Moved Initializers to vks namespce (Refs #260)
This commit is contained in:
parent
a664b119de
commit
b31d773b93
56 changed files with 1990 additions and 1990 deletions
110
bloom/bloom.cpp
110
bloom/bloom.cpp
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@ -192,7 +192,7 @@ public:
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void prepareOffscreenFramebuffer(FrameBuffer *frameBuf, VkFormat colorFormat, VkFormat depthFormat)
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{
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// Color attachment
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VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
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VkImageCreateInfo image = vks::initializers::imageCreateInfo();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = colorFormat;
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image.extent.width = FB_DIM;
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@ -205,10 +205,10 @@ public:
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// We will sample directly from the color attachment
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image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryAllocateInfo memAlloc = vks::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VkImageViewCreateInfo colorImageView = vkTools::initializers::imageViewCreateInfo();
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VkImageViewCreateInfo colorImageView = vks::initializers::imageViewCreateInfo();
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colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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colorImageView.format = colorFormat;
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colorImageView.flags = 0;
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@ -233,7 +233,7 @@ public:
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image.format = depthFormat;
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image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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VkImageViewCreateInfo depthStencilView = vkTools::initializers::imageViewCreateInfo();
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VkImageViewCreateInfo depthStencilView = vks::initializers::imageViewCreateInfo();
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depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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depthStencilView.format = depthFormat;
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depthStencilView.flags = 0;
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@ -258,7 +258,7 @@ public:
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attachments[0] = frameBuf->color.view;
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attachments[1] = frameBuf->depth.view;
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VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo();
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VkFramebufferCreateInfo fbufCreateInfo = vks::initializers::framebufferCreateInfo();
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fbufCreateInfo.renderPass = offscreenPass.renderPass;
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fbufCreateInfo.attachmentCount = 2;
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fbufCreateInfo.pAttachments = attachments;
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@ -348,7 +348,7 @@ public:
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VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &offscreenPass.renderPass));
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// Create sampler to sample from the color attachments
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VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
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VkSamplerCreateInfo sampler = vks::initializers::samplerCreateInfo();
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sampler.magFilter = VK_FILTER_LINEAR;
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sampler.minFilter = VK_FILTER_LINEAR;
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sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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@ -381,11 +381,11 @@ public:
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if (offscreenPass.semaphore == VK_NULL_HANDLE)
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{
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VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
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VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenPass.semaphore));
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}
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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// First pass: Render glow parts of the model (separate mesh)
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// -------------------------------------------------------------------------------------------------------
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@ -394,7 +394,7 @@ public:
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clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = offscreenPass.renderPass;
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renderPassBeginInfo.framebuffer = offscreenPass.framebuffers[0].framebuffer;
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renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
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@ -404,10 +404,10 @@ public:
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VK_CHECK_RESULT(vkBeginCommandBuffer(offscreenPass.commandBuffer, &cmdBufInfo));
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VkViewport viewport = vkTools::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
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VkViewport viewport = vks::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
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vkCmdSetViewport(offscreenPass.commandBuffer, 0, 1, &viewport);
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VkRect2D scissor = vkTools::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
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VkRect2D scissor = vks::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
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vkCmdSetScissor(offscreenPass.commandBuffer, 0, 1, &scissor);
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vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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@ -451,13 +451,13 @@ public:
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = defaultClearColor;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.renderArea.offset.x = 0;
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renderPassBeginInfo.renderArea.offset.y = 0;
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@ -475,10 +475,10 @@ public:
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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VkDeviceSize offsets[1] = { 0 };
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@ -534,7 +534,7 @@ public:
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// Same for all meshes used in this example
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vertices.bindingDescriptions.resize(1);
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vertices.bindingDescriptions[0] =
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vkTools::initializers::vertexInputBindingDescription(
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vks::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
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vertexLayout.stride(),
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VK_VERTEX_INPUT_RATE_VERTEX);
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@ -543,34 +543,34 @@ public:
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vertices.attributeDescriptions.resize(4);
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// Location 0 : Position
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vertices.attributeDescriptions[0] =
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vkTools::initializers::vertexInputAttributeDescription(
