umbra/projs/shadow/shadow-engine/shadow-renderer/inc/vlkx/render/framebuffer/RenderPass.h

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#pragma once
#include <vulkan/vulkan.h>
#include <vector>
class RenderPass {
public:
RenderPass();
~RenderPass();
VkRenderPass pass;
void createVertexRenderPass(VkFormat format);
void createRTRenderPass(VkFormat format);
void createRTPhysicsPass(VkFormat format);
void beginRenderPass(std::vector<VkClearValue> clearValues, VkCommandBuffer commands, VkFramebuffer framebuffer, VkExtent2D extent);
void endRenderPass(VkCommandBuffer commands);
void destroy();
};