435 lines
19 KiB
C++
435 lines
19 KiB
C++
/*
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* Vulkan Example - Using shader objects via VK_EXT_shader_object
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*
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* Copyright (C) 2023 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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#include "vulkanexamplebase.h"
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#include "VulkanglTFModel.h"
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#define ENABLE_VALIDATION false
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class VulkanExample: public VulkanExampleBase
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{
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public:
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vkglTF::Model scene;
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// Same uniform buffer layout as shader
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struct UBOVS {
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glm::mat4 projection;
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glm::mat4 modelView;
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glm::vec4 lightPos = glm::vec4(0.0f, 2.0f, 1.0f, 0.0f);
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} uboVS;
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vks::Buffer uniformBuffer;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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VkShaderEXT shaders[2];
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VkPhysicalDeviceShaderObjectFeaturesEXT enabledShaderObjectFeaturesEXT{};
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VkPhysicalDeviceDynamicRenderingFeaturesKHR enabledDynamicRenderingFeaturesKHR{};
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PFN_vkCreateShadersEXT vkCreateShadersEXT;
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PFN_vkCmdBindShadersEXT vkCmdBindShadersEXT;
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PFN_vkGetShaderBinaryDataEXT vkGetShaderBinaryDataEXT;
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// VK_EXT_shader_objects requires render passes to be dynamic
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PFN_vkCmdBeginRenderingKHR vkCmdBeginRenderingKHR;
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PFN_vkCmdEndRenderingKHR vkCmdEndRenderingKHR;
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// With VK_EXT_shader_object pipeline state must be set at command buffer creation using these functions
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// VK_EXT_dynamic_state
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PFN_vkCmdSetViewportWithCountEXT vkCmdSetViewportWithCountEXT;
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PFN_vkCmdSetScissorWithCountEXT vkCmdSetScissorWithCountEXT;
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PFN_vkCmdSetDepthCompareOpEXT vkCmdSetDepthCompareOpEXT;
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PFN_vkCmdSetCullModeEXT vkCmdSetCullModeEXT;
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PFN_vkCmdSetDepthTestEnableEXT vkCmdSetDepthTestEnableEXT;
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PFN_vkCmdSetDepthWriteEnableEXT vkCmdSetDepthWriteEnableEXT;
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PFN_vkCmdSetFrontFaceEXT vkCmdSetFrontFaceEXT;
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PFN_vkCmdSetPrimitiveTopologyEXT vkCmdSetPrimitiveTopologyEXT;
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// VK_EXT_vertex_input_dynamic_state
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PFN_vkCmdSetVertexInputEXT vkCmdSetVertexInputEXT;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "Shader objects (VK_EXT_shader_object)";
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -10.5f));
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camera.setRotation(glm::vec3(-25.0f, 15.0f, 0.0f));
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camera.setRotationSpeed(0.5f);
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camera.setPerspective(60.0f, (float)(width) / (float)height, 0.1f, 256.0f);
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enabledDeviceExtensions.push_back(VK_EXT_SHADER_OBJECT_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_KHR_DYNAMIC_RENDERING_EXTENSION_NAME);
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// With VK_EXT_shader_object all baked pipeline state is set dynamically at command buffer creation, so we need to enable additional extensions
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enabledDeviceExtensions.push_back(VK_EXT_EXTENDED_DYNAMIC_STATE_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_EXT_VERTEX_INPUT_DYNAMIC_STATE_EXTENSION_NAME);
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// Since we are not requiring Vulkan 1.2, we need to enable some additional extensios for dynamic rendering
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enabledDeviceExtensions.push_back(VK_KHR_MAINTENANCE2_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_KHR_MULTIVIEW_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_KHR_DEPTH_STENCIL_RESOLVE_EXTENSION_NAME);
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enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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enabledShaderObjectFeaturesEXT.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_OBJECT_FEATURES_EXT;
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enabledShaderObjectFeaturesEXT.shaderObject = VK_TRUE;
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enabledDynamicRenderingFeaturesKHR.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DYNAMIC_RENDERING_FEATURES_KHR;
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enabledDynamicRenderingFeaturesKHR.dynamicRendering = VK_TRUE;
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enabledDynamicRenderingFeaturesKHR.pNext = &enabledShaderObjectFeaturesEXT;
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deviceCreatepNextChain = &enabledDynamicRenderingFeaturesKHR;
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}
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~VulkanExample()
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{
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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// @todo: destroy shaders
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uniformBuffer.destroy();
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}
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void loadAssets()
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{
