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Update usage of CreateRenderPassOptimal function
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EdoardoLuciani committed Apr 16, 2023
1 parent 8aa095e commit 29ac2f8
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion src/VK/Renderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -91,7 +91,7 @@ void Renderer::OnCreate(Device *pDevice, SwapChain *pSwapChain, float FontSize,
{
VkAttachmentDescription depthAttachments;
AttachClearBeforeUse(VK_FORMAT_D32_SFLOAT, VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, &depthAttachments);
m_Render_pass_shadow = CreateRenderPassOptimal(m_pDevice->GetDevice(), 0, NULL, &depthAttachments);
m_Render_pass_shadow = CreateRenderPassOptimal(m_pDevice->GetDevice(), 0, NULL, &depthAttachments, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
}

m_SkyDome.OnCreate(pDevice, m_RenderPassJustDepthAndHdr.GetRenderPass(), &m_UploadHeap, VK_FORMAT_R16G16B16A16_SFLOAT, &m_ResourceViewHeaps, &m_ConstantBufferRing, &m_VidMemBufferPool, "..\\media\\cauldron-media\\envmaps\\papermill\\diffuse.dds", "..\\media\\cauldron-media\\envmaps\\papermill\\specular.dds", VK_SAMPLE_COUNT_1_BIT, m_bInvertedDepth);
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