Add OpenGLRenderer (WIP)
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include/Nazara/OpenGLRenderer/Wrapper/ProgramPipeline.hpp
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43
include/Nazara/OpenGLRenderer/Wrapper/ProgramPipeline.hpp
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - OpenGL Renderer"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_OPENGLRENDERER_VKIMAGE_HPP
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#define NAZARA_OPENGLRENDERER_VKIMAGE_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/DeviceObject.hpp>
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namespace Nz
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{
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namespace Vk
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{
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class Image : public DeviceObject<Image, VkImage, VkImageCreateInfo, VK_OBJECT_TYPE_IMAGE>
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{
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friend DeviceObject;
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public:
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Image() = default;
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Image(const Image&) = delete;
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Image(Image&&) = default;
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~Image() = default;
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bool BindImageMemory(VkDeviceMemory memory, VkDeviceSize offset = 0);
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VkMemoryRequirements GetMemoryRequirements() const;
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Image& operator=(const Image&) = delete;
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Image& operator=(Image&&) = delete;
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private:
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static inline VkResult CreateHelper(Device& device, const VkImageCreateInfo* createInfo, const VkAllocationCallbacks* allocator, VkImage* handle);
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static inline void DestroyHelper(Device& device, VkImage handle, const VkAllocationCallbacks* allocator);
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};
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}
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}
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#include <Nazara/OpenGLRenderer/Wrapper/Image.inl>
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#endif // NAZARA_OPENGLRENDERER_VKIMAGE_HPP
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