54 lines
1.7 KiB
C++
54 lines
1.7 KiB
C++
#pragma once
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#include "vulkan_context.h"
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#include "asset/res/guid.h"
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#include "backend.h"
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namespace vkn {
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class VulkanWindow;
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using api::Guid;
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using api::Mesh;
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using api::Shader;
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using api::Material;
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using api::MaterialInstance;
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using api::RenderPassNode;
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using api::RenderPassType;
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class VULKAN_API VulkanAPI final : public api::RenderAPI{
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private:
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VulkanWindow& window;
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Backend backend;
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table<Guid, MeshVAO> MeshTable;
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table<Guid, VulkanPipeline> PipelineTable;
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table<size_t, RenderPassInfo> RenderPassCache;
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table<Name, RenderPassInfo> RenderPassNameCache;
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table<FramebufferKey, VkFramebuffer> FramebufferCache;
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public:
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VulkanAPI();
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void Init() override;
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void Shutdown() override;
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void SetStaticMesh(Mesh& mesh)override;
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void DrawStaticMesh(Mesh& mesh)override;
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void SetUpMaterialInstance(MaterialInstance& material) override;
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void LoadShader(Shader& shader, size_t passKey)override;
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void CreateBuffer(BufferDesc& desc) override;
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ImagePtr CreateTexture(TextureDesc desc)override;
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ImageViewPtr CreateTextureView(TextureViewDesc desc)override;
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void BeginFrame()override;
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void EndFrame()override;
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void BeginRenderPass(RenderPassNode* node, FnEnterRenderPass callback) override;
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void EndRenderPass(RenderPassNode* node) override;
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void ExecuteResourceBarriers(const ResourceBarrierDesc& desc) override;
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VkPipeline GetPipeline() { return nullptr; };
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RenderPassInfo* GetRenderPassInfo(Name name, size_t hash);
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RenderPassInfo* GetRenderPassInfo(size_t& hash, const RenderPassKey& config);
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void SetRenderPassInfo(Name name, VkRenderPass pass);
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Backend& GetBackend() {
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return backend;
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}
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static VulkanAPI* Ptr() {
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return (VulkanAPI*)api::RenderAPI::Ptr();
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}
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};
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} |