Forcing tabs
This commit is contained in:
parent
19f80fe423
commit
e0b557606c
1 changed files with 118 additions and 118 deletions
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@ -32,7 +32,7 @@ public:
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uint32_t readSet = 0;
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uint32_t indexCount;
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bool simulateWind = false;
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bool specializedComputeQueue = false;
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bool specializedComputeQueue = false;
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vks::Texture2D textureCloth;
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@ -67,10 +67,10 @@ public:
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vks::Buffer input;
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vks::Buffer output;
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} storageBuffers;
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struct Semaphores {
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VkSemaphore ready{ nullptr };
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VkSemaphore complete{ nullptr };
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} semaphores;
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struct Semaphores {
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VkSemaphore ready{ nullptr };
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VkSemaphore complete{ nullptr };
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} semaphores;
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vks::Buffer uniformBuffer;
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VkQueue queue;
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VkCommandPool commandPool;
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@ -137,8 +137,8 @@ public:
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vkDestroyPipelineLayout(device, compute.pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, compute.descriptorSetLayout, nullptr);
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vkDestroyPipeline(device, compute.pipeline, nullptr);
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vkDestroySemaphore(device, compute.semaphores.ready, nullptr);
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vkDestroySemaphore(device, compute.semaphores.complete, nullptr);
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vkDestroySemaphore(device, compute.semaphores.ready, nullptr);
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vkDestroySemaphore(device, compute.semaphores.complete, nullptr);
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vkDestroyCommandPool(device, compute.commandPool, nullptr);
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}
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@ -156,41 +156,41 @@ public:
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modelSphere.loadFromFile(getAssetPath() + "models/geosphere.obj", vertexLayout, compute.ubo.sphereRadius * 0.05f, vulkanDevice, queue);
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}
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void addGraphicsToComputeBarriers(VkCommandBuffer commandBuffer)
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{
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if (specializedComputeQueue) {
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VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
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bufferBarrier.srcAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
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bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics;
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bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
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bufferBarrier.size = VK_WHOLE_SIZE;
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void addGraphicsToComputeBarriers(VkCommandBuffer commandBuffer)
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{
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if (specializedComputeQueue) {
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VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
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bufferBarrier.srcAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
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bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics;
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bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
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bufferBarrier.size = VK_WHOLE_SIZE;
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std::vector<VkBufferMemoryBarrier> bufferBarriers;
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bufferBarrier.buffer = compute.storageBuffers.input.buffer;
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bufferBarriers.push_back(bufferBarrier);
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bufferBarrier.buffer = compute.storageBuffers.output.buffer;
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bufferBarriers.push_back(bufferBarrier);
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vkCmdPipelineBarrier(commandBuffer,
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VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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static_cast<uint32_t>(bufferBarriers.size()), bufferBarriers.data(),
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0, nullptr);
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}
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}
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std::vector<VkBufferMemoryBarrier> bufferBarriers;
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bufferBarrier.buffer = compute.storageBuffers.input.buffer;
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bufferBarriers.push_back(bufferBarrier);
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bufferBarrier.buffer = compute.storageBuffers.output.buffer;
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bufferBarriers.push_back(bufferBarrier);
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vkCmdPipelineBarrier(commandBuffer,
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VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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static_cast<uint32_t>(bufferBarriers.size()), bufferBarriers.data(),
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0, nullptr);
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}
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}
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void addComputeToComputeBarriers(VkCommandBuffer commandBuffer)
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{
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VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
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void addComputeToComputeBarriers(VkCommandBuffer commandBuffer)
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{
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VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
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bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
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bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
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bufferBarrier.size = VK_WHOLE_SIZE;
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std::vector<VkBufferMemoryBarrier> bufferBarriers;
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bufferBarrier.buffer = compute.storageBuffers.input.buffer;
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std::vector<VkBufferMemoryBarrier> bufferBarriers;
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bufferBarrier.buffer = compute.storageBuffers.input.buffer;
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bufferBarriers.push_back(bufferBarrier);
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bufferBarrier.buffer = compute.storageBuffers.output.buffer;
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bufferBarriers.push_back(bufferBarrier);
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@ -202,34 +202,34 @@ public:
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0, nullptr,
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static_cast<uint32_t>(bufferBarriers.size()), bufferBarriers.data(),
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0, nullptr);
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}
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}
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void addComputeToGraphicsBarriers(VkCommandBuffer commandBuffer)
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{
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if (specializedComputeQueue) {
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VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
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bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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bufferBarrier.dstAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
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bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
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bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics;
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bufferBarrier.size = VK_WHOLE_SIZE;
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std::vector<VkBufferMemoryBarrier> bufferBarriers;
