#ifndef HGL_GRAPH_VULKAN_INCLUDE #define HGL_GRAPH_VULKAN_INCLUDE #include #include #include #include #include #define VK_NAMESPACE hgl::graph::vulkan #define VK_NAMESPACE_BEGIN namespace hgl{namespace graph{namespace vulkan{ #define VK_NAMESPACE_END }}} VK_NAMESPACE_BEGIN class Instance; struct PhysicalDevice; class Device; class ImageView; class Framebuffer; class Texture; class Texture1D; class Texture1DArray; class Texture2D; class Texture2DArray; class Texture3D; class TextureCubemap; class TextureCubemapArray; class Sampler; class Buffer; class VertexBuffer; class IndexBuffer; class CommandBuffer; class RenderPass; class Fence; class Semaphore; class ShaderModule; class ShaderModuleManage; class VertexShaderModule; class Material; class PipelineLayout; class Pipeline; class DescriptorSets; class VertexAttributeBinding; class Renderable; using CharPointerList=hgl::List; enum class ShaderType { Vertex =VK_SHADER_STAGE_VERTEX_BIT, TessControl =VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT, TessEval =VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, Geometry =VK_SHADER_STAGE_GEOMETRY_BIT, Fragment =VK_SHADER_STAGE_FRAGMENT_BIT, Compute =VK_SHADER_STAGE_COMPUTE_BIT };// #ifdef _DEBUG bool CheckStrideBytesByFormat(); ///<检验所有数据类型长度数组是否符合规则 #endif//_DEBUG uint32_t GetStrideByFormat(const VkFormat &); ///<根据数据类型获取访类型单个数据长度字节数 inline void debug_out(const hgl::List &layer_properties) { const int property_count=layer_properties.GetCount(); if(property_count<=0)return; const VkLayerProperties *lp=layer_properties.GetData(); for(int i=0;ilayerName<<" desc: "<description< &extension_properties) { const int extension_count=extension_properties.GetCount(); if(extension_count<=0)return; VkExtensionProperties *ep=extension_properties.GetData(); for(int i=0;iextensionName<<" ver: "<specVersion<