improved codes of Debug
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@@ -27,11 +27,11 @@ public:
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bool End(){return(vkEndCommandBuffer(cmd_buf)==VK_SUCCESS);}
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#ifdef _DEBUG
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void SetDebugName(const char *);
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void BeginRegion(const char *,const Color4f &);
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void SetDebugName(const UTF8String &);
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void BeginRegion(const UTF8String &,const Color4f &);
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void EndRegion();
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#else
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void BeginRegion(const char *,const Color4f &){}
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void BeginRegion(const UTF8String &,const Color4f &){}
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void EndRegion(){}
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#endif//_DEBUG
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};//class GPUCmdBuffer
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@@ -90,6 +90,8 @@ public:
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DU_FUNC(DeferredOperationKHR, DEFERRED_OPERATION_KHR)
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DU_FUNC(IndirectCommandsLayoutNV, INDIRECT_COMMANDS_LAYOUT_NV)
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// DU_FUNC(BufferCollectionFuchsia, BUFFER_COLLECTION_FUCHSIA)
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#undef DU_FUNC
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void QueueBegin (VkQueue,const char *,const Color4f &color=Color4f(1,1,1,1));
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void QueueEnd (VkQueue q){duf.QueueEnd(q);}
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@@ -83,6 +83,23 @@ public:
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const bool isIntegratedGPU ()const{return(properties.deviceType==VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU);} ///<是否是集成显卡
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const bool isVirtualGPU ()const{return(properties.deviceType==VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU);} ///<是否是虚拟显卡
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#define HGL_VK_IS_BRAND(name) (hgl::stricmp(properties.deviceName,#name,sizeof(#name))==0)
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const bool isMicrosoft ()const{return HGL_VK_IS_BRAND(Microsoft);}
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const bool isMesa ()const{return HGL_VK_IS_BRAND(Mesa );}
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const bool isAMD ()const{return HGL_VK_IS_BRAND(AMD )
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||HGL_VK_IS_BRAND(ATI );}
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const bool isNvidia ()const{return HGL_VK_IS_BRAND(nVidia );}
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const bool isIntel ()const{return HGL_VK_IS_BRAND(Intel );}
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const bool isQualcomm ()const{return HGL_VK_IS_BRAND(Adreno );}
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const bool isApple ()const{return HGL_VK_IS_BRAND(Apple );}
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const bool isImgTec ()const{return HGL_VK_IS_BRAND(ImgTec )
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||HGL_VK_IS_BRAND(PowerVR );}
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const bool isARM ()const{return HGL_VK_IS_BRAND(Arm )
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||HGL_VK_IS_BRAND(Mali );}
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#undef HGL_VK_IS_BRAND
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public:
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VkFormatProperties GetFormatProperties(const VkFormat format)const
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@@ -26,6 +26,8 @@ private:
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public:
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virtual ~GPUQueue();
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operator VkQueue(){return queue;}
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VkResult Present(const VkPresentInfoKHR *pi){return vkQueuePresentKHR(queue,pi);}
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@@ -41,6 +41,7 @@ public:
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virtual ~RenderTarget();
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GPUQueue * GetQueue () {return queue;}
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const VkExtent2D & GetExtent ()const {return extent;}
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virtual RenderPass * GetRenderPass () {return render_pass;}
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virtual const VkRenderPass GetVkRenderPass ()const {return render_pass->GetVkRenderPass();}
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