转换新添加文件编码为UTF8-BOM
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#ifndef HGL_GRAPH_COORDINATE_INCLUDE
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#ifndef HGL_GRAPH_COORDINATE_INCLUDE
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#define HGL_GRAPH_COORDINATE_INCLUDE
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#define HGL_GRAPH_COORDINATE_INCLUDE
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#include<hgl/math/Math.h>
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#include<hgl/math/Math.h>
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@ -20,7 +20,7 @@ namespace hgl
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* X | Y X
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* X | Y X
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*/
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*/
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extern Matrix4f MATRIX_FROM_OPENGL_COORDINATE; //OpenGL坐标系数据到我方坐标系数据变换用矩阵
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extern Matrix4f MATRIX_FROM_OPENGL_COORDINATE; //OpenGL坐标系数据到我方坐标系数据变换用矩阵
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}//namespace graph
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}//namespace graph
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}//namespace hgl
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}//namespace hgl
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#ifndef HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
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#ifndef HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
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#define HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
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#define HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
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#include<hgl/graph/Vulkan/VK.h>
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#include<hgl/graph/Vulkan/VK.h>
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@ -59,24 +59,24 @@ public:
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void Recreate ();
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void Recreate ();
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bool Wait (bool wait_all=VK_TRUE,uint64_t time_out=HGL_NANO_SEC_PER_SEC*0.1); ///<等待队列完成
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bool Wait (bool wait_all=VK_TRUE,uint64_t time_out=HGL_NANO_SEC_PER_SEC*0.1); ///<等待队列完成
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/**
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/**
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* 请求获得下一帧的索引,并将确认信息发送到指定信号
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* 请求获得下一帧的索引,并将确认信息发送到指定信号
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*/
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*/
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bool AcquireNextImage (VkSemaphore); ///<请求获得下一帧的索引
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bool AcquireNextImage (VkSemaphore); ///<请求获得下一帧的索引
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/**
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/**
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* 提交一批绘制指令
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* 提交一批绘制指令
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* @param cmd_list 绘制指令
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* @param cmd_list 绘制指令
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* @param wait_sems 指令开始前要等待的确认的信号
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* @param wait_sems 指令开始前要等待的确认的信号
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* @param complete_semaphores 绘制完成后发送的信号
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* @param complete_semaphores 绘制完成后发送的信号
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*/
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*/
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bool SubmitDraw (List<VkCommandBuffer> &cmd_list,List<VkSemaphore> &wait_sems,List<VkSemaphore> &complete_semaphores); ///<提交绘制指令
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bool SubmitDraw (List<VkCommandBuffer> &cmd_list,List<VkSemaphore> &wait_sems,List<VkSemaphore> &complete_semaphores); ///<提交绘制指令
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bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<提交纹理处理到队列
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bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<提交纹理处理到队列
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bool PresentBackbuffer (); ///<等待绘制队列完成,并将后台缓冲区呈现到前台
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bool PresentBackbuffer (); ///<等待绘制队列完成,并将后台缓冲区呈现到前台
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};//class Swapchain
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};//class Swapchain
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VK_NAMESPACE_END
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
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#endif//HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
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#include<hgl/graph/vulkan/VKSwapchain.h>
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#include<hgl/graph/vulkan/VKSwapchain.h>
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#include<hgl/graph/vulkan/VKDevice.h>
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#include<hgl/graph/vulkan/VKDevice.h>
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#include<hgl/graph/vulkan/VKRenderPass.h>
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#include<hgl/graph/vulkan/VKRenderPass.h>
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if(++current_fence==swap_chain_count)
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if(++current_fence==swap_chain_count)
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current_fence=0;
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current_fence=0;
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//不在这里立即等待fence完成,是因为有可能queue submit需要久一点工作时间,我们这个时间可以去干别的。等在AcquireNextImage时再去等待fence,而且是另一帧的fence。这样有利于异步处理
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//不在这里立即等待fence完成,是因为有可能queue submit需要久一点工作时间,我们这个时间可以去干别的。等在AcquireNextImage时再去等待fence,而且是另一帧的fence。这样有利于异步处理
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return(result==VK_SUCCESS);
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return(result==VK_SUCCESS);
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}
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}
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#include<hgl/graph/Coordinate.h>
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#include<hgl/graph/Coordinate.h>
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namespace hgl
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namespace hgl
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{
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{
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