/// Same as above but recreate default pipeline and its bundled storages and
/// handles.
Same as above but recreate default pipeline and its bundled storages and
handles.
Same as above but recreate default pipeline and its bundled storages and handles .
pub fn recreate_base_pipeline_bundle(
    &mut self, logical_device: &Device,
    shader_store: &Arc<RwLock<ShaderStore<VulkanShaderFunctions>>>, new_extent: vk::Extent2D,
    resolve_attachment: Option<ResolveAttachment>, depth_buffer: DepthAttachment,
    msaa_config: &MsaaConfig, descriptor_set_layouts: Vec<DescriptorSetLayout>,
    vertex_shader_handle: ShaderHandle<VulkanShaderFunctions>,
    fragment_shader_handle: ShaderHandle<VulkanShaderFunctions>,
  ) -> SarektResult<()> {
    self.base_graphics_pipeline_bundle = Self::create_base_graphics_pipeline(
      logical_device,
      shader_store,
      new_extent,
      self.forward_render_pass,
      resolve_attachment,
      depth_buffer,
      msaa_config,
      descriptor_set_layouts,
      vertex_shader_handle,
      fragment_shader_handle,
    )?;
    Ok(())
  }
pub fn recreate_base_pipeline_bundle ( & mut self , logical_device : & Device , shader_store : & Arc < RwLock < ShaderStore < VulkanShaderFunctions > > > , new_extent : vk :: Extent2D , resolve_attachment : Option < ResolveAttachment > , depth_buffer : DepthAttachment , msaa_config : & MsaaConfig , descriptor_set_layouts : Vec < DescriptorSetLayout > , vertex_shader_handle : ShaderHandle < VulkanShaderFunctions > , fragment_shader_handle : ShaderHandle < VulkanShaderFunctions > , ) -> SarektResult < ( ) > { self . base_graphics_pipeline_bundle = Self :: create_base_graphics_pipeline ( logical_device , shader_store , new_extent , self . forward_render_pass , resolve_attachment , depth_buffer , msaa_config , descriptor_set_layouts , vertex_shader_handle , fragment_shader_handle , ) ? ; Ok ( ( ) ) }
Same as above but recreate default pipeline and its bundled storages and
handles.
Same as above but recreate default pipeline and its bundled storages and handles .
&mut self
logical_device
&Device
shader_store
&Arc<RwLock<ShaderStore<VulkanShaderFunctions>>>
new_extent
vk::Extent2D
resolve_attachment
Option<ResolveAttachment>
depth_buffer
DepthAttachment
msaa_config
&MsaaConfig
descriptor_set_layouts
Vec<DescriptorSetLayout>
vertex_shader_handle
ShaderHandle<VulkanShaderFunctions>
fragment_shader_handle
ShaderHandle<VulkanShaderFunctions>