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[vulkan] Create a vulkan-specific UpdateScreen
The goal is to get vulkan relying on the "renderpass" abstraction, but this gets vulkan up and running again, and even fixes the rendering issues (in the end, getting canvas working wasn't required, but is still planned).
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1 changed files with 15 additions and 1 deletions
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@ -488,6 +488,20 @@ vulkan_end_frame (void)
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vulkan_ctx->curFrame %= vulkan_ctx->frames.size;
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}
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static void
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vulkan_UpdateScreen (transform_t camera, double realtime, SCR_Func *scr_funcs)
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{
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EntQueue_Clear (r_ent_queue);
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vulkan_begin_frame ();
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r_funcs->set_2d (1);
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while (*scr_funcs) {
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(*scr_funcs) ();
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scr_funcs++;
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}
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vulkan_render_view ();
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vulkan_end_frame ();
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}
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static framebuffer_t *
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vulkan_create_cube_map (int size)
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{
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@ -774,7 +788,7 @@ vulkan_vid_render_shutdown (void)
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vid_render_funcs_t vulkan_vid_render_funcs = {
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.init = vulkan_vid_render_init,
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.UpdateScreen = SCR_UpdateScreen_legacy,
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.UpdateScreen = vulkan_UpdateScreen,
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.Draw_CharBuffer = vulkan_Draw_CharBuffer,
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.Draw_SetScale = vulkan_Draw_SetScale,
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