diff options
| author | Yong He <yonghe@outlook.com> | 2021-04-24 00:17:43 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-04-24 00:17:43 -0700 |
| commit | 9a5672d7b8a155117a2c3f8375e3b8a5b43d91b7 (patch) | |
| tree | 9be3ea214ea735e41e8fdaef9824e84212a30cbb /examples/example-base/example-base.cpp | |
| parent | 697017e6fae8c252638abc298ec1556de2e41314 (diff) | |
Remove resource `Usage` from `gfx` interface. (#1813)
* Fix `model-viewer` crash when using Vulkan.
Fixing an issue in shader object layout creation for to make sure a correct descriptor set layout is calculated for types that need an implicit constant buffer.
* Fix formatting.
* Fixes.
* Fix memory leak in vulkan.
* Remove resource `Usage` from `gfx` interface.
Diffstat (limited to 'examples/example-base/example-base.cpp')
| -rw-r--r-- | examples/example-base/example-base.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/examples/example-base/example-base.cpp b/examples/example-base/example-base.cpp index 09891e555..a75ddf247 100644 --- a/examples/example-base/example-base.cpp +++ b/examples/example-base/example-base.cpp @@ -105,16 +105,16 @@ void WindowedAppBase::createSwapchainFramebuffers() for (uint32_t i = 0; i < kSwapchainImageCount; i++) { gfx::ITextureResource::Desc depthBufferDesc; - depthBufferDesc.setDefaults(gfx::IResource::Usage::DepthWrite); - depthBufferDesc.init2D( - gfx::IResource::Type::Texture2D, - gfx::Format::D_Float32, - gSwapchain->getDesc().width, - gSwapchain->getDesc().height, - 0); - - ComPtr<gfx::ITextureResource> depthBufferResource = gDevice->createTextureResource( - gfx::IResource::Usage::DepthWrite, depthBufferDesc, nullptr); + depthBufferDesc.type = IResource::Type::Texture2D; + depthBufferDesc.size.width = gSwapchain->getDesc().width; + depthBufferDesc.size.height = gSwapchain->getDesc().height; + depthBufferDesc.size.depth = 1; + depthBufferDesc.format = gfx::Format::D_Float32; + depthBufferDesc.defaultState = ResourceState::DepthWrite; + depthBufferDesc.allowedStates = ResourceStateSet(ResourceState::DepthWrite); + + ComPtr<gfx::ITextureResource> depthBufferResource = + gDevice->createTextureResource(depthBufferDesc, nullptr); ComPtr<gfx::ITextureResource> colorBuffer; gSwapchain->getImage(i, colorBuffer.writeRef()); |
