Visual Update for computeparticles
Instead of using a small amount of large textured particles, use a large amount of small monochrome particles. Which uses a new vulkanexamplebase functionality of creating and updating a only device visible buffer via a temporary staging buffer.
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9 changed files with 203 additions and 209 deletions
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@ -271,6 +271,20 @@ public:
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// Load a SPIR-V shader
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VkPipelineShaderStageCreateInfo loadShader(std::string fileName, VkShaderStageFlagBits stage);
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// create device local buffer and use staging to access
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VkBool32 createDeviceBuffer(
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const VkBufferUsageFlags usage,
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const VkDeviceSize size,
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VkBuffer& buffer,
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VkDeviceMemory& memory,
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VkDescriptorBufferInfo& descriptor);
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// update loacal buffer memory by creating a host visible staging buffer
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VkBool32 updateDeviceBuffer(
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const VkDeviceSize size,
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VkBuffer& deviceBuffer,
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void* data);
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// Create a buffer, fill it with data (if != NULL) and bind buffer memory
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VkBool32 createBuffer(
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VkBufferUsageFlags usageFlags,
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