move VK source files to up-level folder
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111
inc/hgl/graph/VKRenderTarget.h
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111
inc/hgl/graph/VKRenderTarget.h
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#ifndef HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
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#define HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
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#include<hgl/graph/VK.h>
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#include<hgl/graph/VKRenderPass.h>
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#include<hgl/graph/VKFramebuffer.h>
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#include<hgl/graph/VKSwapchain.h>
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#include<hgl/graph/VKSubmitQueue.h>
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VK_NAMESPACE_BEGIN
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/**
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* 渲染目标
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*/
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class RenderTarget:public SubmitQueue
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{
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protected:
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RenderPass *rp;
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Framebuffer *fb;
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VkExtent2D extent;
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GPUSemaphore * render_complete_semaphore =nullptr;
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CommandBuffer * command_buffer =nullptr;
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protected:
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uint32_t color_count;
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Texture2D **color_textures;
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Texture2D *depth_texture;
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protected:
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friend class Device;
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RenderTarget(Device *dev,Framebuffer *_fb,CommandBuffer *_cb,const uint32_t fence_count=1);
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RenderTarget(Device *dev,RenderPass *_rp,Framebuffer *_fb,CommandBuffer *_cb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture,const uint32_t fence_count=1);
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public:
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virtual ~RenderTarget();
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const VkExtent2D & GetExtent ()const {return extent;}
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GPUSemaphore * GetCompleteSemaphore(){return render_complete_semaphore;}
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CommandBuffer * GetCommandBuffer () {return command_buffer;}
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virtual const VkRenderPass GetRenderPass ()const {return fb->GetRenderPass();}
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virtual const uint32_t GetColorCount ()const {return fb->GetColorCount();}
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virtual const VkFramebuffer GetFramebuffer ()const {return fb->GetFramebuffer();}
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virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
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virtual Texture2D * GetDepthTexture (){return depth_texture;}
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virtual bool Submit (GPUSemaphore *present_complete_semaphore=nullptr);
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};//class RenderTarget
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/**
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* 交换链专用渲染目标
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*/
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class SwapchainRenderTarget:public RenderTarget
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{
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Swapchain *swapchain;
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VkSwapchainKHR vk_swapchain;
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PresentInfo present_info;
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GPUSemaphore *present_complete_semaphore=nullptr;
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RenderPass *main_rp=nullptr;
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uint32_t swap_chain_count;
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uint32_t current_frame;
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Framebuffer **render_frame;
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public:
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SwapchainRenderTarget(Device *dev,Swapchain *sc);
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~SwapchainRenderTarget();
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const VkRenderPass GetRenderPass ()const override {return *main_rp;}
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const VkFramebuffer GetFramebuffer ()const override {return render_frame[current_frame]->GetFramebuffer();}
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VkFramebuffer GetFramebuffer (const uint32_t index) {return render_frame[index]->GetFramebuffer();}
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const uint32_t GetColorCount ()const override {return 1;}
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const uint32_t GetImageCount ()const {return swap_chain_count;}
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const uint32_t GetCurrentFrameIndices()const{return current_frame;}
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GPUSemaphore * GetPresentCompleteSemaphore(){return present_complete_semaphore;}
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virtual Texture2D * GetColorTexture(const int index=0) override{return swapchain->GetColorTexture(index);}
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virtual Texture2D * GetDepthTexture() override{return swapchain->GetDepthTexture();}
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public:
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/**
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* 请求下一帧画面的索引
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* @param present_complete_semaphore 推送完成信号
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*/
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int AcquireNextImage();
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/**
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* 推送后台画面到前台
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* @param render_complete_semaphore 渲染完成信号
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*/
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bool PresentBackbuffer(VkSemaphore *wait_semaphores,const uint32_t wait_semaphore_count);
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bool PresentBackbuffer();
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bool Submit(VkCommandBuffer);
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bool Submit(VkCommandBuffer,GPUSemaphore *);
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};//class SwapchainRenderTarget:public RenderTarget
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
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