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const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
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scene.loadFromFile(getAssetPath() + "models/treasure_smooth.gltf", vulkanDevice, queue, glTFLoadingFlags);
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}
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void setupDescriptors()
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{
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// Pool
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std::vector<VkDescriptorPoolSize> poolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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// Layout
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0)
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pipelineLayoutCI = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout));
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// Sets
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor)
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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}
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// Loads a binary shader file
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void _loadShader(std::string filename, char* &code, size_t &size) {
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// @todo: Android
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std::ifstream is(filename, std::ios::binary | std::ios::in | std::ios::ate);
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if (is.is_open())
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{
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size = is.tellg();
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is.seekg(0, std::ios::beg);
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code = new char[size];
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is.read(code, size);
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is.close();
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assert(size > 0);
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}
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else
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{
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vks::tools::exitFatal("Error: Could not open shader " + filename, VK_ERROR_UNKNOWN);
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}
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}
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void createShaderObjects()
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{
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size_t shaderCodeSizes[2]{};
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char* shaderCodes[2]{};
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VkShaderCreateInfoEXT shaderCreateInfos[2]{};
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// With VK_EXT_shader_object we can generate an implementation dependent binary file that's faster to load
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// So we check if the binray files exist and if we can load it instead of the SPIR-V
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bool binaryShadersLoaded = false;
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if (vks::tools::fileExists(getShadersPath() + "shaderobjects/phong.vert.bin") && vks::tools::fileExists(getShadersPath() + "shaderobjects/phong.frag.bin")) {
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// VS
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_loadShader(getShadersPath() + "shaderobjects/phong.vert.bin", shaderCodes[0], shaderCodeSizes[0]);
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shaderCreateInfos[0].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
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shaderCreateInfos[0].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
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shaderCreateInfos[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
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shaderCreateInfos[0].nextStage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderCreateInfos[0].codeType = VK_SHADER_CODE_TYPE_BINARY_EXT;
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shaderCreateInfos[0].pCode = shaderCodes[0];
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shaderCreateInfos[0].codeSize = shaderCodeSizes[0];
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shaderCreateInfos[0].pName = "main";
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shaderCreateInfos[0].setLayoutCount = 1;
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shaderCreateInfos[0].pSetLayouts = &descriptorSetLayout;
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// FS
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_loadShader(getShadersPath() + "shaderobjects/phong.frag.bin", shaderCodes[1], shaderCodeSizes[1]);
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shaderCreateInfos[1].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
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shaderCreateInfos[1].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
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shaderCreateInfos[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderCreateInfos[1].nextStage = 0;
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shaderCreateInfos[1].codeType = VK_SHADER_CODE_TYPE_BINARY_EXT;
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shaderCreateInfos[1].pCode = shaderCodes[1];
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shaderCreateInfos[1].codeSize = shaderCodeSizes[1];
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shaderCreateInfos[1].pName = "main";
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shaderCreateInfos[1].setLayoutCount = 1;
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shaderCreateInfos[1].pSetLayouts = &descriptorSetLayout;
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VkResult result = vkCreateShadersEXT(device, 2, shaderCreateInfos, nullptr, shaders);
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// If the function returns e.g. VK_ERROR_INCOMPATIBLE_SHADER_BINARY_EXT, the binary file is no longer (or not at all) compatible with the current implementation
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if (result == VK_SUCCESS) {
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binaryShadersLoaded = true;
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} else {
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std::cout << "Could not load binary shader files (" << vks::tools::errorString(result) << ", loading SPIR - V instead\n";
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}
