implementing renderpass and vieport
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@@ -2,25 +2,29 @@
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#include "Graphics/GraphicsEnums.h"
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#include <vulkan/vulkan.h>
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#define VK_CHECK(f) \
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{ \
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VkResult res = (f); \
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if (res != VK_SUCCESS) \
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{ \
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std::cout << "Fatal : VkResult is \"" << res << "\" in " << __FILE__ << " at line " << __LINE__ << std::endl; \
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assert(res == VK_SUCCESS); \
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} \
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}
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#define VK_CHECK(f) \
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{ \
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VkResult res = (f); \
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if (res != VK_SUCCESS) \
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{ \
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std::cout << "Fatal : VkResult is \"" << res << "\" in " << __FILE__ << " at line " << __LINE__ << std::endl; \
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assert(res == VK_SUCCESS); \
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} \
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}
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namespace Seele
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{
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namespace Vulkan
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{
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VkDescriptorType cast(const Gfx::SeDescriptorType& descriptorType);
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Gfx::SeDescriptorType cast(const VkDescriptorType& descriptorType);
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VkShaderStageFlagBits cast(const Gfx::SeShaderStageFlagBits& stage);
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Gfx::SeShaderStageFlagBits cast(const VkShaderStageFlagBits& stage);
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VkFormat cast(const Gfx::SeFormat& format);
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Gfx::SeFormat cast(const VkFormat& format);
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}
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}
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namespace Vulkan
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{
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VkDescriptorType cast(const Gfx::SeDescriptorType &descriptorType);
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Gfx::SeDescriptorType cast(const VkDescriptorType &descriptorType);
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VkShaderStageFlagBits cast(const Gfx::SeShaderStageFlagBits &stage);
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Gfx::SeShaderStageFlagBits cast(const VkShaderStageFlagBits &stage);
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VkFormat cast(const Gfx::SeFormat &format);
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Gfx::SeFormat cast(const VkFormat &format);
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VkAttachmentStoreOp cast(const Gfx::SeAttachmentStoreOp &storeOp);
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Gfx::SeAttachmentStoreOp cast(const VkAttachmentStoreOp &storeOp);
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VkAttachmentLoadOp cast(const Gfx::SeAttachmentLoadOp &loadOp);
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Gfx::SeAttachmentLoadOp cast(const VkAttachmentLoadOp &loadOp);
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} // namespace Vulkan
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} // namespace Seele
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