Android changes (#1194)
* Update to latest MacOS image * Minor android cleanup Removed no longer required std functionality
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5 changed files with 20 additions and 32 deletions
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@ -117,7 +117,7 @@ public:
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deviceCreatepNextChain = &enabledFeatures;
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}
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~VulkanExample()
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~VulkanExample() override
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{
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// Clean up used Vulkan resources
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// Note: Inherited destructor cleans up resources stored in base class
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@ -381,7 +381,7 @@ public:
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// Create the depth (and stencil) buffer attachments
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// While we don't do any depth testing in this sample, having depth testing is very common so it's a good idea to learn it from the very start
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void setupDepthStencil()
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void setupDepthStencil() override
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{
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// Create an optimal tiled image used as the depth stencil attachment
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VkImageCreateInfo imageCI{ VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
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@ -428,7 +428,7 @@ public:
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// Vulkan loads its shaders from an immediate binary representation called SPIR-V
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// Shaders are compiled offline from e.g. GLSL using the reference glslang compiler
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// This function loads such a shader from a binary file and returns a shader module structure
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VkShaderModule loadSPIRVShader(std::string filename)
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VkShaderModule loadSPIRVShader(const std::string& filename)
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{
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size_t shaderSize;
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char* shaderCode{ nullptr };
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@ -661,7 +661,7 @@ public:
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}
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void prepare()
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void prepare() override
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{
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VulkanExampleBase::prepare();
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createSynchronizationPrimitives();
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@ -673,7 +673,7 @@ public:
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prepared = true;
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}
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virtual void render() override
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void render() override
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{
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// Use a fence to wait until the command buffer has finished execution before using it again
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vkWaitForFences(device, 1, &waitFences[currentFrame], VK_TRUE, UINT64_MAX);
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