULL_HANDLE;
u32 m_efb_width = 0;