Add new Renderer architecture (far from complete)
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include/Nazara/VulkanRenderer/VkQueue.hpp
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53
include/Nazara/VulkanRenderer/VkQueue.hpp
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// Copyright (C) 2016 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Vulkan 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_VULKANRENDERER_VKQUEUE_HPP
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#define NAZARA_VULKANRENDERER_VKQUEUE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/VulkanRenderer/VkDevice.hpp>
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#include <vulkan/vulkan.h>
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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 Queue
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{
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public:
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inline Queue();
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inline Queue(const DeviceHandle& device, VkQueue queue);
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inline Queue(const Queue& queue);
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inline Queue(Queue&& queue);
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inline ~Queue() = default;
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inline const DeviceHandle& GetDevice() const;
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inline VkResult GetLastErrorCode() const;
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inline bool Present(const VkPresentInfoKHR& presentInfo) const;
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inline bool Present(VkSwapchainKHR swapchain, UInt32 imageIndex, VkSemaphore waitSemaphore = VK_NULL_HANDLE) const;
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inline bool Submit(const VkSubmitInfo& submit, VkFence fence = VK_NULL_HANDLE) const;
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inline bool Submit(UInt32 submitCount, const VkSubmitInfo* submits, VkFence fence = VK_NULL_HANDLE) const;
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inline bool WaitIdle() const;
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Queue& operator=(const Queue& queue) = delete;
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inline Queue& operator=(Queue&&);
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inline operator VkQueue();
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protected:
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DeviceHandle m_device;
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VkQueue m_handle;
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mutable VkResult m_lastErrorCode;
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};
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}
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}
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#include <Nazara/VulkanRenderer/VkQueue.inl>
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#endif // NAZARA_VULKANRENDERER_VKQUEUE_HPP
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