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first draft of vulkan buffer implementation
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#include "graphics/Buffer.h"
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#include <vulkan/vulkan.h>
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namespace love {
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namespace graphics {
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namespace vulkan {
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class Buffer : public love::graphics::Buffer {
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public:
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Buffer(love::graphics::Graphics* gfx, const Settings& settings, const std::vector<DataDeclaration>& format, const void* data, size_t size, size_t arraylength);
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virtual ~Buffer();
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void* map(MapType map, size_t offset, size_t size) override;
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void unmap(size_t usedoffset, size_t usedsize) override;
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void fill(size_t offset, size_t size, const void* data) override;
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void copyTo(love::graphics::Buffer* dest, size_t sourceoffset, size_t destoffset, size_t size) override;
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ptrdiff_t getHandle() const override {
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return (ptrdiff_t) buffer; // todo ?
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}
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ptrdiff_t getTexelBufferHandle() const override {
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return (ptrdiff_t) nullptr; // todo ?
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}
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private:
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VkDevice device;
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VkPhysicalDevice physicalDevice;
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// todo use a staging buffer for improved performance
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VkBuffer buffer;
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VkDeviceMemory bufferMemory;
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void* mappedMemory;
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};
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}
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}
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}
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