jGL
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include
jGL
Vulkan
RenderPass
renderPass.h
Go to the documentation of this file.
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#ifndef RENDERPASS
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#define RENDERPASS
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#include <vulkan/vulkan.h>
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#include <array>
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#include <
jGL/Vulkan/Device/device.h
>
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namespace
jGL::Vulkan
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{
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class
RenderPass
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{
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/*
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A bare bones render pass, supporting MSAA on a single
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colour attachement
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*/
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public
:
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RenderPass
() =
default
;
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RenderPass
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(
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const
Device
& device,
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VkSampleCountFlagBits msaaSamples,
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VkFormat swapChainImageFormat
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);
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const
VkRenderPass &
getVkRenderPass
()
const
{
return
renderPass; }
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private
:
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VkRenderPass renderPass;
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};
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}
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#endif
/* RENDERPASS */
jGL::Vulkan::Device
Definition
device.h:10
jGL::Vulkan::RenderPass
Definition
renderPass.h:11
jGL::Vulkan::RenderPass::RenderPass
RenderPass()=default
jGL::Vulkan::RenderPass::getVkRenderPass
const VkRenderPass & getVkRenderPass() const
Definition
renderPass.h:31
device.h
jGL::Vulkan
Definition
buffer.h:10
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