Вынес управление VkDevice в отдельный класс

This commit is contained in:
Jiga228
2026-06-23 20:51:12 +07:00
parent 3cbe642fca
commit b2dee85b26
8 changed files with 178 additions and 146 deletions
@@ -11,6 +11,7 @@
#include <mutex>
#include <glm/glm.hpp>
#include "VkObjects/Device.hpp"
#include "VkObjects/Instance.hpp"
#include "VkObjects/PhysicalDevice.hpp"
#include "VkObjects/Surface.hpp"
@@ -67,11 +68,7 @@ class UwURenderEngine : public RenderEngineBase
VkObjects::Instance instance_;
VkObjects::Surface surface_;
VkObjects::PhysicalDevice physical_device_;
//VkPhysicalDevice physical_device_ = VK_NULL_HANDLE;
VkDevice device_ = VK_NULL_HANDLE;
VkQueue graphics_queue_ = VK_NULL_HANDLE;
VkQueue present_queue_ = VK_NULL_HANDLE;
VkQueue transfer_queue_ = VK_NULL_HANDLE;
VkObjects::Device device_;
VkSwapchainKHR swapchain_ = VK_NULL_HANDLE;
std::vector<VkImage> swapchain_images_;
VkFormat swapchain_image_format_;
@@ -104,7 +101,6 @@ class UwURenderEngine : public RenderEngineBase
static VkPresentModeKHR choose_present_mode(const std::vector<VkPresentModeKHR>& present_modes, VkPresentModeKHR desired_present_mode);
VkShaderModule create_shader_module(const std::string& code) const;
void create_logical_device();
void create_swapchain();
void create_image_views();
void create_render_pass();