Implicit surface rendering via ray tracing
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/*
* 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 <vector>
#include <vulkan/vulkan_core.h>
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<VkFormat>& candidates, VkImageTiling tiling, VkFormatFeatureFlags features);
VkFormat findDepthFormat(VkPhysicalDevice physicalDevice);
VkFormat findDepthStencilFormat(VkPhysicalDevice physicalDevice);
//////////////////////////////////////////////////////////////////////////
VkRenderPass createRenderPass(VkDevice device,
const std::vector<VkFormat>& 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