implementing renderpass and vieport
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@@ -12,23 +12,27 @@ Framebuffer::Framebuffer(PGraphics graphics, PRenderPass renderPass, Gfx::PRende
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, layout(renderTargetLayout)
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, renderPass(renderPass)
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{
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FramebufferDescription description;
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std::memset(&description, 0, sizeof(FramebufferDescription));
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Array<VkImageView> attachments;
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for(auto inputAttachment : layout->inputAttachments)
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for (auto inputAttachment : layout->inputAttachments)
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{
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PTexture2D vkInputAttachment = inputAttachment.cast<Texture2D>();
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PTexture2D vkInputAttachment = inputAttachment->getTexture().cast<Texture2D>();
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attachments.add(vkInputAttachment->getView());
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description.inputAttachments[description.numInputAttachments++] = vkInputAttachment->getView();
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}
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for(auto colorAttachment : layout->colorAttachments)
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for (auto colorAttachment : layout->colorAttachments)
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{
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PTexture2D vkColorAttachment = colorAttachment.cast<Texture2D>();
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PTexture2D vkColorAttachment = colorAttachment->getTexture().cast<Texture2D>();
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attachments.add(vkColorAttachment->getView());
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description.colorAttachments[description.numColorAttachments++] = vkColorAttachment->getView();
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}
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if(layout->depthAttachment != nullptr)
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if (layout->depthAttachment != nullptr)
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{
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PTexture2D vkDepthAttachment = layout->depthAttachment.cast<Texture2D>();
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PTexture2D vkDepthAttachment = layout->depthAttachment->getTexture().cast<Texture2D>();
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attachments.add(vkDepthAttachment->getView());
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description.depthAttachment = vkDepthAttachment->getView();
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}
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VkFramebufferCreateInfo createInfo =
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init::FramebufferCreateInfo(
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renderPass->getHandle(),
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@@ -36,9 +40,10 @@ Framebuffer::Framebuffer(PGraphics graphics, PRenderPass renderPass, Gfx::PRende
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attachments.data(),
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renderPass->getRenderArea().extent.width,
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renderPass->getRenderArea().extent.height,
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1
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);
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1);
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VK_CHECK(vkCreateFramebuffer(graphics->getDevice(), &createInfo, nullptr, &handle));
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hash = memCrc32(&description, sizeof(FramebufferDescription));
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}
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Framebuffer::~Framebuffer()
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