moved device_render_pass to RenderFramework from GPUDevice.
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@@ -8,7 +8,6 @@
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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/VKDescriptorSet.h>
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#include<hgl/graph/VKDeviceRenderPassManage.h>
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VK_NAMESPACE_BEGIN
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GPUDevice::GPUDevice(GPUDeviceAttribute *da)
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@@ -18,8 +17,6 @@ GPUDevice::GPUDevice(GPUDeviceAttribute *da)
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texture_queue=nullptr;
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texture_cmd_buf=nullptr;
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InitRenderPassManage();
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sc_rt=nullptr;
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Resize(attr->surface_caps.currentExtent);
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@@ -29,8 +26,6 @@ GPUDevice::GPUDevice(GPUDeviceAttribute *da)
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GPUDevice::~GPUDevice()
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{
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ClearRenderPassManage();
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SAFE_CLEAR(sc_rt);
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SAFE_CLEAR(texture_queue);
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