- add render pass manager and setup a pipeline for VkRenderState
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15 changed files with 360 additions and 87 deletions
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@ -6,7 +6,9 @@
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class VkSamplerManager;
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class VkShaderManager;
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class VkRenderPassManager;
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class VkRenderState;
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class VKDataBuffer;
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class VulkanFrameBuffer : public SystemBaseFrameBuffer
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{
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@ -18,6 +20,12 @@ public:
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VulkanCommandBuffer *GetUploadCommands();
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VulkanCommandBuffer *GetDrawCommands();
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VkShaderManager *GetShaderManager() { return mShaderManager.get(); }
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VkRenderPassManager *GetRenderPassManager() { return mRenderPassManager.get(); }
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VkRenderState *GetRenderState() { return mRenderState.get(); }
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VKDataBuffer *ViewpointUBO = nullptr;
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VKDataBuffer *LightBufferSSO = nullptr;
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VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevice *dev);
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~VulkanFrameBuffer();
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@ -56,6 +64,7 @@ public:
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private:
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std::unique_ptr<VkShaderManager> mShaderManager;
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std::unique_ptr<VkSamplerManager> mSamplerManager;
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std::unique_ptr<VkRenderPassManager> mRenderPassManager;
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std::unique_ptr<VulkanCommandPool> mGraphicsCommandPool;
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std::unique_ptr<VulkanCommandBuffer> mUploadCommands;
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std::unique_ptr<VulkanCommandBuffer> mPresentCommands;
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