src/ngfx/porting/vulkan/VKRenderPass.h

Namespaces

Name
ngfx

Classes

Name
class ngfx::VKRenderPass

Source code

/*
 * Copyright 2020 GoPro Inc.
 *
 * Licensed to the Apache Software Foundation (ASF) under one
 * or more contributor license agreements.  See the NOTICE file
 * distributed with this work for additional information
 * regarding copyright ownership.  The ASF licenses this file
 * to you under the Apache License, Version 2.0 (the
 * "License"); you may not use this file except in compliance
 * with the License.  You may obtain a copy of the License at
 *
 *   http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing,
 * software distributed under the License is distributed on an
 * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
 * KIND, either express or implied.  See the License for the
 * specific language governing permissions and limitations
 * under the License.
 */
#pragma once
#include "ngfx/graphics/RenderPass.h"
#include "ngfx/porting/vulkan/VKDebugUtil.h"
#include "ngfx/porting/vulkan/VKFramebuffer.h"
#include <glm/glm.hpp>
#include <vector>
#include <vulkan/vulkan.h>

namespace ngfx {
class VKRenderPass : public RenderPass {
public:
  void create(VkDevice device,
              const std::vector<VkAttachmentDescription> &attachmentsDesc,
              const std::vector<VkSubpassDescription> &subpassesDesc,
              const std::vector<VkSubpassDependency> &dependencies);
  virtual ~VKRenderPass();
  VkRenderPass v = VK_NULL_HANDLE;
  VkRenderPassCreateInfo createInfo;
  std::vector<VkAttachmentDescription> attachmentsDesc;
  std::vector<VkSubpassDescription> subpassesDesc;
  std::vector<VkSubpassDependency> dependencies;

private:
  VkDevice device;
};
VK_CAST(RenderPass);
}; // namespace ngfx

Updated on 3 April 2021 at 20:21:52 PDT