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bufferBarrier.buffer = compute.storageBuffers.input.buffer;
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bufferBarriers.push_back(bufferBarrier);
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bufferBarrier.buffer = compute.storageBuffers.output.buffer;
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bufferBarriers.push_back(bufferBarrier);
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vkCmdPipelineBarrier(
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commandBuffer,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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static_cast<uint32_t>(bufferBarriers.size()), bufferBarriers.data(),
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0, nullptr);
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}
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}
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void addComputeToGraphicsBarriers(VkCommandBuffer commandBuffer)
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{
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if (specializedComputeQueue) {
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VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
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bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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bufferBarrier.dstAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
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bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
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bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics;
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bufferBarrier.size = VK_WHOLE_SIZE;
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std::vector<VkBufferMemoryBarrier> bufferBarriers;
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bufferBarrier.buffer = compute.storageBuffers.input.buffer;
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bufferBarriers.push_back(bufferBarrier);
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bufferBarrier.buffer = compute.storageBuffers.output.buffer;
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bufferBarriers.push_back(bufferBarrier);
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vkCmdPipelineBarrier(
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commandBuffer,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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static_cast<uint32_t>(bufferBarriers.size()), bufferBarriers.data(),
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0, nullptr);
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}
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}
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void buildCommandBuffers()
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void buildCommandBuffers()
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{
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// Destroy command buffers if already present
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if (!checkCommandBuffers())
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@ -260,8 +260,8 @@ public:
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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// Acquire storage buffers from compute queue
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addComputeToGraphicsBarriers(drawCmdBuffers[i]);
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// Acquire storage buffers from compute queue
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addComputeToGraphicsBarriers(drawCmdBuffers[i]);
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// Draw the particle system using the update vertex buffer
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@ -295,8 +295,8 @@ public:
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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// release the storage buffers to the compute queue
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addGraphicsToComputeBarriers(drawCmdBuffers[i]);
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// release the storage buffers to the compute queue
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addGraphicsToComputeBarriers(drawCmdBuffers[i]);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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@ -307,16 +307,16 @@ public:
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void buildComputeCommandBuffer()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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cmdBufInfo.flags = VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT;
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cmdBufInfo.flags = VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT;
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for (uint32_t i = 0; i < 2; i++) {
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VK_CHECK_RESULT(vkBeginCommandBuffer(compute.commandBuffers[i], &cmdBufInfo));
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// Acquire the storage buffers from the graphics queue
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addGraphicsToComputeBarriers(compute.commandBuffers[i]);
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// Acquire the storage buffers from the graphics queue
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addGraphicsToComputeBarriers(compute.commandBuffers[i]);
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vkCmdBindPipeline(compute.commandBuffers[i], VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipeline);
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vkCmdBindPipeline(compute.commandBuffers[i], VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipeline);
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uint32_t calculateNormals = 0;
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vkCmdPushConstants(compute.commandBuffers[i], compute.pipelineLayout, VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(uint32_t), &calculateNormals);
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@ -334,15 +334,15 @@ public:
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vkCmdDispatch(compute.commandBuffers[i], cloth.gridsize.x / 10, cloth.gridsize.y / 10, 1);
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// Don't add a barrier on the last iteration of the loop, since we'll have an explicit release to the graphics queue
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if (j != iterations - 1) {
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addComputeToComputeBarriers(compute.commandBuffers[i]);
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}
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// Don't add a barrier on the last iteration of the loop, since we'll have an explicit release to the graphics queue
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if (j != iterations - 1) {
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addComputeToComputeBarriers(compute.commandBuffers[i]);
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}
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}
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// release the storage buffers back to the graphics queue
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addComputeToGraphicsBarriers(compute.commandBuffers[i]);
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// release the storage buffers back to the graphics queue
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addComputeToGraphicsBarriers(compute.commandBuffers[i]);
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vkEndCommandBuffer(compute.commandBuffers[i]);
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}
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}
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@ -422,10 +422,10 @@ public:
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copyRegion.size = storageBufferSize;
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vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, compute.storageBuffers.input.buffer, 1, ©Region);
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vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, compute.storageBuffers.output.buffer, 1, ©Region);
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// Add an initial release barrier to the graphics queue,
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// so that when the compute command buffer executes for the first time
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// it doesn't complain about a lack of a corresponding "release" to it's "acquire"
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addGraphicsToComputeBarriers(copyCmd);
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// Add an initial release barrier to the graphics queue,
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// so that when the compute command buffer executes for the first time
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// it doesn't complain about a lack of a corresponding "release" to it's "acquire"
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addGraphicsToComputeBarriers(copyCmd);
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VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
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stagingBuffer.destroy();
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@ -595,7 +595,7 @@ public:
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};
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inputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(inputAttributes.size());
