return it->second.get();
}
-std::shared_ptr<RENDER_PASS_STATE> const GetRenderPassStateSharedPtr(layer_data const *dev_data, VkRenderPass renderpass) {
+std::shared_ptr<RENDER_PASS_STATE> GetRenderPassStateSharedPtr(layer_data const *dev_data, VkRenderPass renderpass) {
auto it = dev_data->renderPassMap.find(renderpass);
if (it == dev_data->renderPassMap.end()) {
return nullptr;
std::vector<int32_t> subpass_to_dep_index(pCreateInfo->subpassCount);
skip |= CreatePassDAG(dev_data, pCreateInfo, subpass_to_node, has_self_dependency, subpass_to_dep_index);
- auto render_pass = unique_ptr<RENDER_PASS_STATE>(new RENDER_PASS_STATE(pCreateInfo));
+ auto render_pass = std::make_shared<RENDER_PASS_STATE>(pCreateInfo);
render_pass->renderPass = *pRenderPass;
render_pass->hasSelfDependency = has_self_dependency;
render_pass->subpassToNode = subpass_to_node;
public:
VkFramebuffer framebuffer;
safe_VkFramebufferCreateInfo createInfo;
- std::shared_ptr<RENDER_PASS_STATE> const rp_state;
+ std::shared_ptr<RENDER_PASS_STATE> rp_state;
std::vector<MT_FB_ATTACHMENT_INFO> attachments;
- FRAMEBUFFER_STATE(VkFramebuffer fb, const VkFramebufferCreateInfo *pCreateInfo,
- std::shared_ptr<RENDER_PASS_STATE> const rpstate)
+ FRAMEBUFFER_STATE(VkFramebuffer fb, const VkFramebufferCreateInfo *pCreateInfo, std::shared_ptr<RENDER_PASS_STATE> &&rpstate)
: framebuffer(fb), createInfo(pCreateInfo), rp_state(rpstate){};
};
SWAPCHAIN_NODE *GetSwapchainNode(const layer_data *, VkSwapchainKHR);
GLOBAL_CB_NODE *GetCBNode(layer_data const *my_data, const VkCommandBuffer cb);
RENDER_PASS_STATE *GetRenderPassState(layer_data const *dev_data, VkRenderPass renderpass);
-std::shared_ptr<RENDER_PASS_STATE> const GetRenderPassStateSharedPtr(layer_data const *dev_data, VkRenderPass renderpass);
+std::shared_ptr<RENDER_PASS_STATE> GetRenderPassStateSharedPtr(layer_data const *dev_data, VkRenderPass renderpass);
FRAMEBUFFER_STATE *GetFramebufferState(const layer_data *my_data, VkFramebuffer framebuffer);
COMMAND_POOL_NODE *GetCommandPoolNode(layer_data *dev_data, VkCommandPool pool);
shader_module const *GetShaderModuleState(layer_data const *dev_data, VkShaderModule module);