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
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@ -344,12 +344,12 @@ public:
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}
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// Create a semaphore used to synchronize offscreen rendering and usage
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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, &offscreenSemaphore));
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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std::array<VkClearValue, 4> clearValues = {};
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VkViewport viewport;
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VkRect2D scissor;
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@ -368,10 +368,10 @@ public:
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VK_CHECK_RESULT(vkBeginCommandBuffer(commandBuffers.deferred, &cmdBufInfo));
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viewport = vkTools::initializers::viewport((float)frameBuffers.shadow->width, (float)frameBuffers.shadow->height, 0.0f, 1.0f);
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viewport = vks::initializers::viewport((float)frameBuffers.shadow->width, (float)frameBuffers.shadow->height, 0.0f, 1.0f);
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vkCmdSetViewport(commandBuffers.deferred, 0, 1, &viewport);
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scissor = vkTools::initializers::rect2D(frameBuffers.shadow->width, frameBuffers.shadow->height, 0, 0);
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scissor = vks::initializers::rect2D(frameBuffers.shadow->width, frameBuffers.shadow->height, 0, 0);
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vkCmdSetScissor(commandBuffers.deferred, 0, 1, &scissor);
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// Set depth bias (aka "Polygon offset")
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@ -404,10 +404,10 @@ public:
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vkCmdBeginRenderPass(commandBuffers.deferred, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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viewport = vkTools::initializers::viewport((float)frameBuffers.deferred->width, (float)frameBuffers.deferred->height, 0.0f, 1.0f);
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viewport = vks::initializers::viewport((float)frameBuffers.deferred->width, (float)frameBuffers.deferred->height, 0.0f, 1.0f);
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vkCmdSetViewport(commandBuffers.deferred, 0, 1, &viewport);
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scissor = vkTools::initializers::rect2D(frameBuffers.deferred->width, frameBuffers.deferred->height, 0, 0);
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scissor = vks::initializers::rect2D(frameBuffers.deferred->width, frameBuffers.deferred->height, 0, 0);
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vkCmdSetScissor(commandBuffers.deferred, 0, 1, &scissor);
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vkCmdBindPipeline(commandBuffers.deferred, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
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@ -445,13 +445,13 @@ 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 = { { 0.0f, 0.0f, 0.2f, 0.0f } };
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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 = renderPass;
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renderPassBeginInfo.renderArea.offset.x = 0;
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renderPassBeginInfo.renderArea.offset.y = 0;
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@ -469,10 +469,10 @@ 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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@ -551,7 +551,7 @@ public:
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// Binding description
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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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@ -560,41 +560,41 @@ public:
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vertices.attributeDescriptions.resize(5);
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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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// Location 4: Tangent
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vertices.attributeDescriptions[4] =
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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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4,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 11);
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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 = static_cast<uint32_t>(vertices.bindingDescriptions.size());
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vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
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vertices.inputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertices.attributeDescriptions.size());
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@ -605,12 +605,12 @@ 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, 12), //todo: separate set layouts
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vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 16)
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 12), //todo: separate set layouts
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 16)
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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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static_cast<uint32_t>(poolSizes.size()),
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poolSizes.data(),
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4);
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@ -625,46 +625,46 @@ public:
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
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{
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// Binding 0: Vertex shader uniform buffer
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vkTools::initializers::descriptorSetLayoutBinding(
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_GEOMETRY_BIT,
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0),
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// Binding 1: Position texture
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vkTools::initializers::descriptorSetLayoutBinding(
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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1),
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// Binding 2: Normals texture
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vkTools::initializers::descriptorSetLayoutBinding(
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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2),
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// Binding 3: Albedo texture
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vkTools::initializers::descriptorSetLayoutBinding(
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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3),
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// Binding 4: Fragment shader uniform buffer
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vkTools::initializers::descriptorSetLayoutBinding(
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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4),
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// Binding 5: Shadow map
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vkTools::initializers::descriptorSetLayoutBinding(
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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5),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vkTools::initializers::descriptorSetLayoutCreateInfo(
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vks::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
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static_cast<uint32_t>(setLayoutBindings.size()));
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
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vkTools::initializers::pipelineLayoutCreateInfo(
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vks::initializers::pipelineLayoutCreateInfo(
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&descriptorSetLayout,
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1);
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@ -680,7 +680,7 @@ public:
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// Textured quad descriptor set
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VkDescriptorSetAllocateInfo allocInfo =
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vkTools::initializers::descriptorSetAllocateInfo(
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vks::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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1);
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@ -689,62 +689,62 @@ public:
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// Image descriptors for the offscreen color attachments
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VkDescriptorImageInfo texDescriptorPosition =
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vkTools::initializers::descriptorImageInfo(
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vks::initializers::descriptorImageInfo(
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frameBuffers.deferred->sampler,
