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This now splits up the rendering system into sensible parts, and makes it easier to switch between the simple renderer and the new experimental one. Lots of refactors I needed to do for a while are now done, too.
28 lines
No EOL
635 B
C++
28 lines
No EOL
635 B
C++
#pragma once
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#include <array>
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#include <vector>
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#include <vulkan/vulkan.h>
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class Device;
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class SwapChain
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{
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public:
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SwapChain(Device &device, VkSurfaceKHR surface, int width, int height);
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void resize(VkSurfaceKHR surface, int width, int height);
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VkSwapchainKHR swapchain = VK_NULL_HANDLE;
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VkExtent2D extent;
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std::vector<VkImage> swapchainImages;
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std::vector<VkImageView> swapchainViews;
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std::array<VkFence, 3> inFlightFences;
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std::array<VkSemaphore, 3> imageAvailableSemaphores, renderFinishedSemaphores;
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uint32_t currentFrame = 0;
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VkFormat surfaceFormat;
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private:
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Device &m_device;
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}; |