procedural-3d-engine/examples/variablerateshading/variablerateshading.h
SRSaunders bdfd4709ff
macOS/iOS fixes plus other generic fixes for clang and validation warnings (#1117)
* Fix clang Objective-C++ flags for macOS command line builds

* Fix getAssetPath() and getShaderBasePath() for macOS command line builds

* Protect debugUtilsMessageCallback() from failing when pMessageIdName is NULL

* Fix a few clang function override and mismatched type warnings

* Fix validation layer warnings on exit for computeraytracing example

* Fix regression in text visibility toggle for textOverlay example

* Support VK_USE_PLATFORM_METAL_EXT vs. deprecated VK_USE_PLATFORM_MACOS_MVK / DVK_USE_PLATFORM_IOS_MVK

* Check dynamic state features before enabling capabilities in dynamicstate example

* Fix vkCmdDraw() vertexCount argument (PARTICLE_COUNT) in particlesystem example

* Update examples list and restore benchmarking script (to top level)

* Fix validation warning in descriptorindexing example

* Fix device max recursion depth validation warnings in ray tracing examples

* Fix OpenMP build settings for texture3d example on all platforms

* Update and simplify build instructions for macOS

* Update CI script with correct library path for libomp on macOS x86_64

* Update CI scipt to install libomp prior to macOS builds

* Trying one more time to get the CI script working for macOS libomp

* Fix vertexCount argument using calculated size in particlesystem example

* Fix combined image descriptor offset calculation in descriptorbuffer example

* macOS: Support non-system level Vulkan SDK installs, with fallback to MoltenVK library
2024-05-04 13:53:08 +02:00

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C++

/*
* Vulkan Example - Variable rate shading
*
* Copyright (C) 2020-2023 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanexamplebase.h"
#include "VulkanglTFModel.h"
class VulkanExample : public VulkanExampleBase
{
public:
vkglTF::Model scene;
struct ShadingRateImage {
VkImage image{ VK_NULL_HANDLE };
VkDeviceMemory memory;
VkImageView view;
} shadingRateImage;
bool enableShadingRate = true;
bool colorShadingRate = false;
struct ShaderData {
vks::Buffer buffer;
struct Values {
glm::mat4 projection;
glm::mat4 view;
glm::mat4 model = glm::mat4(1.0f);
glm::vec4 lightPos = glm::vec4(0.0f, 2.5f, 0.0f, 1.0f);
glm::vec4 viewPos;
int32_t colorShadingRate;
} values;
} shaderData;
struct Pipelines {
VkPipeline opaque;
VkPipeline masked;
} pipelines;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
VkPhysicalDeviceFragmentShadingRatePropertiesKHR physicalDeviceShadingRateImageProperties{};
VkPhysicalDeviceFragmentShadingRateFeaturesKHR enabledPhysicalDeviceShadingRateImageFeaturesKHR{};
PFN_vkGetPhysicalDeviceFragmentShadingRatesKHR vkGetPhysicalDeviceFragmentShadingRatesKHR{ nullptr };
PFN_vkCmdSetFragmentShadingRateKHR vkCmdSetFragmentShadingRateKHR{ nullptr };
PFN_vkCreateRenderPass2KHR vkCreateRenderPass2KHR{ nullptr };
VulkanExample();
~VulkanExample();
virtual void getEnabledFeatures() override;
void handleResize();
void buildCommandBuffers() override;
void loadAssets();
void prepareShadingRateImage();
void setupDescriptors();
void preparePipelines();
void prepareUniformBuffers();
void updateUniformBuffers();
void prepare() override;
void setupFrameBuffer() override;
void setupRenderPass() override;
virtual void render() override;
virtual void OnUpdateUIOverlay(vks::UIOverlay* overlay) override;
};