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}
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// If the binary files weren't present, or we could not load them, we load from SPIR-V
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if (!binaryShadersLoaded) {
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// VS
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_loadShader(getShadersPath() + "shaderobjects/phong.vert.spv", shaderCodes[0], shaderCodeSizes[0]);
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shaderCreateInfos[0].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
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shaderCreateInfos[0].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
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shaderCreateInfos[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
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shaderCreateInfos[0].nextStage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderCreateInfos[0].codeType = VK_SHADER_CODE_TYPE_SPIRV_EXT;
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shaderCreateInfos[0].pCode = shaderCodes[0];
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shaderCreateInfos[0].codeSize = shaderCodeSizes[0];
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shaderCreateInfos[0].pName = "main";
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shaderCreateInfos[0].setLayoutCount = 1;
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shaderCreateInfos[0].pSetLayouts = &descriptorSetLayout;
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// FS
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_loadShader(getShadersPath() + "shaderobjects/phong.frag.spv", shaderCodes[1], shaderCodeSizes[1]);
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shaderCreateInfos[1].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
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shaderCreateInfos[1].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
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shaderCreateInfos[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderCreateInfos[1].nextStage = 0;
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shaderCreateInfos[1].codeType = VK_SHADER_CODE_TYPE_SPIRV_EXT;
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shaderCreateInfos[1].pCode = shaderCodes[1];
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shaderCreateInfos[1].codeSize = shaderCodeSizes[1];
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shaderCreateInfos[1].pName = "main";
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shaderCreateInfos[1].setLayoutCount = 1;
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shaderCreateInfos[1].pSetLayouts = &descriptorSetLayout;
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VK_CHECK_RESULT(vkCreateShadersEXT(device, 2, shaderCreateInfos, nullptr, shaders));
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// Store the binary shader files so we can try to load them at the next start
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size_t dataSize{ 0 };
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char* data{ nullptr };
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std::fstream is;
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vkGetShaderBinaryDataEXT(device, shaders[0], &dataSize, nullptr);
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data = new char[dataSize];
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vkGetShaderBinaryDataEXT(device, shaders[0], &dataSize, data);
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is.open(getShadersPath() + "shaderobjects/phong.vert.bin", std::ios::binary | std::ios::out);
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is.write(data, dataSize);
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is.close();
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delete[] data;
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vkGetShaderBinaryDataEXT(device, shaders[1], &dataSize, nullptr);
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data = new char[dataSize];
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vkGetShaderBinaryDataEXT(device, shaders[1], &dataSize, data);
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is.open(getShadersPath() + "shaderobjects/phong.frag.bin", std::ios::binary | std::ios::out);
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is.write(data, dataSize);
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is.close();
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delete[] data;
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}
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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// Transition color and depth images for drawing
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vks::tools::insertImageMemoryBarrier(
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drawCmdBuffers[i],
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swapChain.buffers[i].image,
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0,
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VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VkImageSubresourceRange{ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 });
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vks::tools::insertImageMemoryBarrier(
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drawCmdBuffers[i],
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depthStencil.image,
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0,
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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VkImageSubresourceRange{ VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, 0, 1, 0, 1 });
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// New structures are used to define the attachments used in dynamic rendering
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VkRenderingAttachmentInfoKHR colorAttachment{};
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colorAttachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR;
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colorAttachment.imageView = swapChain.buffers[i].view;
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colorAttachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colorAttachment.clearValue.color = { 0.0f,0.0f,0.0f,0.0f };
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// A single depth stencil attachment info can be used, but they can also be specified separately.
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// When both are specified separately, the only requirement is that the image view is identical.
