#pragma once #include "vk_core.h" #include "xash3d_types.h" typedef struct vk_framectl_s { uint32_t width, height; struct { // Used when the entire rendering is traditional triangle rasterization // Discards and clears color buffer VkRenderPass raster; // Used for 2D overlay rendering after ray tracing pass // Preserves color buffer contents VkRenderPass after_ray_tracing; } render_pass; } vk_framectl_t; extern vk_framectl_t vk_frame; qboolean VK_FrameCtlInit( void ); void VK_FrameCtlShutdown( void ); void R_BeginFrame( qboolean clearScene ); void VK_RenderFrame( const struct ref_viewpass_s *rvp ); void R_EndFrame( void ); qboolean VID_ScreenShot( const char *filename, int shot_type );