你不用知道我在干什么,等我玩腻了你就知道我玩什么了~= ̄ω ̄=
InitVulkan
dlopen(vulkan.so)
CreateVulkanDevice
vkCreateInstance
vkCreateAndroidSurfaceKHR
vkeEnumeratePhysicalDevices
vkGetPhysicalDeviceQueueFamilyProperties
vkCreateDevice
vkGetDeviceQueue
CreateSwapchain
vkGetPhysicalDeviceSurfaceCapabilitiesKHR
vkGetPhysicalDeviceSurfaceFormatsKHR
vkCreateSwapchainKHR
vkGetSwapchainImagesKHR
vkCreateRenderPass
CreateFrameBuffers
vkGetSwapchainImageKHR
vkCreateImageView
vkCreateFramebuffer -> for each swapchain
CreateBuffers
vkCreateBuffer
vkGetBufferMemoryRequirments
MapMemoryTypeToIndex
vkPhysicalDeviceMemoryProperties
vkGetPhysicalDeviceMemoryProperties
vkAllocateMemory
vkMapMemory
vkUnmapMemory
vkBindBufferMemory
CreateGraphicsPipeline
vkCreatePipelineLayout
vkCreateShaderModule -> for vertex shader
vkCreateShaderModule -> for fragment shader
vkCreatePipelineCache
vkCreateGraphicsPipeline
vkDestoryShaderModule -> for vertex shader
vkDestoryShaderModule -> for fragment shader
vkCreateCommandPool
vkAllocateCommandBuffers
[ -> for each swapchain
vkBeginCommandBuffer
setImageLayout
vkCmdPipelineBarrier
vkCmdBeginRenderPass
vkCmdBindPipeline
vkCmdBindVertexBuffers
vkCmdDraw
vkCmdEndRenderPass
setImageLayout
vkCmdPipelineBarrier
]
vkCreateFence
vkCreateSemaphore
VulkanDrawFrame
vkAcquireNextImageKHR
vkResetFences
vkQueueSubmit
vkWaitForFences
vkQueuePresentKHR
DeleteVulkan
vkFreeCommandBuffers
vkDestroyCommandPool
vkDestroyRenderPass
DeleteSwapChain
[ -> for each swapchain
vkDestroyFramebuffer
vkDestroyImageView
vkDestroyImage
]
vkDestroySwapchainKHR
DeleteGraphicsPipeline
vkDestroyPipeline
vkDestroyPipelineCache
vkDestroyPipelineLayout
DeleteBuffers
vkDestroyBuffer
vkDestroyDevice
vkDestroyInstance
DisposeVulkan
dlclose(vulkan.so)