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https://github.com/opus-tango/IntroductionToVulkan.git
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Added license.txt file.
Added Project folder with source code examples Part 1, Part 2, Part 3 and Part 4.
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Project/Tutorial03/Tutorial03.h
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Project/Tutorial03/Tutorial03.h
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// Copyright 2016 Intel Corporation All Rights Reserved
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//
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// Intel makes no representations about the suitability of this software for any purpose.
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// THIS SOFTWARE IS PROVIDED ""AS IS."" INTEL SPECIFICALLY DISCLAIMS ALL WARRANTIES,
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// EXPRESS OR IMPLIED, AND ALL LIABILITY, INCLUDING CONSEQUENTIAL AND OTHER INDIRECT DAMAGES,
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// FOR THE USE OF THIS SOFTWARE, INCLUDING LIABILITY FOR INFRINGEMENT OF ANY PROPRIETARY
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// RIGHTS, AND INCLUDING THE WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
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// Intel does not assume any responsibility for any errors which may appear in this software
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// nor any responsibility to update it.
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#if !defined(TUTORIAL_03_HEADER)
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#define TUTORIAL_03_HEADER
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#include "VulkanCommon.h"
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#include "Tools.h"
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namespace Tutorial {
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// ************************************************************ //
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// FramebufferObject //
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// //
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// Vulkan Framebuffer's parameters container class //
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// ************************************************************ //
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struct FramebufferParameters {
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VkImageView ImageView;
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VkFramebuffer Handle;
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};
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// ************************************************************ //
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// VulkanTutorial03Parameters //
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// //
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// Vulkan specific parameters //
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// ************************************************************ //
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struct VulkanTutorial03Parameters {
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VkRenderPass RenderPass;
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std::vector<FramebufferParameters> FramebufferObjects;
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VkCommandPool GraphicsCommandPool;
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std::vector<VkCommandBuffer> GraphicsCommandBuffers;
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VkPipeline GraphicsPipeline;
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VulkanTutorial03Parameters() :
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RenderPass( VK_NULL_HANDLE ),
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FramebufferObjects(),
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GraphicsCommandPool( VK_NULL_HANDLE ),
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GraphicsCommandBuffers(),
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GraphicsPipeline( VK_NULL_HANDLE ) {
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}
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};
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// ************************************************************ //
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// Tutorial03 //
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// //
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// Class for presenting Vulkan usage topics //
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// ************************************************************ //
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class Tutorial03 : public VulkanCommon {
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public:
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Tutorial03();
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~Tutorial03();
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bool CreateRenderPass();
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bool CreateFramebuffers();
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bool CreatePipeline();
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bool CreateCommandBuffers();
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bool RecordCommandBuffers();
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bool Draw() override;
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private:
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VulkanTutorial03Parameters Vulkan;
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Tools::AutoDeleter<VkShaderModule, PFN_vkDestroyShaderModule> CreateShaderModule( const char* filename );
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Tools::AutoDeleter<VkPipelineLayout, PFN_vkDestroyPipelineLayout> CreatePipelineLayout();
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bool CreateCommandPool( uint32_t queue_family_index, VkCommandPool *pool );
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bool AllocateCommandBuffers( VkCommandPool pool, uint32_t count, VkCommandBuffer *command_buffers );
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void ChildClear() override;
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bool ChildOnWindowSizeChanged() override;
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};
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} // namespace Tutorial
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#endif // TUTORIAL_03_HEADER
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