函数改名使得代码更容易理解
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@ -224,7 +224,7 @@ public:
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VkCommandBuffer cb=*cmd_buf[index];
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device->SubmitDraw(&cb);
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device->QueuePresent();
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device->PresentBackbuffer();
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}
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virtual void Draw()
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@ -180,10 +180,10 @@ public: //Command Buffer 相关
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public: //提交相关
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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 AcquireNextImage (); ///<请求切换到下一帧(注意此函数调用并不代表画面会出现)
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bool AcquireNextImage (); ///<请求获得下一帧的索引
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bool SubmitDraw (const VkCommandBuffer *,const uint32_t count=1); ///<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 QueuePresent (); ///<等待队列完成,并将画面呈现出来
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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 Device
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_RENDER_SURFACE_INCLUDE
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@ -197,7 +197,7 @@ bool Device::SubmitDraw(const VkCommandBuffer *cmd_bufs,const uint32_t count)
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return(result==VK_SUCCESS);
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}
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bool Device::QueuePresent()
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bool Device::PresentBackbuffer()
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{
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present_info.pImageIndices=¤t_frame;
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