ULRE/inc/hgl/graph/vulkan/VKSwapchain.h

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2019-07-13 02:38:42 +08:00
#ifndef HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
#define HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
#include<hgl/graph/vulkan/VKSwapchainAttribute.h>
#include<hgl/graph/vulkan/VKFramebuffer.h>
#include<hgl/graph/vulkan/VKFence.h>
#include<hgl/graph/vulkan/VKSemaphore.h>
VK_NAMESPACE_BEGIN
class Swapchain
{
protected:
Device *device;
SwapchainAttribute *sc_attr;
protected:
// VkPipelineStageFlags pipe_stage_flags;
//uint32_t current_frame;
//ObjectList<Framebuffer> render_frame;
//uint32_t current_fence;
//ObjectList<Fence> fence_list;
//RenderPass *main_rp =nullptr;
//VkSubmitInfo submit_info;
//VkPresentInfoKHR present_info;
public:
VkSwapchainKHR GetSwapchain () {return sc_attr->swap_chain;}
const VkExtent2D & GetExtent ()const {return sc_attr->extent;}
const uint32_t GetImageCount ()const {return sc_attr->sc_color.GetCount();}
Texture2D ** GetColorTextures () {return sc_attr->sc_color.GetData();}
Texture2D * GetColorTexture (int index) {return sc_attr->sc_color[index];}
Texture2D * GetDepthTexture () {return sc_attr->sc_depth;}
// RenderPass * GetMainRenderPass () {return main_rp;}
// Framebuffer * GetFramebuffer (int index) {return render_frame[index];}
//const uint32_t GetCurrentFrameIndices () {return current_frame;}
// Framebuffer * GetCurrentFramebuffer () {return render_frame[current_frame];}
public:
Swapchain(Device *,SwapchainAttribute *sa);
virtual ~Swapchain();
//bool Wait (bool wait_all=VK_TRUE,uint64_t time_out=HGL_NANO_SEC_PER_SEC*0.1); ///<等待队列完成
///**
// * 请求获得下一帧的索引,并将确认信息发送到指定信号
// * @param complete_semaphore 完成后请发送至此信号
// * @return 下一帧的索引
// * @return <0 错误
// */
//int AcquireNextImage (vulkan::Semaphore *complete_semaphore); ///<请求获得下一帧的索引
//
///**
// * 提交一个绘制指令
// * @param cmd_list 绘制指令
// * @param wait_sem 指令开始前要等待的确认的信号
// * @param complete_semaphore 绘制完成后发送的信号
// */
//bool SubmitDraw (VkCommandBuffer &cmd_list,vulkan::Semaphore *wait_sem,vulkan::Semaphore *complete_semaphore); ///<提交绘制指令
///**
// * 提交一批绘制指令
// * @param cmd_list 绘制指令
// * @param wait_sems 指令开始前要等待的确认的信号
// * @param complete_semaphores 绘制完成后发送的信号
// */
//bool SubmitDraw (List<VkCommandBuffer> &cmd_list,List<VkSemaphore> &wait_sems,List<VkSemaphore> &complete_semaphores); ///<提交绘制指令
///**
// * @param render_complete_semaphore 渲染完成信号
// */
//bool PresentBackbuffer (vulkan::Semaphore *render_complete_semaphore); ///<等待绘制队列完成,并将后台缓冲区呈现到前台
};//class Swapchain
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE