mirror of
https://github.com/KhronosGroup/Vulkan-Hpp
synced 2024-11-08 13:40:08 +00:00
273 lines
13 KiB
C++
273 lines
13 KiB
C++
// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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// VulkanHpp Samples : MultipleSets
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// Use multiple descriptor sets to draw a textured cube.
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#if defined( _MSC_VER )
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// no need to ignore any warnings with MSVC
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#elif defined( __clang__ )
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# pragma clang diagnostic ignored "-Wmissing-braces"
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#elif defined( __GNUC__ )
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# if ( 9 <= __GNUC__ )
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# pragma GCC diagnostic ignored "-Winit-list-lifetime"
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# endif
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#else
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// unknow compiler... just ignore the warnings for yourselves ;)
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#endif
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#include "../../samples/utils/geometries.hpp"
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#include "../../samples/utils/math.hpp"
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#include "../utils/shaders.hpp"
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#include "../utils/utils.hpp"
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#include "SPIRV/GlslangToSpv.h"
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#include "glslang/Public/ShaderLang.h"
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#include <iostream>
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#include <thread>
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static char const * AppName = "MultipleSets";
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static char const * EngineName = "Vulkan.hpp";
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const std::string vertexShaderText = R"(
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (std140, set = 0, binding = 0) uniform buffer
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{
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mat4 mvp;
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} uniformBuffer;
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layout (set = 1, binding = 0) uniform sampler2D surface;
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layout (location = 0) in vec4 pos;
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layout (location = 1) in vec2 inTexCoord;
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec2 outTexCoord;
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void main()
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{
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outColor = texture(surface, vec2(0.0f));
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outTexCoord = inTexCoord;
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gl_Position = uniformBuffer.mvp * pos;
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}
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)";
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const std::string fragmentShaderText = R"(
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inColor;
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layout (location = 1) in vec2 inTexCoord;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = inColor;
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// create a border to see the cube more easily
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if ((inTexCoord.x < 0.01f) || (0.99f < inTexCoord.x) || (inTexCoord.y < 0.01f) || (0.99f < inTexCoord.y))
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{
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outColor *= vec4(0.1f, 0.1f, 0.1f, 1.0f);
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}
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}
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)";
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int main( int /*argc*/, char ** /*argv*/ )
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{
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try
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{
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vk::raii::Context context;
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vk::raii::Instance instance = vk::raii::su::makeInstance( context, AppName, EngineName, {}, vk::su::getInstanceExtensions() );
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#if !defined( NDEBUG )
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vk::raii::DebugUtilsMessengerEXT debugUtilsMessenger( instance, vk::su::makeDebugUtilsMessengerCreateInfoEXT() );
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#endif
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vk::raii::PhysicalDevice physicalDevice = vk::raii::PhysicalDevices( instance ).front();
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vk::FormatProperties formatProperties = physicalDevice.getFormatProperties( vk::Format::eR8G8B8A8Unorm );
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if ( !( formatProperties.optimalTilingFeatures & vk::FormatFeatureFlagBits::eColorAttachment ) )
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{
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std::cout << "vk::Format::eR8G8B8A8Unorm format unsupported for input attachment\n";
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exit( -1 );
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}
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vk::raii::su::SurfaceData surfaceData( instance, AppName, vk::Extent2D( 500, 500 ) );
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std::pair<uint32_t, uint32_t> graphicsAndPresentQueueFamilyIndex =
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vk::raii::su::findGraphicsAndPresentQueueFamilyIndex( physicalDevice, surfaceData.surface );
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vk::raii::Device device = vk::raii::su::makeDevice( physicalDevice, graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions() );
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vk::raii::CommandPool commandPool = vk::raii::CommandPool( device, { {}, graphicsAndPresentQueueFamilyIndex.first } );
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vk::raii::CommandBuffer commandBuffer = vk::raii::su::makeCommandBuffer( device, commandPool );
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vk::raii::Queue graphicsQueue( device, graphicsAndPresentQueueFamilyIndex.first, 0 );
