implementing renderpass and vieport
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@@ -1,5 +1,6 @@
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#include "GraphicsResources.h"
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using namespace Seele;
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using namespace Seele::Gfx;
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void DescriptorLayout::addDescriptorBinding(uint32 bindingIndex, SeDescriptorType type, uint32 arrayCount)
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@@ -30,8 +31,8 @@ void PipelineLayout::addDescriptorLayout(uint32 setIndex, PDescriptorLayout layo
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}
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if (descriptorSetLayouts[setIndex] != nullptr)
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{
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auto& thisBindings = descriptorSetLayouts[setIndex]->descriptorBindings;
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auto& otherBindings = layout->descriptorBindings;
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auto &thisBindings = descriptorSetLayouts[setIndex]->descriptorBindings;
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auto &otherBindings = layout->descriptorBindings;
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thisBindings.resize(otherBindings.size());
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for (size_t i = 0; i < otherBindings.size(); ++i)
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{
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@@ -48,44 +49,57 @@ void PipelineLayout::addDescriptorLayout(uint32 setIndex, PDescriptorLayout layo
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}
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}
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void PipelineLayout::addPushConstants(const SePushConstantRange& pushConstant)
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void PipelineLayout::addPushConstants(const SePushConstantRange &pushConstant)
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{
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pushConstants.add(pushConstant);
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}
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UniformBuffer::UniformBuffer()
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{
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}
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UniformBuffer::~UniformBuffer()
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{
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}
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RenderTargetLayout::RenderTargetLayout()
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: inputAttachments()
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, colorAttachments()
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, depthAttachment()
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: inputAttachments(), colorAttachments(), depthAttachment()
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{
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}
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RenderTargetLayout::RenderTargetLayout(PTexture2D depthAttachment)
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: inputAttachments()
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, colorAttachments()
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, depthAttachment(depthAttachment)
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RenderTargetLayout::RenderTargetLayout(PRenderTargetAttachment depthAttachment)
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: inputAttachments(), colorAttachments(), depthAttachment(depthAttachment)
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{
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}
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RenderTargetLayout::RenderTargetLayout(PTexture2D colorAttachment, PTexture2D depthAttachment)
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: inputAttachments()
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, depthAttachment(depthAttachment)
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RenderTargetLayout::RenderTargetLayout(PRenderTargetAttachment colorAttachment, PRenderTargetAttachment depthAttachment)
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: inputAttachments(), depthAttachment(depthAttachment)
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{
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colorAttachments.add(colorAttachment);
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}
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RenderTargetLayout::RenderTargetLayout(Array<PTexture2D> colorAttachments, PTexture2D depthAttachmet)
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: inputAttachments()
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, colorAttachments(colorAttachments)
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, depthAttachment(depthAttachment)
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RenderTargetLayout::RenderTargetLayout(Array<PRenderTargetAttachment> colorAttachments, PRenderTargetAttachment depthAttachmet)
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: inputAttachments(), colorAttachments(colorAttachments), depthAttachment(depthAttachment)
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{
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}
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RenderTargetLayout::RenderTargetLayout(Array<PTexture2D> inputAttachments, Array<PTexture2D> colorAttachments, PTexture2D depthAttachment)
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: inputAttachments(inputAttachments)
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, colorAttachments(colorAttachments)
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, depthAttachment(depthAttachment)
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RenderTargetLayout::RenderTargetLayout(Array<PRenderTargetAttachment> inputAttachments, Array<PRenderTargetAttachment> colorAttachments, PRenderTargetAttachment depthAttachment)
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: inputAttachments(inputAttachments), colorAttachments(colorAttachments), depthAttachment(depthAttachment)
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{
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}
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Window::Window(const WindowCreateInfo &createInfo)
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: sizeX(createInfo.width), sizeY(createInfo.height), bFullscreen(createInfo.bFullscreen), title(createInfo.title), pixelFormat(createInfo.pixelFormat)
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{
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}
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Window::~Window()
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{
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}
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Viewport::Viewport(PWindow owner, const ViewportCreateInfo &viewportInfo)
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: sizeX(viewportInfo.sizeX), sizeY(viewportInfo.sizeY), offsetX(viewportInfo.offsetX), offsetY(viewportInfo.offsetY), owner(owner)
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{
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}
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Viewport::~Viewport()
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{
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}
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