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inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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inputAssemblyState.primitiveRestartEnable = VK_FALSE;
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inputAssemblyState.primitiveRestartEnable = VK_FALSE;
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rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/computecloth/sphere.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/computecloth/sphere.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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@ -667,10 +667,10 @@ public:
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VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &compute.commandBuffers[0]));
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// Semaphores for graphics / compute synchronization
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VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &compute.semaphores.ready));
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &compute.semaphores.complete));
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// Semaphores for graphics / compute synchronization
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VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &compute.semaphores.ready));
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &compute.semaphores.complete));
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// Build a single command buffer containing the compute dispatch commands
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buildComputeCommandBuffer();
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@ -742,42 +742,42 @@ public:
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void draw()
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{
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static bool firstDraw = true;
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VkSubmitInfo computeSubmitInfo = vks::initializers::submitInfo();
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// FIXME find a better way to do this (without using fences, which is much slower)
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VkPipelineStageFlags computeWaitDstStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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if (!firstDraw) {
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computeSubmitInfo.waitSemaphoreCount = 1;
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computeSubmitInfo.pWaitSemaphores = &compute.semaphores.ready;
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computeSubmitInfo.pWaitDstStageMask = &computeWaitDstStageMask;
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} else {
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firstDraw = false;
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}
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computeSubmitInfo.signalSemaphoreCount = 1;
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computeSubmitInfo.pSignalSemaphores = &compute.semaphores.complete;
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computeSubmitInfo.commandBufferCount = 1;
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computeSubmitInfo.pCommandBuffers = &compute.commandBuffers[readSet];
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static bool firstDraw = true;
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VkSubmitInfo computeSubmitInfo = vks::initializers::submitInfo();
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// FIXME find a better way to do this (without using fences, which is much slower)
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VkPipelineStageFlags computeWaitDstStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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if (!firstDraw) {
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computeSubmitInfo.waitSemaphoreCount = 1;
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computeSubmitInfo.pWaitSemaphores = &compute.semaphores.ready;
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computeSubmitInfo.pWaitDstStageMask = &computeWaitDstStageMask;
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} else {
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firstDraw = false;
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}
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computeSubmitInfo.signalSemaphoreCount = 1;
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computeSubmitInfo.pSignalSemaphores = &compute.semaphores.complete;
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computeSubmitInfo.commandBufferCount = 1;
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computeSubmitInfo.pCommandBuffers = &compute.commandBuffers[readSet];
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VK_CHECK_RESULT( vkQueueSubmit( compute.queue, 1, &computeSubmitInfo, VK_NULL_HANDLE) );
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VK_CHECK_RESULT( vkQueueSubmit( compute.queue, 1, &computeSubmitInfo, VK_NULL_HANDLE) );
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// Submit graphics commands
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VulkanExampleBase::prepareFrame();
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VkPipelineStageFlags waitDstStageMask[2] = {
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submitPipelineStages, VK_PIPELINE_STAGE_VERTEX_INPUT_BIT
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};
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VkSemaphore waitSemaphores[2] = {
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semaphores.presentComplete, compute.semaphores.complete
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};
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VkSemaphore signalSemaphores[2] = {
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semaphores.renderComplete, compute.semaphores.ready
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};
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VkPipelineStageFlags waitDstStageMask[2] = {
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submitPipelineStages, VK_PIPELINE_STAGE_VERTEX_INPUT_BIT
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};
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VkSemaphore waitSemaphores[2] = {
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semaphores.presentComplete, compute.semaphores.complete
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};
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VkSemaphore signalSemaphores[2] = {
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semaphores.renderComplete, compute.semaphores.ready
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};
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submitInfo.waitSemaphoreCount = 2;
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submitInfo.pWaitDstStageMask = waitDstStageMask;
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submitInfo.pWaitSemaphores = waitSemaphores;
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submitInfo.signalSemaphoreCount = 2;
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submitInfo.pSignalSemaphores = signalSemaphores;
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submitInfo.waitSemaphoreCount = 2;
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submitInfo.pWaitDstStageMask = waitDstStageMask;
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submitInfo.pWaitSemaphores = waitSemaphores;
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submitInfo.signalSemaphoreCount = 2;
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submitInfo.pSignalSemaphores = signalSemaphores;
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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@ -788,12 +788,12 @@ public:
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void prepare()
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{
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VulkanExampleBase::prepare();
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// Make sure the code works properly both with different queues families for graphics and compute and the same queue family
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// Make sure the code works properly both with different queues families for graphics and compute and the same queue family
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#ifdef DEBUG_FORCE_SHARED_GRAPHICS_COMPUTE_QUEUE
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vulkanDevice->queueFamilyIndices.compute = vulkanDevice->queueFamilyIndices.graphics;
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vulkanDevice->queueFamilyIndices.compute = vulkanDevice->queueFamilyIndices.graphics;
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#endif
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// Check whether the compute queue family is distinct from the graphics queue family
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specializedComputeQueue = vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute;
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// Check whether the compute queue family is distinct from the graphics queue family
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specializedComputeQueue = vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute;
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loadAssets();
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prepareStorageBuffers();
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prepareUniformBuffers();
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