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vk::raii::Queue presentQueue( device, graphicsAndPresentQueueFamilyIndex.second, 0 );
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vk::raii::su::SwapChainData swapChainData( physicalDevice,
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device,
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surfaceData.surface,
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surfaceData.extent,
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vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eTransferSrc,
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{},
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graphicsAndPresentQueueFamilyIndex.first,
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graphicsAndPresentQueueFamilyIndex.second );
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vk::raii::su::DepthBufferData depthBufferData( physicalDevice, device, vk::Format::eD16Unorm, surfaceData.extent );
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vk::raii::su::TextureData textureData( physicalDevice, device );
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commandBuffer.begin( vk::CommandBufferBeginInfo() );
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textureData.setImage( commandBuffer, vk::su::MonochromeImageGenerator( { 118, 185, 0 } ) );
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vk::raii::su::BufferData uniformBufferData( physicalDevice, device, sizeof( glm::mat4x4 ), vk::BufferUsageFlagBits::eUniformBuffer );
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glm::mat4x4 mvpcMatrix = vk::su::createModelViewProjectionClipMatrix( surfaceData.extent );
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vk::raii::su::copyToDevice( uniformBufferData.deviceMemory, mvpcMatrix );
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vk::Format colorFormat = vk::su::pickSurfaceFormat( physicalDevice.getSurfaceFormatsKHR( surfaceData.surface ) ).format;
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vk::raii::RenderPass renderPass = vk::raii::su::makeRenderPass( device, colorFormat, depthBufferData.format );
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glslang::InitializeProcess();
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vk::raii::ShaderModule vertexShaderModule = vk::raii::su::makeShaderModule( device, vk::ShaderStageFlagBits::eVertex, vertexShaderText );
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vk::raii::ShaderModule fragmentShaderModule = vk::raii::su::makeShaderModule( device, vk::ShaderStageFlagBits::eFragment, fragmentShaderText );
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glslang::FinalizeProcess();
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std::vector<vk::raii::Framebuffer> framebuffers =
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vk::raii::su::makeFramebuffers( device, renderPass, swapChainData.imageViews, &depthBufferData.imageView, surfaceData.extent );
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vk::raii::su::BufferData vertexBufferData( physicalDevice, device, sizeof( texturedCubeData ), vk::BufferUsageFlagBits::eVertexBuffer );
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vk::raii::su::copyToDevice( vertexBufferData.deviceMemory, texturedCubeData, sizeof( texturedCubeData ) / sizeof( texturedCubeData[0] ) );
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/* VULKAN_KEY_START */
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// Create first layout to contain uniform buffer data
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vk::DescriptorSetLayoutBinding uniformBinding( 0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex );
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vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo( {}, uniformBinding );
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vk::raii::DescriptorSetLayout uniformLayout( device, descriptorSetLayoutCreateInfo );
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// Create second layout containing combined sampler/image data
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vk::DescriptorSetLayoutBinding sampler2DBinding( 0, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eVertex );
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descriptorSetLayoutCreateInfo.pBindings = &sampler2DBinding;
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vk::raii::DescriptorSetLayout samplerLayout( device, descriptorSetLayoutCreateInfo );
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// Create pipeline layout with multiple descriptor sets
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std::array<vk::DescriptorSetLayout, 2> descriptorSetLayouts = { uniformLayout, samplerLayout };
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vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo( {}, descriptorSetLayouts );
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vk::raii::PipelineLayout pipelineLayout( device, pipelineLayoutCreateInfo );
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// Create a single pool to contain data for our two descriptor sets
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std::array<vk::DescriptorPoolSize, 2> poolSizes = { vk::DescriptorPoolSize( vk::DescriptorType::eUniformBuffer, 1 ),
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vk::DescriptorPoolSize( vk::DescriptorType::eCombinedImageSampler, 1 ) };
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vk::DescriptorPoolCreateInfo descriptorPoolCreateInfo( vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 2, poolSizes );
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vk::raii::DescriptorPool descriptorPool( device, descriptorPoolCreateInfo );
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// Populate descriptor sets
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vk::DescriptorSetAllocateInfo descriptorSetAllocateInfo( descriptorPool, descriptorSetLayouts );
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vk::raii::DescriptorSets descriptorSets( device, descriptorSetAllocateInfo );
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// Populate with info about our uniform buffer
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vk::DescriptorBufferInfo uniformBufferInfo( uniformBufferData.buffer, 0, sizeof( glm::mat4x4 ) );
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vk::DescriptorImageInfo textureImageInfo( textureData.sampler, textureData.imageData.imageView, vk::ImageLayout::eShaderReadOnlyOptimal );
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std::array<vk::WriteDescriptorSet, 2> writeDescriptorSets = {
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{ vk::WriteDescriptorSet( descriptorSets[0], 0, 0, vk::DescriptorType::eUniformBuffer, {}, uniformBufferInfo ),
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vk::WriteDescriptorSet( descriptorSets[1], 0, 0, vk::DescriptorType::eCombinedImageSampler, textureImageInfo ) }