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frameBuffers.deferred->attachments[0].view,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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VkDescriptorImageInfo texDescriptorNormal =
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vkTools::initializers::descriptorImageInfo(
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vks::initializers::descriptorImageInfo(
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frameBuffers.deferred->sampler,
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frameBuffers.deferred->attachments[1].view,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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VkDescriptorImageInfo texDescriptorAlbedo =
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vkTools::initializers::descriptorImageInfo(
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vks::initializers::descriptorImageInfo(
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frameBuffers.deferred->sampler,
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frameBuffers.deferred->attachments[2].view,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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VkDescriptorImageInfo texDescriptorShadowMap =
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vkTools::initializers::descriptorImageInfo(
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vks::initializers::descriptorImageInfo(
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frameBuffers.shadow->sampler,
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frameBuffers.shadow->attachments[0].view,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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writeDescriptorSets = {
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// Binding 0: Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformBuffers.vsFullScreen.descriptor),
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// Binding 1: World space position texture
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vkTools::initializers::writeDescriptorSet(
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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1,
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&texDescriptorPosition),
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// Binding 2: World space normals texture
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vkTools::initializers::writeDescriptorSet(
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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2,
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&texDescriptorNormal),
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// Binding 3: Albedo texture
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vkTools::initializers::writeDescriptorSet(
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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3,
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&texDescriptorAlbedo),
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// Binding 4: Fragment shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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4,
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&uniformBuffers.fsLights.descriptor),
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// Binding 5: Shadow map
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vkTools::initializers::writeDescriptorSet(
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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5,
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@ -760,19 +760,19 @@ public:
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writeDescriptorSets =
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{
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// Binding 0: Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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vks::initializers::writeDescriptorSet(
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descriptorSets.model,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformBuffers.vsOffscreen.descriptor),
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// Binding 1: Color map
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vkTools::initializers::writeDescriptorSet(
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vks::initializers::writeDescriptorSet(
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descriptorSets.model,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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1,
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&textures.model.colorMap.descriptor),
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// Binding 2: Normal map
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vkTools::initializers::writeDescriptorSet(
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vks::initializers::writeDescriptorSet(
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descriptorSets.model,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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2,
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@ -785,19 +785,19 @@ public:
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writeDescriptorSets =
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{
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// Binding 0: Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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vks::initializers::writeDescriptorSet(
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descriptorSets.background,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformBuffers.vsOffscreen.descriptor),
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// Binding 1: Color map
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vkTools::initializers::writeDescriptorSet(
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vks::initializers::writeDescriptorSet(
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descriptorSets.background,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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1,
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&textures.background.colorMap.descriptor),
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// Binding 2: Normal map
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vkTools::initializers::writeDescriptorSet(
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vks::initializers::writeDescriptorSet(
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descriptorSets.background,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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2,
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@ -810,7 +810,7 @@ public:
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writeDescriptorSets =
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{
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// Binding 0: Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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vks::initializers::writeDescriptorSet(
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descriptorSets.shadow,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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@ -822,39 +822,39 @@ 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_BACK_BIT,
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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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@ -863,7 +863,7 @@ 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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static_cast<uint32_t>(dynamicStateEnables.size()),
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0);
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@ -875,7 +875,7 @@ public:
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shaderStages[1] = loadShader(getAssetPath() + "shaders/deferredshadows/deferred.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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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.deferred,
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renderPass,
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0);
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@ -913,9 +913,9 @@ public:
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// won't see anything rendered to the attachment
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std::array<VkPipelineColorBlendAttachmentState, 3> blendAttachmentStates =
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{
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vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
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vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
|
||||
vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE)
|
||||
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
|
||||
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
|
||||
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE)
|
||||
};
|
||||
|
||||
colorBlendState.attachmentCount = static_cast<uint32_t>(blendAttachmentStates.size());
|
||||
|
|
@ -945,7 +945,7 @@ public:
|
|||
// Add depth bias to dynamic state, so we can change it at runtime
|
||||
dynamicStateEnables.push_back(VK_DYNAMIC_STATE_DEPTH_BIAS);
|
||||
dynamicState =
|
||||
vkTools::initializers::pipelineDynamicStateCreateInfo(
|
||||
vks::initializers::pipelineDynamicStateCreateInfo(
|
||||
dynamicStateEnables.data(),
|
||||
static_cast<uint32_t>(dynamicStateEnables.size()),
|
||||
0);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue