Added simple task shader

This commit is contained in:
Sascha Willems 2022-11-10 18:24:57 +01:00
parent c739dac00a
commit ed406e61a6
5 changed files with 41 additions and 11 deletions

View file

@ -38,8 +38,8 @@ public:
timerSpeed *= 0.25f;
camera.type = Camera::CameraType::lookat;
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
camera.setRotation(glm::vec3(0.0f));
camera.setTranslation(glm::vec3(0.0f, 0.0f, -2.0f));
camera.setRotation(glm::vec3(0.0f, 15.0f, 0.0f));
camera.setTranslation(glm::vec3(0.0f, 0.0f, -5.0f));
// Extension require at least Vulkan 1.1
apiVersion = VK_API_VERSION_1_1;
@ -65,7 +65,7 @@ public:
{
enabledMeshShaderFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_NV;
enabledMeshShaderFeatures.meshShader = VK_TRUE;
enabledMeshShaderFeatures.taskShader = VK_FALSE;
enabledMeshShaderFeatures.taskShader = VK_TRUE;
deviceCreatepNextChain = &enabledMeshShaderFeatures;
}
@ -158,7 +158,7 @@ public:
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
std::array<VkPipelineShaderStageCreateInfo, 3> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
@ -176,7 +176,8 @@ public:
pipelineCI.pStages = shaderStages.data();
shaderStages[0] = loadShader(getShadersPath() + "meshshader/meshshader.mesh.spv", VK_SHADER_STAGE_MESH_BIT_EXT);
shaderStages[1] = loadShader(getShadersPath() + "meshshader/meshshader.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[1] = loadShader(getShadersPath() + "meshshader/meshshader.task.spv", VK_SHADER_STAGE_TASK_BIT_EXT);
shaderStages[2] = loadShader(getShadersPath() + "meshshader/meshshader.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
}