Vulkan/RenderWindow: Add support for depth buffer
Former-commit-id: 42f113fcb7463c0f010fdc325b9024b08de3c667 [formerly 95040d268ff328f2d54459bf11c269dd5f042f73] [formerly 77c2d1139585cbf31f881ffddfb43b23284a7073 [formerly d235ff32fae4612d95d25524410bf1b43974d520]] Former-commit-id: bab56f18d034bade640bf023c97810adf2c717ff [formerly c62041abb56103d6c7aeac2b55f7bf66acd8882b] Former-commit-id: cef0ac55f6eaa54f17d3d0cc2030a4b9de7b166c
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@@ -16,7 +16,9 @@
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#include <Nazara/Vulkan/VkCommandBuffer.hpp>
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#include <Nazara/Vulkan/VkCommandPool.hpp>
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#include <Nazara/Vulkan/VkDevice.hpp>
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#include <Nazara/Vulkan/VkDeviceMemory.hpp>
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#include <Nazara/Vulkan/VkFramebuffer.hpp>
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#include <Nazara/Vulkan/VkImage.hpp>
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#include <Nazara/Vulkan/VkSurface.hpp>
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#include <Nazara/Vulkan/VkSwapchain.hpp>
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#include <Nazara/Utility/Window.hpp>
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@@ -39,13 +41,11 @@ namespace Nz
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void BuildPreRenderCommands(UInt32 imageIndex, Vk::CommandBuffer& commandBuffer) override;
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void BuildPostRenderCommands(UInt32 imageIndex, Vk::CommandBuffer& commandBuffer) override;
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const Vk::Framebuffer& GetFrameBuffer(UInt32 imageIndex) const override;
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UInt32 GetFramebufferCount() const;
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bool Create(VideoMode mode, const String& title, UInt32 style = WindowStyle_Default);
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bool Create(WindowHandle handle);
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const Vk::Framebuffer& GetFrameBuffer(UInt32 imageIndex) const override;
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UInt32 GetFramebufferCount() const;
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const Vk::DeviceHandle& GetDevice() const;
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UInt32 GetPresentableFamilyQueue() const;
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const Vk::Surface& GetSurface() const;
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@@ -55,6 +55,7 @@ namespace Nz
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bool IsValid() const;
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void SetDepthStencilFormats(std::vector<PixelFormatType> pixelFormat);
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void SetPhysicalDevice(VkPhysicalDevice device);
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RenderWindow& operator=(const RenderWindow&) = delete;
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@@ -65,17 +66,21 @@ namespace Nz
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void OnWindowDestroy() override;
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void OnWindowResized() override;
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bool SetupCommandBuffers();
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bool SetupDepthBuffer();
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bool SetupRenderPass();
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bool SetupSwapchain();
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Clock m_clock;
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VkFormat m_colorFormat;
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VkFormat m_depthFormat;
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VkColorSpaceKHR m_colorSpace;
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VkFormat m_colorFormat;
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VkFormat m_depthStencilFormat;
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VkPhysicalDevice m_forcedPhysicalDevice;
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std::vector<PixelFormatType> m_wantedDepthStencilFormats;
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std::vector<Vk::Framebuffer> m_frameBuffers;
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Vk::DeviceHandle m_device;
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Vk::DeviceMemory m_depthBufferMemory;
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Vk::Image m_depthBuffer;
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Vk::ImageView m_depthBufferView;
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Vk::Queue m_presentQueue;
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Vk::Surface m_surface;
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Vk::Swapchain m_swapchain;
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