/* * Rune Game Engine * Copyright 2024 Danny Holman * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #ifndef VKRENDERPASS_H #define VKRENDERPASS_H #include "vk_types.h" enum cmdbuf_state { CMDBUF_INITIAL, CMDBUF_RECORDING, CMDBUF_IN_RENDERPASS, CMDBUF_READY, CMDBUF_SUBMITTED, }; vkcmdbuffer_t* create_vkcmdbuffer(vkdev_t *dev, int primary); void destroy_vkcmdbuffer(vkcmdbuffer_t *cmdbuffer, vkdev_t *dev); void cmdbuf_begin(vkcmdbuffer_t *cmdbuffer, int single, int rpass_cont, int sim_use); void cmdbuf_end(vkcmdbuffer_t *cmdbuffer); void cmdbuf_submit(vkcmdbuffer_t *cmdbuffer, VkSemaphore *signal, VkSemaphore *wait, VkQueue queue_handle, VkFence fence_handle); void cmdbuf_reset(vkcmdbuffer_t *cmdbuffer); vkrendpass_t* create_vkrendpass(vkdev_t *dev, vkswapchain_t *swapchain, vec4 area, vec4 color, float depth, uint32_t stencil); void destroy_vkrendpass(vkrendpass_t *rendpass, vkdev_t *dev); void renderpass_begin(vkcmdbuffer_t *buf, vkrendpass_t *rendpass, VkFramebuffer framebuf); void renderpass_end(vkcmdbuffer_t *buf, vkrendpass_t *rendpass); #endif