Add command buffers (WIP)
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@@ -15,6 +15,7 @@
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#include <Nazara/Renderer/RenderWindowImpl.hpp>
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#include <Nazara/VulkanRenderer/Config.hpp>
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#include <Nazara/VulkanRenderer/VulkanDevice.hpp>
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#include <Nazara/VulkanRenderer/VulkanRenderImage.hpp>
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#include <Nazara/VulkanRenderer/VkRenderTarget.hpp>
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#include <Nazara/VulkanRenderer/Wrapper/CommandBuffer.hpp>
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#include <Nazara/VulkanRenderer/Wrapper/CommandPool.hpp>
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@@ -37,7 +38,9 @@ namespace Nz
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VkRenderWindow(VkRenderWindow&&) = delete; ///TODO
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virtual ~VkRenderWindow();
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bool Acquire(UInt32* index, VkSemaphore signalSemaphore = VK_NULL_HANDLE, VkFence signalFence = VK_NULL_HANDLE) const override;
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VulkanRenderImage& Acquire() override;
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std::unique_ptr<CommandBuffer> BuildCommandBuffer(const std::function<void(CommandBufferBuilder& builder)>& callback) override;
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bool Create(RendererImpl* renderer, RenderSurface* surface, const Vector2ui& size, const RenderWindowParameters& parameters) override;
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@@ -45,12 +48,12 @@ namespace Nz
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inline UInt32 GetFramebufferCount() const override;
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inline VulkanDevice& GetDevice();
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inline const VulkanDevice& GetDevice() const;
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inline UInt32 GetPresentableFamilyQueue() const;
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inline Vk::QueueHandle& GetGraphicsQueue();
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inline const Vk::Swapchain& GetSwapchain() const;
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std::shared_ptr<RenderDevice> GetRenderDevice() override;
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void Present(UInt32 imageIndex, VkSemaphore waitSemaphore = VK_NULL_HANDLE) override;
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void Present(UInt32 imageIndex, VkSemaphore waitSemaphore = VK_NULL_HANDLE);
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VkRenderWindow& operator=(const VkRenderWindow&) = delete;
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VkRenderWindow& operator=(VkRenderWindow&&) = delete; ///TODO
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@@ -60,18 +63,27 @@ namespace Nz
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bool SetupRenderPass();
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bool SetupSwapchain(const Vk::PhysicalDevice& deviceInfo, Vk::Surface& surface, const Vector2ui& size);
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struct ImageData
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{
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Vk::Framebuffer framebuffer;
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Vk::Fence* inFlightFence = nullptr;
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};
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std::size_t m_currentFrame;
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Clock m_clock;
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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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std::shared_ptr<VulkanDevice> m_device;
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std::vector<Vk::Framebuffer> m_frameBuffers;
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std::vector<ImageData> m_imageData;
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std::vector<VulkanRenderImage> m_concurrentImageData;
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Vk::CommandPool m_graphicsCommandPool;
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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::QueueHandle m_graphicsQueue;
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Vk::QueueHandle m_presentQueue;
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Vk::Swapchain m_swapchain;
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UInt32 m_presentableFamilyQueue;
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};
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}
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