namespace GL {
class Device;
+class Texture;
class VulkanFramebuffer: public NonCopyable
{
protected:
Device &device;
mutable VkFramebuffer handle = 0;
+ mutable std::vector<VkImageView> view_handles;
std::string debug_name;
VulkanFramebuffer(bool);
void update(unsigned) const;
void require_complete() const { }
+ void prepare_image_layouts(bool = false) const;
+
void set_debug_name(const std::string &);
void set_vulkan_object_name() const;
};