slit RenderTarget, created VKRenderTargetData.h/.cpp, VKRenderTargetSingle.h/.cpp, VKRenderTargetMultiFrame.h, VKRenderTargetSwapchain.h
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inc/hgl/graph/VKRenderTargetMultiFrame.h
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95
inc/hgl/graph/VKRenderTargetMultiFrame.h
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#pragma once
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#include<hgl/graph/VKRenderTarget.h>
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#include<hgl/graph/VKRenderTargetData.h>
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VK_NAMESPACE_BEGIN
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/**
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* 多帧渲染目标
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*/
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class MultiFrameRenderTarget:public IRenderTarget
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{
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protected:
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uint32_t frame_number;
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uint32_t current_frame;
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RenderTargetData *rtd_list;
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protected:
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friend class RenderTargetManager;
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MultiFrameRenderTarget(RenderFramework *rf,const uint32_t fn,RenderTargetData *rtl):IRenderTarget(rf,rtl[0].fbo->GetExtent())
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{
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frame_number=fn;
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current_frame=0;
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rtd_list=rtl;
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}
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public:
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virtual ~MultiFrameRenderTarget() override;
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virtual void NextFrame()
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{
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++current_frame;
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if(current_frame>=frame_number)
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current_frame=0;
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}
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uint32_t GetCurrentFrameIndices ()const{return current_frame;}
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uint32_t GetFrameCount ()const{return frame_number;}
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RenderTarget * GetCurrentFrameRenderTarget (){return rt_list[current_frame];}
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public:
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Framebuffer * GetFramebuffer ()override{return rt_list[current_frame]->GetFramebuffer();}
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RenderPass * GetRenderPass ()override{return rt_list[current_frame]->GetRenderPass();}
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uint32_t GetColorCount ()override{return rt_list[current_frame]->GetColorCount();}
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Texture2D * GetColorTexture (const int index=0) override{return rt_list[current_frame]->GetColorTexture(index);}
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Texture2D * GetDepthTexture () override{return rt_list[current_frame]->GetDepthTexture();}
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bool hasDepth ()override{return rt_list[current_frame]->hasDepth();}
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public: // Command Buffer
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DeviceQueue * GetQueue ()override{return rt_list[current_frame]->GetQueue();}
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Semaphore * GetRenderCompleteSemaphore()override{return rt_list[current_frame]->GetRenderCompleteSemaphore();}
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RenderCmdBuffer * GetRenderCmdBuffer ()override{return rt_list[current_frame]->GetRenderCmdBuffer();}
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Framebuffer * GetFramebuffer (const uint32_t index){return rt_list[index]->GetFramebuffer();}
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RenderCmdBuffer * GetRenderCmdBuffer (const uint32_t index){return rt_list[index]->GetRenderCmdBuffer();}
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virtual bool Submit ()override{return rt_list[current_frame]->Submit(nullptr);}
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virtual bool Submit (Semaphore *wait_sem) override
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{
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return rt_list[current_frame]->Submit(wait_sem);
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}
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bool WaitQueue ()override{return rt_list[current_frame]->WaitQueue();}
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bool WaitFence ()override{return rt_list[current_frame]->WaitFence();}
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public:
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virtual RenderCmdBuffer *BeginRender()override
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{
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//std::cout<<"Begin Render frame="<<current_frame<<std::endl;
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return rt_list[current_frame]->BeginRender();
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}
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virtual void EndRender() override
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{
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//std::cout<<"End Render frame="<<current_frame<<std::endl;
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rt_list[current_frame]->EndRender();
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}
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};//class MultiFrameRenderTarget
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VK_NAMESPACE_END
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