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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0,
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VK_FORMAT_R32G32B32_SFLOAT,
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0);
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// Location 1 : Texture coordinates
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vertices.attributeDescriptions[1] =
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vkTools::initializers::vertexInputAttributeDescription(
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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1,
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VK_FORMAT_R32G32_SFLOAT,
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sizeof(float) * 3);
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// Location 2 : Color
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vertices.attributeDescriptions[2] =
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vkTools::initializers::vertexInputAttributeDescription(
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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2,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 5);
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// Location 3 : Normal
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vertices.attributeDescriptions[3] =
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vkTools::initializers::vertexInputAttributeDescription(
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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3,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 8);
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vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
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vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
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vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
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vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
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@ -581,12 +581,12 @@ public:
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{
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std::vector<VkDescriptorPoolSize> poolSizes =
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{
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vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 8),
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vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6)
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 8),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vkTools::initializers::descriptorPoolCreateInfo(
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vks::initializers::descriptorPoolCreateInfo(
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poolSizes.size(),
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poolSizes.data(),
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5);
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@ -602,24 +602,24 @@ public:
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// Fullscreen blur
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setLayoutBindings = {
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vkTools::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 0), // Binding 0: Fragment shader uniform buffer
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vkTools::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1) // Binding 1: Fragment shader image sampler
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 0), // Binding 0: Fragment shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1) // Binding 1: Fragment shader image sampler
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};
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descriptorSetLayoutCreateInfo = vkTools::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
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descriptorSetLayoutCreateInfo = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCreateInfo, nullptr, &descriptorSetLayouts.blur));
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pipelineLayoutCreateInfo = vkTools::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.blur, 1);
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pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.blur, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.blur));
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// Scene rendering
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setLayoutBindings = {
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vkTools::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 0 : Vertex shader uniform buffer
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vkTools::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), // Binding 1 : Fragment shader image sampler
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vkTools::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 2), // Binding 2 : Framgnet shader image sampler
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), // Binding 1 : Fragment shader image sampler
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 2), // Binding 2 : Framgnet shader image sampler
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};
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descriptorSetLayoutCreateInfo = vkTools::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), setLayoutBindings.size());
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descriptorSetLayoutCreateInfo = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), setLayoutBindings.size());
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCreateInfo, nullptr, &descriptorSetLayouts.scene));
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pipelineLayoutCreateInfo = vkTools::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.scene, 1);
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pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.scene, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.scene));
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}
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@ -630,35 +630,35 @@ public:
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// Full screen blur
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// Vertical
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descriptorSetAllocInfo = vkTools::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.blur, 1);
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descriptorSetAllocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.blur, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorSetAllocInfo, &descriptorSets.blurVert));
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writeDescriptorSets = {
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vkTools::initializers::writeDescriptorSet(descriptorSets.blurVert, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.blurParams.descriptor), // Binding 0: Fragment shader uniform buffer
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vkTools::initializers::writeDescriptorSet(descriptorSets.blurVert, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.framebuffers[0].descriptor), // Binding 1: Fragment shader texture sampler
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vks::initializers::writeDescriptorSet(descriptorSets.blurVert, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.blurParams.descriptor), // Binding 0: Fragment shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSets.blurVert, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.framebuffers[0].descriptor), // Binding 1: Fragment shader texture sampler
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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// Horizontal
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descriptorSetAllocInfo = vkTools::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.blur, 1);
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descriptorSetAllocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.blur, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorSetAllocInfo, &descriptorSets.blurHorz));
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writeDescriptorSets = {
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vkTools::initializers::writeDescriptorSet(descriptorSets.blurHorz, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.blurParams.descriptor), // Binding 0: Fragment shader uniform buffer
