Changeset 6493e43 in opengl-game for sdl-game.hpp
- Timestamp:
- Jan 3, 2021, 6:18:28 PM (4 years ago)
- Branches:
- feature/imgui-sdl
- Children:
- 6a39266
- Parents:
- 3b7d497
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
sdl-game.hpp
r3b7d497 r6493e43 7 7 8 8 #include <SDL2/SDL.h> 9 10 #include "IMGUI/imgui_impl_vulkan.h" 9 11 10 12 #include "consts.hpp" … … 49 51 VkDebugUtilsMessengerEXT debugMessenger = VK_NULL_HANDLE; 50 52 VkSurfaceKHR surface; // TODO: Change the variable name to vulkanSurface 53 54 VkQueue graphicsQueue; 55 VkQueue presentQueue; 51 56 52 57 // My code, but not complete. Skips creating the SDL renderer, probably because it doesn't use hardware acceleration. … … 64 69 void createLogicalDevice(const vector<const char*>& validationLayers, 65 70 const vector<const char*>& deviceExtensions); // Only creates the graphics queue. Later, checks that this queue also supports presenting, but this codebase does not seem to support a separate present queue 71 72 // Pipeline variables. Hopefully, I can eventually use the GraphicsPipeline_Vulkan class for the imgui pipeline 73 VkDescriptorPool descriptorPool; 74 66 75 }; 67 76 77 // These functions are helper functions that were used in the ImGui Vulkan+SDL example 78 79 void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, 80 ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, 81 uint32_t min_image_count); 82 83 void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, 84 ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); 85 86 // End helper functions 87 68 88 #endif // _SDL_GAME_H
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