implementing renderpass and vieport
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@@ -3,24 +3,37 @@
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namespace Seele
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{
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namespace Vulkan
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namespace Vulkan
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{
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DECLARE_REF(RenderPass);
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struct FramebufferDescription
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{
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VkImageView inputAttachments[16];
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VkImageView colorAttachments[16];
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VkImageView depthAttachment;
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uint32 numInputAttachments;
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uint32 numColorAttachments;
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};
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class Framebuffer
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{
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public:
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Framebuffer(PGraphics graphics, PRenderPass renderpass, Gfx::PRenderTargetLayout renderTargetLayout);
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virtual ~Framebuffer();
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inline VkFramebuffer getHandle() const
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{
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DECLARE_REF(RenderPass);
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class Framebuffer
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{
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public:
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Framebuffer(PGraphics graphics, PRenderPass renderpass, Gfx::PRenderTargetLayout renderTargetLayout);
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virtual ~Framebuffer();
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inline VkFramebuffer getHandle() const
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{
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return handle;
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}
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private:
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PGraphics graphics;
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VkFramebuffer handle;
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Gfx::PRenderTargetLayout layout;
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PRenderPass renderPass;
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};
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DEFINE_REF(Framebuffer);
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return handle;
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}
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}
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inline uint32 getHash() const
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{
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return hash;
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}
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private:
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uint32 hash;
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PGraphics graphics;
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VkFramebuffer handle;
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Gfx::PRenderTargetLayout layout;
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PRenderPass renderPass;
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};
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DEFINE_REF(Framebuffer);
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} // namespace Vulkan
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} // namespace Seele
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