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VkRenderingAttachmentInfoKHR depthStencilAttachment{};
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depthStencilAttachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR;
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depthStencilAttachment.imageView = depthStencil.view;
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depthStencilAttachment.imageLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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depthStencilAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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depthStencilAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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depthStencilAttachment.clearValue.depthStencil = { 1.0f, 0 };
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VkRenderingInfoKHR renderingInfo{};
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renderingInfo.sType = VK_STRUCTURE_TYPE_RENDERING_INFO_KHR;
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renderingInfo.renderArea = { 0, 0, width, height };
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renderingInfo.layerCount = 1;
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renderingInfo.colorAttachmentCount = 1;
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renderingInfo.pColorAttachments = &colorAttachment;
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renderingInfo.pDepthAttachment = &depthStencilAttachment;
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renderingInfo.pStencilAttachment = &depthStencilAttachment;
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// Begin dynamic rendering
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vkCmdBeginRenderingKHR(drawCmdBuffers[i], &renderingInfo);
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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// No more pipelines required, everything is bound at command buffer level
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vkCmdSetViewportWithCountEXT(drawCmdBuffers[i], 1, &viewport);
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vkCmdSetScissorWithCountEXT(drawCmdBuffers[i], 1, &scissor);
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vkCmdSetCullModeEXT(drawCmdBuffers[i], VK_CULL_MODE_BACK_BIT);
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vkCmdSetFrontFaceEXT(drawCmdBuffers[i], VK_FRONT_FACE_COUNTER_CLOCKWISE);
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vkCmdSetDepthTestEnableEXT(drawCmdBuffers[i], VK_TRUE);
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vkCmdSetDepthWriteEnableEXT(drawCmdBuffers[i], VK_TRUE);
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vkCmdSetDepthCompareOpEXT(drawCmdBuffers[i], VK_COMPARE_OP_LESS_OR_EQUAL);
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vkCmdSetPrimitiveTopologyEXT(drawCmdBuffers[i], VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
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VkVertexInputBindingDescription2EXT vertexInputBinding{};
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vertexInputBinding.sType = VK_STRUCTURE_TYPE_VERTEX_INPUT_BINDING_DESCRIPTION_2_EXT;
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vertexInputBinding.binding = 0;
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vertexInputBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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vertexInputBinding.stride = sizeof(vkglTF::Vertex);
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vertexInputBinding.divisor = 1;
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std::vector<VkVertexInputAttributeDescription2EXT> vertexAttributes = {
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{ VK_STRUCTURE_TYPE_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION_2_EXT, nullptr, 0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(vkglTF::Vertex, pos) },
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{ VK_STRUCTURE_TYPE_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION_2_EXT, nullptr, 1, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(vkglTF::Vertex, normal) },
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{ VK_STRUCTURE_TYPE_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION_2_EXT, nullptr, 2, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(vkglTF::Vertex, color) }
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};
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vkCmdSetVertexInputEXT(drawCmdBuffers[i], 1, &vertexInputBinding, 3, vertexAttributes.data());
