improved Swapchain&SwapchainRenderTarget
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@@ -66,29 +66,25 @@ class SwapchainRenderTarget:public RenderTarget
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{
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VkDevice device;
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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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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(VkDevice dev,Swapchain *sc,GPUQueue *q,GPUSemaphore *rcs,GPUSemaphore *pcs,RenderPass *rp,Framebuffer **fbo_list);
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SwapchainRenderTarget(VkDevice dev,Swapchain *sc,GPUQueue *q,GPUSemaphore *rcs,GPUSemaphore *pcs,RenderPass *rp);
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~SwapchainRenderTarget();
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Framebuffer * GetFramebuffer ()override {return render_frame[current_frame];}
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Framebuffer * GetFramebuffer (const uint32_t index) {return render_frame[index];}
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Framebuffer * GetFramebuffer ()override {return swapchain->render_frame[current_frame];}
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Framebuffer * GetFramebuffer (const uint32_t index) {return swapchain->render_frame[index];}
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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 GetImageCount ()const {return swapchain->color_count;}
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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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virtual Texture2D * GetColorTexture (const int index=0) override{return swapchain->sc_color[index];}
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virtual Texture2D * GetDepthTexture () override{return swapchain->sc_depth;}
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public:
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