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use std::rc::Rc;
use lambda_platform::gfx::render_pass;
use super::RenderContext;
#[derive(Debug)]
pub struct RenderPass {
render_pass: Rc<render_pass::RenderPass<super::internal::RenderBackend>>,
}
impl RenderPass {
pub fn destroy(self, render_context: &RenderContext) {
Rc::try_unwrap(self.render_pass)
.expect("Failed to destroy render pass. Is something holding a reference to it?")
.destroy(render_context.internal_gpu());
}
}
impl RenderPass {
pub(super) fn internal_render_pass(
&self,
) -> &Rc<render_pass::RenderPass<super::internal::RenderBackend>> {
return &self.render_pass;
}
pub(super) fn into_gfx_render_pass(
&self,
) -> Rc<render_pass::RenderPass<super::internal::RenderBackend>> {
return self.render_pass.clone();
}
}
pub struct RenderPassBuilder {}
impl RenderPassBuilder {
pub fn new() -> Self {
return Self {};
}
pub fn build(self, render_context: &RenderContext) -> RenderPass {
let render_pass =
lambda_platform::gfx::render_pass::RenderPassBuilder::new()
.build(render_context.internal_gpu());
return RenderPass {
render_pass: Rc::new(render_pass),
};
}
}