Add RenderEngineSDK
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#pragma once
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#define GLFW_INCLUDE_VULKAN
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#include <GLFW/glfw3.h>
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#include <vector>
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#ifdef _DEBUG
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#include <assert.h>
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#define VK_CHECK(res) assert(res == VK_SUCCESS);
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#else
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#define VK_CHECK(val) {int res = (val); if ((res) != VK_SUCCESS) throw std::runtime_error("Vulkan error: " + std::to_string(static_cast<int>(res)));}
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#endif
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namespace DeviceFunctions
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{
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VkExtent2D choose_extent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window);
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uint32_t find_memory_type(VkPhysicalDevice physical_device, uint32_t typeFilter, VkMemoryPropertyFlags properties);
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void device_memcpy(VkDevice device, uint32_t transfer_queue_family, VkBuffer src, VkBuffer dst, size_t size);
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VkBuffer create_buffer(VkDevice device, VkDeviceSize size, VkBufferUsageFlags usage, const std::vector<uint32_t>& queue_families);
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VkDeviceMemory allocate_device_memory(VkPhysicalDevice physical_device, VkDevice device, VkBuffer buffer, VkMemoryPropertyFlags property);
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}
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