added CopyBufferToImage.h
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84
inc/hgl/graph/RenderResourceType.h
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84
inc/hgl/graph/RenderResourceType.h
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#pragma once
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#include<hgl/graph/VK.h>
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VK_NAMESPACE_BEGIN
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enum class ResourceType
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{
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Unknown=0,
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VkInstance,
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VkPhysicalDevice,
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VkDevice,
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VertexInputLayout,
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Material,
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MaterialInstance,
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FrameBuffer,
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Texture,
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Sampler,
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VertexBuffer,
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IndexBuffer,
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IndirectBuffer,
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UniformBuffer,
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StorageBuffer,
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Skeleton, ///<骨骼信息
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SkeletonAnime, ///<骨骼动画信息
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Primitive, ///<原始的单个模型数据,由多个VBO+Index组成
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RawMesh, ///<原始的静态模型数据,由一个Primitive和一个MaterialInstance组成
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StaticMesh, ///<静态模型数据,由一个或多个RawMesh组成
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SkeletonMesh, ///<骨骼模型数据,由一个或多个StaticMesh组成
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Font,
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Scene,
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Animation,
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Audio,
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Other,
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ENUM_CLASS_RANGE(Unknown,Other)
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};
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enum class ResourcePlace
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{
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Unknown=0,
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Memory, ///<内存
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Device, ///<设备(如显存)
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Disk, ///<硬盘
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LAN, ///<局域网
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WAN, ///<广域网
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Other,
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ENUM_CLASS_RANGE(Device,Other)
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};
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struct RenderResourceID
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{
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union
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{
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struct
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{
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uint device:1; ///<在设备
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uint memory:1; ///<在内存
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uint disk:1; ///<在硬盘
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uint network:1; ///<在网络
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};
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uint8 place; ///<数据所在位置
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};
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uint16 resource_type; ///<资源类型,对应ResourceType枚举
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uint16 thread_id; ///<线程ID
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uint32 id; ///<资源ID
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};
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VK_NAMESPACE_END
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@@ -24,16 +24,7 @@ class TileFont;
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class FontSource;
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class GPUArrayBuffer;
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struct CopyBufferToImageInfo
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{
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VkImage image;
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VkBuffer buffer;
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VkImageSubresourceRange isr;
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const VkBufferImageCopy * bic_list;
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uint32_t bic_count;
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};
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struct CopyBufferToImageInfo;
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class GPUDevice
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{
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