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2a0e7f8829
We can now upload vertices. And we use this to draw a yellow background. Which is clearly superior to not drawing anything. Also, we have shaders now. If you modify them, you need glslc installed so they can be recompiled into Spir-V bytecode.
96 lines
2.3 KiB
C
96 lines
2.3 KiB
C
#include "config.h"
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#include "gskvulkanpipelineprivate.h"
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#include "gskvulkanmemoryprivate.h"
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struct _GskVulkanMemory
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{
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GdkVulkanContext *vulkan;
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gsize size;
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VkDeviceMemory vk_memory;
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};
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GskVulkanMemory *
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gsk_vulkan_memory_new (GdkVulkanContext *context,
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uint32_t allowed_types,
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VkMemoryPropertyFlags flags,
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gsize size)
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{
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VkPhysicalDeviceMemoryProperties properties;
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GskVulkanMemory *self;
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uint32_t i;
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self = g_slice_new0 (GskVulkanMemory);
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self->vulkan = g_object_ref (context);
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self->size = size;
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vkGetPhysicalDeviceMemoryProperties (gdk_vulkan_context_get_physical_device (context),
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&properties);
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for (i = 0; i < properties.memoryTypeCount; i++)
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{
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if (!(allowed_types & (1 << i)))
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continue;
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if ((properties.memoryTypes[i].propertyFlags & flags) == flags)
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break;
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}
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g_assert (i < properties.memoryTypeCount);
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GSK_VK_CHECK (vkAllocateMemory, gdk_vulkan_context_get_device (context),
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&(VkMemoryAllocateInfo) {
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.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
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.allocationSize = size,
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.memoryTypeIndex = i
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},
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NULL,
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&self->vk_memory);
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return self;
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}
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void
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gsk_vulkan_memory_free (GskVulkanMemory *self)
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{
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vkFreeMemory (gdk_vulkan_context_get_device (self->vulkan),
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self->vk_memory,
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NULL);
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g_object_unref (self->vulkan);
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g_slice_free (GskVulkanMemory, self);
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}
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VkDeviceMemory
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gsk_vulkan_memory_get_device_memory (GskVulkanMemory *self)
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{
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return self->vk_memory;
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}
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guchar *
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gsk_vulkan_memory_map (GskVulkanMemory *self)
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{
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void *data;
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GSK_VK_CHECK (vkMapMemory, gdk_vulkan_context_get_device (self->vulkan),
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self->vk_memory,
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0,
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self->size,
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0,
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&data);
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return data;
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}
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void
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gsk_vulkan_memory_unmap (GskVulkanMemory *self)
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{
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vkUnmapMemory (gdk_vulkan_context_get_device (self->vulkan),
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self->vk_memory);
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}
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