quakeforge/include/vid_vulkan.h
Bill Currie 94565c2382 Rework much of the Vulkan array handling
So much for all those little wrappers hiding the device. Some survived,
but mostly just the bigger things like device, swapchain, etc.
2020-02-17 20:29:35 +09:00

43 lines
1.3 KiB
C

#ifndef __vid_vulkan_h
#define __vid_vulkan_h
#ifndef VK_NO_PROTOTYPES
#define VK_NO_PROTOTYPES
#endif
#include <vulkan/vulkan.h>
typedef struct vulkan_frameset_s {
int curFrame; // index into fences
struct qfv_fenceset_s *fences;
struct qfv_cmdbufferset_s *cmdBuffers;
struct qfv_semaphoreset_s *imageSemaphores;
struct qfv_semaphoreset_s *renderDoneSemaphores;
} vulkan_frameset_t;
typedef struct vulkan_ctx_s {
void (*load_vulkan) (struct vulkan_ctx_s *ctx);
void (*unload_vulkan) (struct vulkan_ctx_s *ctx);
const char **required_extensions;
struct vulkan_presentation_s *presentation;
int (*get_presentation_support) (struct vulkan_ctx_s *ctx,
VkPhysicalDevice physicalDevice,
uint32_t queueFamilyIndex);
void (*choose_visual) (struct vulkan_ctx_s *ctx);
void (*create_window) (struct vulkan_ctx_s *ctx);
VkSurfaceKHR (*create_surface) (struct vulkan_ctx_s *ctx);
struct qfv_instance_s *instance;
struct qfv_device_s *device;
struct qfv_swapchain_s *swapchain;
VkSurfaceKHR surface; //FIXME surface = window, so "contains" swapchain
VkCommandPool cmdpool;
vulkan_frameset_t frameset;
#define EXPORTED_VULKAN_FUNCTION(fname) PFN_##fname fname;
#define GLOBAL_LEVEL_VULKAN_FUNCTION(fname) PFN_##fname fname;
#include "QF/Vulkan/funclist.h"
} vulkan_ctx_t;
#endif//__vid_vulkan_h