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Renderer/pipeline setup #2
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Refactored renderer.h and added vk_get_instance_extension_properties(), vk_get_instance_layer_properties(), and some to_string & dump functions. Added few more properties in engine_t (renderer) and converted the pointers to void* so that no one can use it directly at compile time [like private member], added engine_get_renderer(). Added Garbage Collector [tgc] and its wrapper garbage_collector/garbage_collector.h. Fixed a bug in header configuration system, header_config_reset.h was malfunctioned. Added garbage collected string data structure [string(), string_array()]. Added some type definitions in template_system.h because template() doesn't take asterisk or space. Moved the vulkan code from engine.c to renderer.c and created new struct renderer_t in renderer.h
… Renderer/PipelineSetup
Added string_bool(bool value), and some abstract function signatures in string.h [to be implemented].
vulkan_wrapper will contains some basic wrapper functions for the vulkan api in a very good manner
When we will build our project in RELEASE mode then garbage_collector will use tgc_alloc allocator, otherwise in DEBUG mode, it will use the malloc allocator..
Added swapchain creation and moved some code [refactored] to vulkan_wrapper.h & vulkan_wrapper.c
Added casting_utility.h and file_utility.h
…ores Added some more typedefs in template_instantiations.h. Modified file_utility.h functions, now they will return tuples instead of just a raw char pointer. Calling renderer_update in engine_update.
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Written graphics pipeline & swapchain setup code in renderer.c , though it is just for placeholder.