Renderer: Working compute implementation
This commit is contained in:
committed by
Jérôme Leclercq
parent
4605eed0da
commit
fe8715f1fb
@@ -227,6 +227,7 @@ namespace Nz
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{
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case PipelineStage::TopOfPipe: return VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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case PipelineStage::ColorOutput: return VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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case PipelineStage::ComputeShader: return VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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case PipelineStage::DrawIndirect: return VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT;
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case PipelineStage::FragmentShader: return VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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case PipelineStage::FragmentTestsEarly: return VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
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@@ -444,6 +445,7 @@ namespace Nz
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case TextureLayout::ColorOutput: return VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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case TextureLayout::DepthStencilReadOnly: return VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
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case TextureLayout::DepthStencilReadWrite: return VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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case TextureLayout::General: return VK_IMAGE_LAYOUT_GENERAL;
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case TextureLayout::Present: return VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
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case TextureLayout::TransferSource: return VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
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case TextureLayout::TransferDestination: return VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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