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/****************************************************************************
**
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** Copyright (C) 2018 The Qt Company Ltd.
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#include "renderer.h"
#include <QVulkanFunctions>
#include <QRhiVulkanInitParams>

const int SAMPLES = 1;

Renderer::Renderer(QVulkanWindow *w)
    : m_window(w)
{
    m_window->setSampleCount(SAMPLES);
}

void Renderer::initResources()
{
    QRhiVulkanInitParams params;
    params.inst = m_window->vulkanInstance();
    params.importExistingDevice = true;
    params.physDev = m_window->physicalDevice();
    params.dev = m_window->device();
    params.cmdPool = m_window->graphicsCommandPool();
    params.gfxQueue = m_window->graphicsQueue();
    m_r = QRhi::create(QRhi::Vulkan, &params);

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    m_sc = m_r->newSwapChain();
    m_sc->setTarget(m_window); // note: very different from setWindow(m_window)
    m_scrp = m_sc->newCompatibleRenderPassDescriptor();
    m_sc->setRenderPassDescriptor(m_scrp);

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    m_triRenderer.setRhi(m_r);
    m_triRenderer.setSampleCount(SAMPLES);
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    m_triRenderer.initResources(m_scrp);
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}

void Renderer::initSwapChainResources()
{
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    m_sc->buildOrResize(); // this just wraps the qvulkanwindow's swapchain and other resources

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    m_triRenderer.resize(m_sc->effectivePixelSize());
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}

void Renderer::releaseSwapChainResources()
{
    m_sc->release(); // no-op, the real work is done by QVulkanWindow
}

void Renderer::releaseResources()
{
    m_triRenderer.releaseResources();

    delete m_sc;
    m_sc = nullptr;

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    if (m_scrp) {
        m_scrp->releaseAndDestroy();
        m_scrp = nullptr;
    }

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    delete m_r;
    m_r = nullptr;
}

void Renderer::startNextFrame()
{
    m_r->beginFrame(m_sc);
    QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();

    QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
    m_triRenderer.queueResourceUpdates(u);

    m_r->beginPass(m_sc->currentFrameRenderTarget(), cb, { 0.4f, 0.7f, 0.0f, 1.0f }, { 1.0f, 0 }, u);
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    m_triRenderer.queueDraw(cb, m_sc->effectivePixelSize());
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    m_r->endPass(cb);

    m_r->endFrame(m_sc);

    m_window->frameReady();
    m_window->requestUpdate(); // render continuously, throttled by the presentation rate
}