cleanup and refactoring
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1285 changed files with 757994 additions and 8 deletions
52
raytracer/nvpro_core/nvvk/renderpasses_vk.hpp
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raytracer/nvpro_core/nvvk/renderpasses_vk.hpp
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/*
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* Copyright (c) 2018-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2018-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#pragma once
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#include <vector>
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#include <vulkan/vulkan_core.h>
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namespace nvvk {
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/** @DOC_START
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# functions in nvvk
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- findSupportedFormat : returns supported VkFormat from a list of candidates (returns first match)
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- findDepthFormat : returns supported depth format (24, 32, 16-bit)
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- findDepthStencilFormat : returns supported depth-stencil format (24/8, 32/8, 16/8-bit)
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- createRenderPass : wrapper for vkCreateRenderPass
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@DOC_END */
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VkFormat findSupportedFormat(VkPhysicalDevice physicalDevice, const std::vector<VkFormat>& candidates, VkImageTiling tiling, VkFormatFeatureFlags features);
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VkFormat findDepthFormat(VkPhysicalDevice physicalDevice);
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VkFormat findDepthStencilFormat(VkPhysicalDevice physicalDevice);
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//////////////////////////////////////////////////////////////////////////
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VkRenderPass createRenderPass(VkDevice device,
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const std::vector<VkFormat>& colorAttachmentFormats,
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VkFormat depthAttachmentFormat,
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uint32_t subpassCount = 1,
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bool clearColor = true,
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bool clearDepth = true,
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VkImageLayout initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
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VkImageLayout finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
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} // namespace nvvk
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