1 #ifndef MSP_GL_COMMANDS_BACKEND_H_
2 #define MSP_GL_COMMANDS_BACKEND_H_
27 VkCommandPool pool = 0;
31 CommandPool(Device &);
32 CommandPool(CommandPool &&);
37 std::vector<CommandPool> command_pools;
38 CommandPool *current_pool = 0;
39 VkCommandBuffer current_buffer = 0;
40 const PipelineState *pipeline_state = 0;
41 const Framebuffer *framebuffer = 0;
42 const Rect *viewport = 0;
48 void begin_render_pass(bool, const ClearValue *);
49 void end_render_pass();
51 void begin_frame(unsigned);
53 void submit_frame(Semaphore *, Semaphore *);
55 void use_pipeline(const PipelineState *);
56 void clear(const ClearValue *);
57 void draw(const Batch &);
58 void draw_instanced(const Batch &, unsigned);
59 void resolve_multisample(Framebuffer &);
61 void begin_query(const QueryPool &, unsigned);
62 void end_query(const QueryPool &, unsigned);
65 using CommandsBackend = VulkanCommands;