VK_ATTACHMENT_STORE_OP_STORE);
GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_STORE);
- GrVkRenderPass::LoadStoreOps vkResolveOps(VK_ATTACHMENT_LOAD_OP_DONT_CARE,
- VK_ATTACHMENT_STORE_OP_STORE);
const GrVkRenderPass* renderPass;
const GrVkResourceProvider::CompatibleRPHandle& rpHandle =
rt->compatibleRenderPassHandle();
if (rpHandle.isValid()) {
renderPass = gpu->resourceProvider().findRenderPass(rpHandle,
vkColorOps,
- vkResolveOps,
vkStencilOps);
} else {
renderPass = gpu->resourceProvider().findRenderPass(*rt,
vkColorOps,
- vkResolveOps,
vkStencilOps);
}
get_vk_load_store_ops(stencilInfo, &vkLoadOp, &vkStoreOp);
GrVkRenderPass::LoadStoreOps vkStencilOps(vkLoadOp, vkStoreOp);
- GrVkRenderPass::LoadStoreOps vkResolveOps(VK_ATTACHMENT_LOAD_OP_LOAD,
- VK_ATTACHMENT_STORE_OP_STORE);
-
const GrVkResourceProvider::CompatibleRPHandle& rpHandle = target->compatibleRenderPassHandle();
if (rpHandle.isValid()) {
fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle,
vkColorOps,
- vkResolveOps,
vkStencilOps);
} else {
fRenderPass = fGpu->resourceProvider().findRenderPass(*target,
vkColorOps,
- vkResolveOps,
vkStencilOps);
}
VK_ATTACHMENT_STORE_OP_STORE);
GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_STORE);
- GrVkRenderPass::LoadStoreOps vkResolveOps(VK_ATTACHMENT_LOAD_OP_DONT_CARE,
- VK_ATTACHMENT_STORE_OP_STORE);
const GrVkRenderPass* oldRP = fRenderPass;
if (rpHandle.isValid()) {
fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle,
vkColorOps,
- vkResolveOps,
vkStencilOps);
} else {
fRenderPass = fGpu->resourceProvider().findRenderPass(*vkRT,
vkColorOps,
- vkResolveOps,
vkStencilOps);
}
VK_ATTACHMENT_STORE_OP_STORE);
GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE);
- GrVkRenderPass::LoadStoreOps vkResolveOps(VK_ATTACHMENT_LOAD_OP_LOAD,
- VK_ATTACHMENT_STORE_OP_STORE);
const GrVkRenderPass* oldRP = fRenderPass;
if (rpHandle.isValid()) {
fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle,
vkColorOps,
- vkResolveOps,
vkStencilOps);
} else {
fRenderPass = fGpu->resourceProvider().findRenderPass(*vkRT,
vkColorOps,
- vkResolveOps,
vkStencilOps);
}
const GrVkRenderPass* GrVkResourceProvider::findRenderPass(
const GrVkRenderTarget& target,
const GrVkRenderPass::LoadStoreOps& colorOps,
- const GrVkRenderPass::LoadStoreOps& resolveOps,
const GrVkRenderPass::LoadStoreOps& stencilOps,
CompatibleRPHandle* compatibleHandle) {
GrVkResourceProvider::CompatibleRPHandle tempRPHandle;
// This will get us the handle to (and possible create) the compatible set for the specific
// GrVkRenderPass we are looking for.
this->findCompatibleRenderPass(target, compatibleHandle);
- return this->findRenderPass(*pRPHandle, colorOps, resolveOps, stencilOps);
+ return this->findRenderPass(*pRPHandle, colorOps, stencilOps);
}
const GrVkRenderPass*
GrVkResourceProvider::findRenderPass(const CompatibleRPHandle& compatibleHandle,
const GrVkRenderPass::LoadStoreOps& colorOps,
- const GrVkRenderPass::LoadStoreOps& resolveOps,
const GrVkRenderPass::LoadStoreOps& stencilOps) {
SkASSERT(compatibleHandle.isValid() && compatibleHandle.toIndex() < fRenderPassArray.count());
CompatibleRenderPassSet& compatibleSet = fRenderPassArray[compatibleHandle.toIndex()];
// return a GrVkRenderPasses without the need inspecting a GrVkRenderTarget.
const GrVkRenderPass* findRenderPass(const GrVkRenderTarget& target,
const GrVkRenderPass::LoadStoreOps& colorOps,
- const GrVkRenderPass::LoadStoreOps& resolveOps,
const GrVkRenderPass::LoadStoreOps& stencilOps,
CompatibleRPHandle* compatibleHandle = nullptr);
// findCompatibleRenderPass.
const GrVkRenderPass* findRenderPass(const CompatibleRPHandle& compatibleHandle,
const GrVkRenderPass::LoadStoreOps& colorOps,
- const GrVkRenderPass::LoadStoreOps& resolveOps,
const GrVkRenderPass::LoadStoreOps& stencilOps);
GrVkPrimaryCommandBuffer* findOrCreatePrimaryCommandBuffer();