SDEngine
Game Engine
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VulkanFramebuffer.hpp
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1#pragma once
2
5
6namespace sd {
7
11
12 void resize(uint32_t width, uint32_t height);
13
14 vk::Framebuffer get_framebuffer() const { return *m_framebuffer; }
15 vk::RenderPass get_render_pass() const { return *m_render_pass; }
16 vk::ImageView get_color_image_view() const { return *m_color_image_view; }
17 vk::Extent2D get_extent() const { return m_extent; }
18
19
20 void create_resources();
21 void destroy_resources();
22
23
25 vk::Extent2D m_extent;
26
27 vk::UniqueImage m_color_image;
28 vk::UniqueDeviceMemory m_color_image_memory;
29 vk::UniqueImageView m_color_image_view;
30
31 vk::UniqueRenderPass m_render_pass;
32 vk::UniqueFramebuffer m_framebuffer;
33};
34
35} // namespace sd
Definition Application.hpp:22
Definition VulkanContext.hpp:22
Definition VulkanFramebuffer.hpp:8
~VulkanFramebuffer()
Definition VulkanFramebuffer.cpp:12
vk::Extent2D get_extent() const
Definition VulkanFramebuffer.hpp:17
vk::UniqueDeviceMemory m_color_image_memory
Definition VulkanFramebuffer.hpp:28
vk::Framebuffer get_framebuffer() const
Definition VulkanFramebuffer.hpp:14
VulkanContext & m_ctx
Definition VulkanFramebuffer.hpp:24
vk::Extent2D m_extent
Definition VulkanFramebuffer.hpp:25
vk::UniqueFramebuffer m_framebuffer
Definition VulkanFramebuffer.hpp:32
vk::UniqueRenderPass m_render_pass
Definition VulkanFramebuffer.hpp:31
vk::RenderPass get_render_pass() const
Definition VulkanFramebuffer.hpp:15
void resize(uint32_t width, uint32_t height)
Definition VulkanFramebuffer.cpp:16
vk::UniqueImageView m_color_image_view
Definition VulkanFramebuffer.hpp:29
void create_resources()
Definition VulkanFramebuffer.cpp:28
void destroy_resources()
Definition VulkanFramebuffer.cpp:111
vk::ImageView get_color_image_view() const
Definition VulkanFramebuffer.hpp:16
vk::UniqueImage m_color_image
Definition VulkanFramebuffer.hpp:27
consteval U64 type_id_of()
Definition type_id.hpp:6