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window::renderpass() -> window::get_renderpass() to make it compile w…
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…ith GCC.

I wonder if there is a way around this.
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johannesugb committed Sep 17, 2023
1 parent 78717ca commit 8f01c8d
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Showing 6 changed files with 8 additions and 8 deletions.
2 changes: 1 addition & 1 deletion auto_vk_toolkit/include/window.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -372,7 +372,7 @@ namespace avk

/** Gets the backbuffer's render pass
*/
[[nodiscard]] avk::renderpass renderpass() const { return mBackBufferRenderpass; }
[[nodiscard]] avk::renderpass get_renderpass() const { return mBackBufferRenderpass; }

/** This is intended to be used as a command buffer lifetime handler for `avk::old_sync::with_barriers`.
* The specified frame id is the frame where the command buffer has to be guaranteed to finish
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2 changes: 1 addition & 1 deletion examples/hello_world/source/hello_world.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@ class draw_a_triangle_app : public avk::invokee
avk::cfg::front_face::define_front_faces_to_be_clockwise(),
avk::cfg::viewport_depth_scissors_config::from_framebuffer(avk::context().main_window()->backbuffer_reference_at_index(0)),
// Just use the main window's renderpass for this pipeline:
avk::context().main_window()->renderpass()
avk::context().main_window()->get_renderpass()
);

// We want to use an updater => gotta create one:
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2 changes: 1 addition & 1 deletion examples/multiple_queues/source/multiple_queues.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ class multiple_queues_app : public avk::invokee
fragment_shader("shaders/color.frag"), // Add a fragment shader
cfg::front_face::define_front_faces_to_be_clockwise(), // Front faces are in clockwise order
cfg::viewport_depth_scissors_config::from_framebuffer(avk::context().main_window()->backbuffer_reference_at_index(0)), // Align viewport with main window's resolution
avk::context().main_window()->renderpass()
avk::context().main_window()->get_renderpass()
);

// Create vertex buffers --- namely one for each frame in flight.
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4 changes: 2 additions & 2 deletions examples/present_from_compute/source/present_from_compute.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ class present_from_compute_app : public avk::invokee
avk::fragment_shader("shaders/color.frag"), // Add a fragment shader
avk::cfg::front_face::define_front_faces_to_be_clockwise(), // Front faces are in clockwise order
avk::cfg::viewport_depth_scissors_config::from_framebuffer(avk::context().main_window()->backbuffer_reference_at_index(0)), // Align viewport with main window's resolution
avk::context().main_window()->renderpass()
avk::context().main_window()->get_renderpass()
);

// Create compute pipeline:
Expand All @@ -82,7 +82,7 @@ class present_from_compute_app : public avk::invokee
avk::on_store::store.in_layout(avk::layout::color_attachment_optimal)
)
},
mainWnd->renderpass()->subpass_dependencies() // Use the same as the main window's renderpass
mainWnd->get_renderpass()->subpass_dependencies() // Use the same as the main window's renderpass
),
avk::context().create_image_view(avk::context().create_image(mainWnd->resolution().x, mainWnd->resolution().y, mainWnd->swap_chain_image_format(), 1, avk::memory_usage::device, avk::image_usage::general_color_attachment | avk::image_usage::sampled | avk::image_usage::shader_storage))
)
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4 changes: 2 additions & 2 deletions examples/texture_cubemap/source/texture_cubemap.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -167,7 +167,7 @@ class texture_cubemap_app : public avk::invokee
avk::cfg::viewport_depth_scissors_config::from_framebuffer(avk::context().main_window()->backbuffer_reference_at_index(0)),
// We'll render to the back buffer, which has a color attachment always, and in our case additionally a depth
// attachment, which has been configured when creating the window. See main() function!
avk::context().main_window()->renderpass(), // Just use the same renderpass
avk::context().main_window()->get_renderpass(), // Just use the same renderpass
// The following define additional data which we'll pass to the pipeline:
avk::descriptor_binding(0, 0, mViewProjBufferSkybox),
avk::descriptor_binding(0, 1, mImageSamplerCubemap->as_combined_image_sampler(avk::layout::general))
Expand All @@ -186,7 +186,7 @@ class texture_cubemap_app : public avk::invokee
avk::cfg::viewport_depth_scissors_config::from_framebuffer(avk::context().main_window()->backbuffer_reference_at_index(0)),
// We'll render to the back buffer, which has a color attachment always, and in our case additionally a depth
// attachment, which has been configured when creating the window. See main() function!
avk::context().main_window()->renderpass(), // Just use the same renderpass
avk::context().main_window()->get_renderpass(), // Just use the same renderpass
// The following define additional data which we'll pass to the pipeline:
avk::descriptor_binding(0, 0, mViewProjBufferReflect),
avk::descriptor_binding(0, 1, mImageSamplerCubemap->as_combined_image_sampler(avk::layout::general))
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2 changes: 1 addition & 1 deletion examples/vertex_buffers/source/vertex_buffers.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ class vertex_buffers_app : public avk::invokee
avk::fragment_shader("shaders/color.frag"), // Add a fragment shader
avk::cfg::front_face::define_front_faces_to_be_clockwise(), // Front faces are in clockwise order
avk::cfg::viewport_depth_scissors_config::from_framebuffer(avk::context().main_window()->backbuffer_reference_at_index(0)), // Align viewport with main window's resolution
avk::context().main_window()->renderpass()
avk::context().main_window()->get_renderpass()
);

// Create vertex buffers --- namely one for each frame in flight.
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