renderer struct that handles engine objects like samplers, textures

This commit is contained in:
Janis 2025-01-19 15:17:21 +01:00
parent 81c6b6f4ee
commit b404b50b62

View file

@ -2054,6 +2054,32 @@ impl EguiState {
} }
} }
pub struct Renderer2 {
device: Device,
samplers: SamplerCache,
texture_managers: texture::TextureManager,
#[allow(unused)]
// keep this around because the vulkan device has been created with this
// display handle in mind. Might not be necessary.
display: RawDisplayHandle,
}
impl Renderer2 {
pub fn new(display: RawDisplayHandle) -> Result<Self> {
let device = Device::new_from_default_desc(Some(display))?;
Ok(Self {
samplers: SamplerCache::new(device.clone()),
texture_managers: texture::TextureManager::new(device.clone()),
display,
device,
})
}
//pub fn create_surface
}
pub struct Renderer<W> { pub struct Renderer<W> {
pub texture_handler: texture::TextureManager, pub texture_handler: texture::TextureManager,
pub egui_state: EguiState, pub egui_state: EguiState,