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