Release resources, fixes validation
Scene setup
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3cf8fb81e3
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2 changed files with 11 additions and 11 deletions
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@ -40,12 +40,12 @@ public:
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VulkanExample() : VulkanRaytracingSample()
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{
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title = "Ray query";
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title = "Ray queries for ray traced shadows";
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, -0.0f, -20.0f));
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camera.setRotation(glm::vec3(-15.0f, -390.0f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 1.0f, 256.0f);
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timerSpeed *= 0.5f;
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timerSpeed *= 0.25f;
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
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camera.setRotation(glm::vec3(0.0f, 0.0f, 0.0f));
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camera.setTranslation(glm::vec3(0.0f, 3.0f, -10.0f));
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settings.overlay = true;
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enableExtensions();
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enabledDeviceExtensions.push_back(VK_KHR_RAY_QUERY_EXTENSION_NAME);
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@ -57,6 +57,8 @@ public:
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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ubo.destroy();
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deleteAccelerationStructure(bottomLevelAS);
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deleteAccelerationStructure(topLevelAS);
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}
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/*
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@ -269,7 +271,7 @@ public:
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Second pass: Scene rendering with applied shadow map
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*/
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clearValues[0].color = defaultClearColor;
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clearValues[0].color = { { 0.0f, 0.0f, 0.2f, 1.0f } };;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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@ -306,11 +308,6 @@ public:
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vkglTF::memoryPropertyFlags = VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
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const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
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scene.loadFromFile(getAssetPath() + "models/vulkanscene_shadow.gltf", vulkanDevice, queue, glTFLoadingFlags);
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//const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
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//scenes.resize(2);
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//scenes[0].loadFromFile(getAssetPath() + "models/vulkanscene_shadow.gltf", vulkanDevice, queue, glTFLoadingFlags);
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//scenes[1].loadFromFile(getAssetPath() + "models/samplescene.gltf", vulkanDevice, queue, glTFLoadingFlags);
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//sceneNames = {"Vulkan scene", "Teapots and pillars" };
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}
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void setupDescriptorPool()
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