Vulkan: Add renderpass and framebuffers
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@@ -38,7 +38,7 @@ namespace Nz
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void SetDebugName(const std::string& name);
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DeviceObject& operator=(const DeviceObject&) = delete;
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DeviceObject& operator=(DeviceObject&&) = delete;
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DeviceObject& operator=(DeviceObject&& object) noexcept;
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operator VkType() const;
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@@ -103,6 +103,17 @@ namespace Nz
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return SetDebugName(name.data());
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}
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template<typename C, typename VkType, typename CreateInfo, VkObjectType ObjectType>
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auto DeviceObject<C, VkType, CreateInfo, ObjectType>::operator=(DeviceObject&& object) noexcept -> DeviceObject&
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{
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std::swap(m_allocator, object.m_allocator);
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std::swap(m_device, object.m_device);
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std::swap(m_handle, object.m_handle);
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std::swap(m_lastErrorCode, object.m_lastErrorCode);
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return *this;
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}
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template<typename C, typename VkType, typename CreateInfo, VkObjectType ObjectType>
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DeviceObject<C, VkType, CreateInfo, ObjectType>::operator VkType() const
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{
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@@ -25,7 +25,7 @@ namespace Nz
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~RenderPass() = default;
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RenderPass& operator=(const RenderPass&) = delete;
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RenderPass& operator=(RenderPass&&) = delete;
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RenderPass& operator=(RenderPass&&) = default;
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private:
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static inline VkResult CreateHelper(Device& device, const VkRenderPassCreateInfo* createInfo, const VkAllocationCallbacks* allocator, VkRenderPass* handle);
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