load up until command pool creation
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@@ -1,26 +1,34 @@
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#include "vulkan_loader.h"
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#include <presentation_queue/vulkan_presentation_queue.h>
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#include <shader_module/vulkan_shader_module.h>
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#include <renderpass/vulkan_render_pass_descriptor.h>
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#include <pipelines/graphics_pipeline/vulkan_graphics_pipeline.h>
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#include <framebuffers/vulkan_framebuffer.h>
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#include <textures/vulkan_texture.h>
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#include <uniforms/vulkan_uniform_pool.h>
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#include <commands/command_pool/vulkan_command_pool.h>
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#include <output_device/vulkan_output_devices.h>
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gnDeviceFunctions loadVulkanDeviceFunctions() {
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return (gnDeviceFunctions){
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._gnCreatePresentationQueue = createPresentationQueue,
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._gnPresentationQueueGetImage = getPresentQueueImage,
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._gnDestroyPresentationQueue = destroyPresentationQueue
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._gnDestroyPresentationQueue = destroyPresentationQueue,
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// gnReturnCode (*_gnCreateShaderModule)(gnShaderModuleHandle module, gnOutputDeviceHandle device, gnShaderModuleInfo shaderModuleInfo);
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// void (*_gnDestroyShaderModule)(gnShaderModuleHandle module);
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._gnCreateShaderModule = createShaderModule,
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._gnDestroyShaderModule = destroyShaderModule,
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// gnReturnCode (*_gnCreateRenderPassDescriptor)(gnRenderPassDescriptorHandle renderPass, gnOutputDeviceHandle device, gnRenderPassDescriptorInfo info);
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// void (*_gnDestroyRenderPassDescriptor)(gnRenderPassDescriptorHandle renderPass);
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._gnCreateRenderPassDescriptor = createRenderPass,
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._gnDestroyRenderPassDescriptor = destroyRenderPass,
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// gnReturnCode (*_gnCreateGraphicsPipeline)(gnGraphicsPipelineHandle pipeline, gnOutputDeviceHandle device, gnGraphicsPipelineInfo pipelineInfo);
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// void (*_gnDestroyGraphicsPipeline)(gnGraphicsPipelineHandle pipeline);
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._gnCreateGraphicsPipeline = createGraphicsPipeline,
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._gnDestroyGraphicsPipeline = destroyGraphicsPipeline,
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// gnReturnCode (*_gnCreateFramebuffer)(gnFramebuffer framebuffer, gnOutputDeviceHandle device, gnFramebufferInfo framebufferInfo);
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// void (*_gnDestroyFramebuffer)(gnFramebuffer framebuffer);
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._gnCreateFramebuffer = createFramebuffer,
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._gnDestroyFramebuffer = destroyFramebuffer,
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// gnReturnCode (*_gnCreateCommandPool)(gnCommandPoolHandle commandPool, gnOutputDeviceHandle device, gnCommandPoolInfo info);
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// void (*_gnDestroyCommandPool)(gnCommandPoolHandle commandPool);
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._gnCreateCommandPool = createCommandPool,
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._gnDestroyCommandPool = destroyCommandPool,
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// gnReturnCode (*_gnCreateSemaphore)(gnSemaphoreHandle semaphore, gnOutputDeviceHandle device);
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// void (*_gnDestroySemaphore)(gnSemaphoreHandle semaphore);
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@@ -30,16 +38,16 @@ gnDeviceFunctions loadVulkanDeviceFunctions() {
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// void* (*_gnMapBuffer)(gnBufferHandle buffer);
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// void (*_gnDestroyBuffer)(gnBufferHandle buffer);
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// gnReturnCode (*_gnCreateUniformPool)(gnUniformPool pool, gnDeviceHandle device);
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// gnUniform* (*_gnUniformPoolAllocateUniforms)(gnUniformPool pool, gnUniformAllocationInfo allocInfo);
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// void (*_gnDestroyUniformPool)(gnUniformPool pool);
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._gnCreateUniformPool = createUniformPool,
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._gnUniformPoolAllocateUniforms = allocateUniforms,
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._gnDestroyUniformPool = destroyUniformPool,
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// void (*_gnUpdateBufferUniform)(gnUniform uniform, gnBufferUniformInfo* bufferInfo);
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// void (*_gnUpdateImageUniform)(gnUniform uniform, gnImageUniformInfo* imageInfo);
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// gnReturnCode (*_gnCreateTexture)(gnTexture texture, gnDevice device, const gnTextureInfo info);
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// void (*_gnTextureData)(gnTextureHandle texture, void* pixelData);
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// void (*_gnDestroyTexture)(gnTexture texture);
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._gnCreateTexture = createTexture,
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._gnTextureData = textureData,
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._gnDestroyTexture = destroyTexture,
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// gnReturnCode (*_gnCreateFence)(gnFenceHandle fence, gnOutputDeviceHandle device);
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// void (*_gnSignalFence)(gnFenceHandle fence);
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@@ -50,6 +58,6 @@ gnDeviceFunctions loadVulkanDeviceFunctions() {
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// gnReturnCode (*_gnSubmit)(gnOutputDeviceHandle device, gnSubmitInfo submit);
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// gnReturnCode (*_gnPresent)(gnOutputDeviceHandle device, gnPresentInfo info);
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// void (*_gnWaitForDevice)(gnOutputDeviceHandle device);
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._gnWaitForDevice = waitForDevice
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};
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}
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