1 #ifndef MSP_GL_COMMANDS_BACKEND_H_
2 #define MSP_GL_COMMANDS_BACKEND_H_
26 VkCommandPool pool = 0;
30 CommandPool(Device &);
31 CommandPool(CommandPool &&);
36 std::vector<CommandPool> command_pools;
37 CommandPool *current_pool = 0;
38 VkCommandBuffer current_buffer = 0;
39 const PipelineState *pipeline_state = 0;
40 VkRenderPass render_pass = 0;
46 void begin_render_pass(const ClearValue *);
47 void end_render_pass();
49 void begin_frame(unsigned);
51 void submit_frame(Semaphore *, Semaphore *);
53 void use_pipeline(const PipelineState *);
54 void clear(const ClearValue *);
55 void draw(const Batch &);
56 void draw_instanced(const Batch &, unsigned);
57 void resolve_multisample(Framebuffer &);
59 void begin_query(const QueryPool &, unsigned);
60 void end_query(const QueryPool &, unsigned);
63 using CommandsBackend = VulkanCommands;