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vkTools::initializers::writeDescriptorSet(descriptorSets.blurHorz, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.framebuffers[1].descriptor), // Binding 1: Fragment shader texture sampler
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vks::initializers::writeDescriptorSet(descriptorSets.blurHorz, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.blurParams.descriptor), // Binding 0: Fragment shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSets.blurHorz, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.framebuffers[1].descriptor), // Binding 1: Fragment shader texture sampler
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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// Scene rendering
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descriptorSetAllocInfo = vkTools::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.scene, 1);
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descriptorSetAllocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.scene, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorSetAllocInfo, &descriptorSets.scene));
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writeDescriptorSets = {
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vkTools::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.descriptor) // Binding 0: Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.descriptor) // Binding 0: Vertex shader uniform buffer
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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// Skybox
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorSetAllocInfo, &descriptorSets.skyBox));
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writeDescriptorSets = {
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vkTools::initializers::writeDescriptorSet(descriptorSets.skyBox, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.skyBox.descriptor), // Binding 0: Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(descriptorSets.skyBox, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.cubemap.descriptor), // Binding 1: Fragment shader texture sampler
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vks::initializers::writeDescriptorSet(descriptorSets.skyBox, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.skyBox.descriptor), // Binding 0: Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSets.skyBox, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.cubemap.descriptor), // Binding 1: Fragment shader texture sampler
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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}
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@ -666,39 +666,39 @@ public:
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void preparePipelines()
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{
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
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vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
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vks::initializers::pipelineInputAssemblyStateCreateInfo(
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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0,
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VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState =
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vkTools::initializers::pipelineRasterizationStateCreateInfo(
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vks::initializers::pipelineRasterizationStateCreateInfo(
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_NONE,
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VK_FRONT_FACE_CLOCKWISE,
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0);
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VkPipelineColorBlendAttachmentState blendAttachmentState =
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vkTools::initializers::pipelineColorBlendAttachmentState(
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vks::initializers::pipelineColorBlendAttachmentState(
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0xf,
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VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState =
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vkTools::initializers::pipelineColorBlendStateCreateInfo(
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vks::initializers::pipelineColorBlendStateCreateInfo(
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1,
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&blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
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vkTools::initializers::pipelineDepthStencilStateCreateInfo(
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vks::initializers::pipelineDepthStencilStateCreateInfo(
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VK_TRUE,
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VK_TRUE,
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VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState =
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vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState =
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vkTools::initializers::pipelineMultisampleStateCreateInfo(
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vks::initializers::pipelineMultisampleStateCreateInfo(
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VK_SAMPLE_COUNT_1_BIT,
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0);
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@ -707,7 +707,7 @@ public:
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VK_DYNAMIC_STATE_SCISSOR
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};
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VkPipelineDynamicStateCreateInfo dynamicState =
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vkTools::initializers::pipelineDynamicStateCreateInfo(
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vks::initializers::pipelineDynamicStateCreateInfo(
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dynamicStateEnables.data(),
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dynamicStateEnables.size(),
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0);
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@ -715,7 +715,7 @@ public:
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vkTools::initializers::pipelineCreateInfo(
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vks::initializers::pipelineCreateInfo(
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pipelineLayouts.blur,
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renderPass,
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0);
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@ -734,7 +734,7 @@ public:
|
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shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/gaussblur.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/gaussblur.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
// Empty vertex input state
|
||||
VkPipelineVertexInputStateCreateInfo emptyInputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
|
||||
VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||
pipelineCreateInfo.pVertexInputState = &emptyInputState;
|
||||
pipelineCreateInfo.layout = pipelineLayouts.blur;
|
||||
// Additive blending
|
||||
|
|
@ -749,8 +749,8 @@ public:
|
|||
|
||||
// Use specialization constants to select between horizontal and vertical blur
|
||||
uint32_t blurdirection = 0;
|
||||
VkSpecializationMapEntry specializationMapEntry = vkTools::initializers::specializationMapEntry(0, 0, sizeof(uint32_t));
|
||||
VkSpecializationInfo specializationInfo = vkTools::initializers::specializationInfo(1, &specializationMapEntry, sizeof(uint32_t), &blurdirection);
|
||||
VkSpecializationMapEntry specializationMapEntry = vks::initializers::specializationMapEntry(0, 0, sizeof(uint32_t));
|
||||
VkSpecializationInfo specializationInfo = vks::initializers::specializationInfo(1, &specializationMapEntry, sizeof(uint32_t), &blurdirection);
|
||||
shaderStages[1].pSpecializationInfo = &specializationInfo;
|
||||
// Vertical blur pipeline
|
||||
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue