ULRE/inc/hgl/graph/VKDeviceRenderPassManage.h

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#pragma once
#include<hgl/graph/VK.h>
#include<hgl/type/Map.h>
#include<hgl/util/hash/Hash.h>
VK_NAMESPACE_BEGIN
using RenderPassHASHCode=util::HashCode<128/8>;
inline util::Hash *CreateRenderPassHash()
{
return util::CreateHash(util::HASH::xxH3_128);
}
class DeviceRenderPassManage
{
VkDevice device;
VkPipelineCache pipeline_cache;
util::Hash *hash;
Map<RenderPassHASHCode,RenderPass *> RenderPassList;
private:
friend class GPUDevice;
DeviceRenderPassManage(VkDevice,VkPipelineCache);
~DeviceRenderPassManage();
private:
RenderPass * CreateRenderPass( const List<VkAttachmentDescription> &desc_list,
const List<VkSubpassDescription> &subpass,
const List<VkSubpassDependency> &dependency,
const RenderbufferInfo *);
RenderPass * AcquireRenderPass( const RenderbufferInfo *,const uint subpass_count=2);
};//class DeviceRenderPassManage
VK_NAMESPACE_END