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
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scene.bindBuffers(drawCmdBuffers[i]);
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// Binding the shaders
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VkShaderStageFlagBits stages[2] = { VK_SHADER_STAGE_VERTEX_BIT, VK_SHADER_STAGE_FRAGMENT_BIT };
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vkCmdBindShadersEXT(drawCmdBuffers[i], 2, stages, shaders);
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scene.draw(drawCmdBuffers[i]);
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// @todo: Currently disabled, the UI needs to be adopated to work with shader objects
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// drawUI(drawCmdBuffers[i]);
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// End dynamic rendering
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vkCmdEndRenderingKHR(drawCmdBuffers[i]);
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// Transition color image for presentation
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vks::tools::insertImageMemoryBarrier(
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drawCmdBuffers[i],
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swapChain.buffers[i].image,
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VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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0,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VkImageSubresourceRange{ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 });
|
|
|
|
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
|
|
}
|
|
}
|
|
|
|
// Prepare and initialize uniform buffer containing shader uniforms
|
|
void prepareUniformBuffers()
|
|
{
|
|
// Create the vertex shader uniform buffer block
|
|
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffer, sizeof(uboVS)));
|
|
VK_CHECK_RESULT(uniformBuffer.map());
|
|
updateUniformBuffers();
|
|
}
|
|
|
|
void updateUniformBuffers()
|
|
{
|
|
uboVS.projection = camera.matrices.perspective;
|
|
uboVS.modelView = camera.matrices.view;
|
|
memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS));
|
|
}
|
|
|
|
void draw()
|
|
{
|
|
VulkanExampleBase::prepareFrame();
|
|
submitInfo.commandBufferCount = 1;
|
|
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
|
VulkanExampleBase::submitFrame();
|
|
}
|
|
|
|
void prepare()
|
|
{
|
|
VulkanExampleBase::prepare();
|
|
|
|
vkCreateShadersEXT = reinterpret_cast<PFN_vkCreateShadersEXT>(vkGetDeviceProcAddr(device, "vkCreateShadersEXT"));
|
|
vkCmdBindShadersEXT = reinterpret_cast<PFN_vkCmdBindShadersEXT>(vkGetDeviceProcAddr(device, "vkCmdBindShadersEXT"));
|
|
vkGetShaderBinaryDataEXT = reinterpret_cast<PFN_vkGetShaderBinaryDataEXT>(vkGetDeviceProcAddr(device, "vkGetShaderBinaryDataEXT"));
|
|
|
|
vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetDeviceProcAddr(device, "vkCmdBeginRenderingKHR"));
|
|
vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetDeviceProcAddr(device, "vkCmdEndRenderingKHR"));
|
|
|
|
vkCmdSetViewportWithCountEXT = reinterpret_cast<PFN_vkCmdSetViewportWithCountEXT>(vkGetDeviceProcAddr(device, "vkCmdSetViewportWithCountEXT"));;
|
|
vkCmdSetScissorWithCountEXT = reinterpret_cast<PFN_vkCmdSetScissorWithCountEXT>(vkGetDeviceProcAddr(device, "vkCmdSetScissorWithCountEXT"));
|
|
vkCmdSetDepthCompareOpEXT = reinterpret_cast<PFN_vkCmdSetDepthCompareOpEXT>(vkGetDeviceProcAddr(device, "vkCmdSetDepthCompareOpEXT"));
|
|
vkCmdSetCullModeEXT = reinterpret_cast<PFN_vkCmdSetCullModeEXT>(vkGetDeviceProcAddr(device, "vkCmdSetCullModeEXT"));
|
|
vkCmdSetDepthTestEnableEXT = reinterpret_cast<PFN_vkCmdSetDepthTestEnableEXT>(vkGetDeviceProcAddr(device, "vkCmdSetDepthTestEnableEXT"));
|
|
vkCmdSetDepthWriteEnableEXT = reinterpret_cast<PFN_vkCmdSetDepthWriteEnableEXT>(vkGetDeviceProcAddr(device, "vkCmdSetDepthWriteEnableEXT"));
|
|
vkCmdSetFrontFaceEXT = reinterpret_cast<PFN_vkCmdSetFrontFaceEXT>(vkGetDeviceProcAddr(device, "vkCmdSetFrontFaceEXT"));
|
|
vkCmdSetPrimitiveTopologyEXT = reinterpret_cast<PFN_vkCmdSetPrimitiveTopologyEXT>(vkGetDeviceProcAddr(device, "vkCmdSetPrimitiveTopologyEXT"));
|
|
vkCmdSetVertexInputEXT = reinterpret_cast<PFN_vkCmdSetVertexInputEXT>(vkGetDeviceProcAddr(device, "vkCmdSetVertexInputEXT"));
|
|
|
|
loadAssets();
|
|
prepareUniformBuffers();
|
|
setupDescriptors();
|
|
createShaderObjects();
|
|
buildCommandBuffers();
|
|
prepared = true;
|
|
}
|
|
|
|
virtual void render()
|
|
{
|
|
if (!prepared)
|
|
return;
|
|
draw();
|
|
updateUniformBuffers();
|
|
}
|
|
};
|
|
|
|
VULKAN_EXAMPLE_MAIN()
|