Add OpenGLRenderer (WIP)
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include/Nazara/OpenGLRenderer/Wrapper/Texture.hpp
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43
include/Nazara/OpenGLRenderer/Wrapper/Texture.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_VKPIPELINELAYOUT_HPP
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#define NAZARA_OPENGLRENDERER_VKPIPELINELAYOUT_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 PipelineLayout : public DeviceObject<PipelineLayout, VkPipelineLayout, VkPipelineLayoutCreateInfo, VK_OBJECT_TYPE_PIPELINE_LAYOUT>
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{
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friend DeviceObject;
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public:
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PipelineLayout() = default;
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PipelineLayout(const PipelineLayout&) = delete;
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PipelineLayout(PipelineLayout&&) = default;
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~PipelineLayout() = default;
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using DeviceObject::Create;
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bool Create(Device& device, VkDescriptorSetLayout layout, VkPipelineLayoutCreateFlags flags = 0);
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bool Create(Device& device, UInt32 layoutCount, const VkDescriptorSetLayout* layouts, VkPipelineLayoutCreateFlags flags = 0);
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PipelineLayout& operator=(const PipelineLayout&) = delete;
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PipelineLayout& operator=(PipelineLayout&&) = delete;
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private:
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static inline VkResult CreateHelper(Device& device, const VkPipelineLayoutCreateInfo* createInfo, const VkAllocationCallbacks* allocator, VkPipelineLayout* handle);
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static inline void DestroyHelper(Device& device, VkPipelineLayout handle, const VkAllocationCallbacks* allocator);
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};
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}
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}
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#include <Nazara/OpenGLRenderer/Wrapper/PipelineLayout.inl>
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#endif // NAZARA_OPENGLRENDERER_VKPIPELINELAYOUT_HPP
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