Fix ImGui overlay and add extension dependencies for dynamicrendering example
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4 changed files with 23 additions and 4 deletions
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@ -217,7 +217,7 @@ namespace vks
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}
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/** Prepare a separate pipeline for the UI overlay rendering decoupled from the main application */
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void UIOverlay::preparePipeline(const VkPipelineCache pipelineCache, const VkRenderPass renderPass)
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void UIOverlay::preparePipeline(const VkPipelineCache pipelineCache, const VkRenderPass renderPass, const VkFormat colorFormat, const VkFormat depthFormat)
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{
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// Pipeline layout
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// Push constants for UI rendering parameters
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@ -276,6 +276,19 @@ namespace vks
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pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaders.size());
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pipelineCreateInfo.pStages = shaders.data();
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pipelineCreateInfo.subpass = subpass;
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#if defined(VK_KHR_dynamic_rendering)
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// SRS - if we are using dynamic rendering (i.e. renderPass null), must define color, depth and stencil attachments at pipeline create time
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VkPipelineRenderingCreateInfo pipelineRenderingCreateInfo = {};
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if (renderPass == VK_NULL_HANDLE) {
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pipelineRenderingCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO;
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pipelineRenderingCreateInfo.colorAttachmentCount = 1;
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pipelineRenderingCreateInfo.pColorAttachmentFormats = &colorFormat;
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pipelineRenderingCreateInfo.depthAttachmentFormat = depthFormat;
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pipelineRenderingCreateInfo.stencilAttachmentFormat = depthFormat;
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pipelineCreateInfo.pNext = &pipelineRenderingCreateInfo;
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}
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#endif
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// Vertex bindings an attributes based on ImGui vertex definition
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std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
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