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https://github.com/MobileGL-Dev/MobileGL
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[Chore] (MG_Backend/DirectVulkan): manage default depth buffer in SwapchainObject
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@@ -38,6 +38,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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VkSurfaceTransformFlagBitsKHR GetPreTransform() const { return m_preTransform; }
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const Vector<VkImage>& GetImages() const { return m_images; }
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const Vector<VkImageView>& GetImageViews() const { return m_imageViews; }
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VkFormat GetDepthStencilFormat() const { return m_depthStencilFormat; }
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const Vector<VkImageView>& GetDepthStencilImageViews() const { return m_depthStencilImageViews; }
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VkImage GetDepthStencilImage(Uint32 index) const;
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VkImageView GetDepthStencilImageView(Uint32 index) const;
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VkImageLayout GetDepthStencilImageLayout(Uint32 index) const;
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void SetDepthStencilImageLayout(Uint32 index, VkImageLayout layout);
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VkImage GetImage(Uint32 index) const;
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VkImageLayout GetImageLayout(Uint32 index) const;
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void SetImageLayout(Uint32 index, VkImageLayout layout);
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@@ -45,6 +51,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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private:
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void CreateImageViews(VkDevice device);
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void CreateDepthStencilResources(VkDevice device, VkPhysicalDevice physicalDevice);
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void DestroyDepthStencilResources(VkDevice device);
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static constexpr VkPresentModeKHR s_desiredPresentModes[] {
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VK_PRESENT_MODE_MAILBOX_KHR,
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VK_PRESENT_MODE_IMMEDIATE_KHR,
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@@ -59,5 +67,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Vector<VkImage> m_images;
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Vector<VkImageView> m_imageViews;
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Vector<VkImageLayout> m_imageLayouts;
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VkFormat m_depthStencilFormat = VK_FORMAT_UNDEFINED;
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Vector<VkImage> m_depthStencilImages;
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Vector<VkDeviceMemory> m_depthStencilImageMemories;
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Vector<VkImageView> m_depthStencilImageViews;
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Vector<VkImageLayout> m_depthStencilImageLayouts;
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};
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} // namespace MobileGL::MG_Backend::DirectVulkan
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