Removed unused parameters for image layout transitions and shader loading (Refs #103)
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10 changed files with 13 additions and 35 deletions
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@ -94,7 +94,6 @@ namespace vks
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void setImageLayout(
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VkCommandBuffer cmdbuffer,
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VkImage image,
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VkImageAspectFlags aspectMask,
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VkImageLayout oldImageLayout,
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VkImageLayout newImageLayout,
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VkImageSubresourceRange subresourceRange,
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@ -229,7 +228,7 @@ namespace vks
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subresourceRange.baseMipLevel = 0;
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subresourceRange.levelCount = 1;
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subresourceRange.layerCount = 1;
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setImageLayout(cmdbuffer, image, aspectMask, oldImageLayout, newImageLayout, subresourceRange);
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setImageLayout(cmdbuffer, image, oldImageLayout, newImageLayout, subresourceRange, srcStageMask, dstStageMask);
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}
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void insertImageMemoryBarrier(
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@ -293,7 +292,7 @@ namespace vks
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#if defined(__ANDROID__)
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// Android shaders are stored as assets in the apk
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// So they need to be loaded via the asset manager
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VkShaderModule loadShader(AAssetManager* assetManager, const char *fileName, VkDevice device, VkShaderStageFlagBits stage)
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VkShaderModule loadShader(AAssetManager* assetManager, const char *fileName, VkDevice device)
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{
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// Load shader from compressed asset
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AAsset* asset = AAssetManager_open(assetManager, fileName, AASSET_MODE_STREAMING);
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@ -320,7 +319,7 @@ namespace vks
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return shaderModule;
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}
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#else
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VkShaderModule loadShader(const char *fileName, VkDevice device, VkShaderStageFlagBits stage)
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VkShaderModule loadShader(const char *fileName, VkDevice device)
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{
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std::ifstream is(fileName, std::ios::binary | std::ios::in | std::ios::ate);
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