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};
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device.updateDescriptorSets( writeDescriptorSets, nullptr );
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/* VULKAN_KEY_END */
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vk::raii::PipelineCache pipelineCache( device, vk::PipelineCacheCreateInfo() );
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vk::raii::Pipeline graphicsPipeline = vk::raii::su::makeGraphicsPipeline( device,
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pipelineCache,
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vertexShaderModule,
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nullptr,
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fragmentShaderModule,
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nullptr,
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sizeof( texturedCubeData[0] ),
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{ { vk::Format::eR32G32B32A32Sfloat, 0 }, { vk::Format::eR32G32Sfloat, 16 } },
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vk::FrontFace::eClockwise,
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true,
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pipelineLayout,
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renderPass );
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// Get the index of the next available swapchain image:
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vk::raii::Semaphore imageAcquiredSemaphore( device, vk::SemaphoreCreateInfo() );
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vk::Result result;
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uint32_t imageIndex;
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std::tie( result, imageIndex ) = swapChainData.swapChain.acquireNextImage( vk::su::FenceTimeout, imageAcquiredSemaphore );
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assert( result == vk::Result::eSuccess );
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assert( imageIndex < swapChainData.images.size() );
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std::array<vk::ClearValue, 2> clearValues;
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clearValues[0].color = vk::ClearColorValue( 0.2f, 0.2f, 0.2f, 0.2f );
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clearValues[1].depthStencil = vk::ClearDepthStencilValue( 1.0f, 0 );
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vk::RenderPassBeginInfo renderPassBeginInfo( renderPass, framebuffers[imageIndex], vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ), clearValues );
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commandBuffer.beginRenderPass( renderPassBeginInfo, vk::SubpassContents::eInline );
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commandBuffer.bindPipeline( vk::PipelineBindPoint::eGraphics, graphicsPipeline );
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commandBuffer.bindDescriptorSets( vk::PipelineBindPoint::eGraphics, pipelineLayout, 0, { descriptorSets[0], descriptorSets[1] }, nullptr );
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vk::Buffer buffer = vertexBufferData.buffer;
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commandBuffer.bindVertexBuffers( 0, buffer, { 0 } );
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commandBuffer.setViewport(
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0, vk::Viewport( 0.0f, 0.0f, static_cast<float>( surfaceData.extent.width ), static_cast<float>( surfaceData.extent.height ), 0.0f, 1.0f ) );
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commandBuffer.setScissor( 0, vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ) );
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commandBuffer.draw( 12 * 3, 1, 0, 0 );
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commandBuffer.endRenderPass();
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commandBuffer.end();
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vk::raii::Fence drawFence( device, vk::FenceCreateInfo() );
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vk::PipelineStageFlags waitDestinationStageMask( vk::PipelineStageFlagBits::eColorAttachmentOutput );
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vk::SubmitInfo submitInfo( *imageAcquiredSemaphore, waitDestinationStageMask, *commandBuffer );
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graphicsQueue.submit( submitInfo, *drawFence );
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while ( vk::Result::eTimeout == device.waitForFences( { drawFence }, VK_TRUE, vk::su::FenceTimeout ) )
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;
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vk::PresentInfoKHR presentInfoKHR( nullptr, *swapChainData.swapChain, imageIndex );
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result = presentQueue.presentKHR( presentInfoKHR );
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switch ( result )
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{
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case vk::Result::eSuccess: break;
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case vk::Result::eSuboptimalKHR: std::cout << "vk::Queue::presentKHR returned vk::Result::eSuboptimalKHR !\n"; break;
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default: assert( false ); // an unexpected result is returned !
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}
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std::this_thread::sleep_for( std::chrono::milliseconds( 1000 ) );
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device.waitIdle();
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}
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catch ( vk::SystemError & err )
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{
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std::cout << "vk::SystemError: " << err.what() << std::endl;
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exit( -1 );
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}
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catch ( std::exception & err )
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{
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std::cout << "std::exception: " << err.what() << std::endl;
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exit( -1 );
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}
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catch ( ... )
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{
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std::cout << "unknown error\n";
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exit( -1 );
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}
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return 0;
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}
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