split RenderCommand/TextureCommand from GPUCmdBuffer
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@@ -31,11 +31,15 @@ class GPUDevice
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GPUDeviceAttribute *attr;
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GPUQueue *textureSQ;
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GPUCmdBuffer *texture_cmd_buf;
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TextureCommand *texture_cmd_buf;
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Swapchain *swapchain;
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SwapchainRenderTarget *swapchainRT;
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private:
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VkCommandBuffer CreateCommandBuffer();
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bool CreateSwapchainColorTexture();
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bool CreateSwapchainDepthTexture();
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@@ -180,7 +184,8 @@ public: //shader & material
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public: //Command GPUBuffer 相关
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GPUCmdBuffer * CreateCommandBuffer(const uint32_t attachment_count);
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RenderCommand * CreateRenderCommandBuffer();
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TextureCommand *CreateTextureCommandBuffer();
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RenderPass * CreateRenderPass( const List<VkAttachmentDescription> &desc_list,
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const List<VkSubpassDescription> &subpass,
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