move VK source files to up-level folder
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83
inc/hgl/graph/VKInstance.h
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83
inc/hgl/graph/VKInstance.h
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#ifndef HGL_GRAPH_VULKAN_INSTANCE_INCLUDE
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#define HGL_GRAPH_VULKAN_INSTANCE_INCLUDE
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#include<hgl/type/String.h>
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#include<hgl/type/List.h>
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#include<hgl/platform/Window.h>
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#include<hgl/graph/VKPhysicalDevice.h>
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#include<hgl/graph/VKDebugOut.h>
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VK_NAMESPACE_BEGIN
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#define VK_BOOL1BIT(name) bool name:1;
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struct CreateInstanceLayerInfo
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{
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struct
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{
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VK_BOOL1BIT(api_dump)
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VK_BOOL1BIT(device_simulation)
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VK_BOOL1BIT(monitor)
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VK_BOOL1BIT(screenshot)
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VK_BOOL1BIT(standard_validation)
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VK_BOOL1BIT(vktrace)
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}lunarg;
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struct
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{
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VK_BOOL1BIT(validation)
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}khronos;
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struct
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{
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VK_BOOL1BIT(optimus)
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}nv;
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struct
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{
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VK_BOOL1BIT(steam_overlay)
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VK_BOOL1BIT(steam_fossilize)
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}valve;
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struct
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{
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VK_BOOL1BIT(Capture)
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}RenderDoc;
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struct
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{
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VK_BOOL1BIT(helper);
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}bandicam;
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};
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#undef VK_BOOL1BIT
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class Instance
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{
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VkInstance inst;
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VKDebugOut *debug_out;
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ObjectList<PhysicalDevice> physical_devices;
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private:
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friend Instance *CreateInstance(const AnsiString &app_name,VKDebugOut *out=nullptr,CreateInstanceLayerInfo *cili=nullptr);
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Instance(VkInstance,VKDebugOut *);
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public:
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virtual ~Instance();
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operator VkInstance (){return inst;}
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const ObjectList<PhysicalDevice> &GetDeviceList ()const {return physical_devices;}
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const PhysicalDevice * GetDevice (VkPhysicalDeviceType)const;
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};//class Instance
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void InitVulkanProperties();
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const List<VkLayerProperties> & GetLayerProperties();
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const List<VkExtensionProperties> & GetExtensionProperties();
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const bool CheckLayerSupport(const char *);
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Instance *CreateInstance(const AnsiString &,VKDebugOut *,CreateInstanceLayerInfo *); ///<创建一个Vulkan实例
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_INSTANCE_INCLUDE
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