Implementing Commandbuffers
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#include "VulkanGraphicsResources.h"
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namespace Seele
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{
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namespace Vulkan
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{
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class RenderPass
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{
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public:
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RenderPass();
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virtual ~RenderPass();
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inline VkRenderPass getHandle() const
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{
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return renderPass;
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}
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inline uint32 getClearValueCount() const
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{
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return clearValues.size();
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}
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inline VkClearValue* getClearValues() const
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{
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return clearValues.data();
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}
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inline VkRect2D getRenderArea() const
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{
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return renderArea;
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}
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inline VkSubpassContents getSubpassContents() const
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{
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return subpassContents;
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}
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private:
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VkRenderPass renderPass;
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Array<VkClearValue> clearValues;
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VkRect2D renderArea;
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VkSubpassContents subpassContents;
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};
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DEFINE_REF(RenderPass);
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}
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}
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