Add OpenGLRenderer (WIP)
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44
include/Nazara/OpenGLRenderer/Wrapper/Texture.inl
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44
include/Nazara/OpenGLRenderer/Wrapper/Texture.inl
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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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#include <Nazara/OpenGLRenderer/Wrapper/PipelineLayout.hpp>
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#include <Nazara/OpenGLRenderer/Debug.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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inline bool PipelineLayout::Create(Device& device, VkDescriptorSetLayout layout, VkPipelineLayoutCreateFlags flags)
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{
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return Create(device, 1U, &layout, flags);
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}
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inline bool PipelineLayout::Create(Device& device, UInt32 layoutCount, const VkDescriptorSetLayout* layouts, VkPipelineLayoutCreateFlags flags)
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{
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VkPipelineLayoutCreateInfo createInfo = {
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VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
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nullptr,
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flags,
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layoutCount,
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layouts,
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0U,
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nullptr
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};
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return Create(device, createInfo);
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}
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inline VkResult PipelineLayout::CreateHelper(Device& device, const VkPipelineLayoutCreateInfo* createInfo, const VkAllocationCallbacks* allocator, VkPipelineLayout* handle)
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{
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return device.vkCreatePipelineLayout(device, createInfo, allocator, handle);
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}
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inline void PipelineLayout::DestroyHelper(Device& device, VkPipelineLayout handle, const VkAllocationCallbacks* allocator)
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{
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return device.vkDestroyPipelineLayout(device, handle, allocator);
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}
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}
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}
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#include <Nazara/OpenGLRenderer/DebugOff.hpp>
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