2021-02-17 09:49:59 +00:00
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// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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// VulkanHpp Samples : InputAttachment
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// Use an input attachment to draw a yellow triangle
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#if defined( _MSC_VER )
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// no need to ignore any warnings with MSVC
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#elif defined( __clang__ )
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# pragma clang diagnostic ignored "-Wmissing-braces"
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#elif defined( __GNUC__ )
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// no need to ignore any warnings with GCC
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#else
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// unknow compiler... just ignore the warnings for yourselves ;)
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#endif
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#include "../../samples/utils/geometries.hpp"
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#include "../../samples/utils/math.hpp"
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#include "../utils/shaders.hpp"
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#include "../utils/utils.hpp"
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#include "SPIRV/GlslangToSpv.h"
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#include "vulkan/vulkan_raii.hpp"
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#include <iostream>
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#include <thread>
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static char const * AppName = "InputAttachment";
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static char const * EngineName = "Vulkan.hpp";
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static std::string vertexShaderText = R"(
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#version 450
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vec2 vertices[3];
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void main()
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{
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vertices[0] = vec2(-1.0f, -1.0f);
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vertices[1] = vec2( 1.0f, -1.0f);
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vertices[2] = vec2( 0.0f, 1.0f);
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gl_Position = vec4(vertices[gl_VertexIndex % 3], 0.0f, 1.0f);
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}
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)";
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// Use subpassLoad to read from input attachment
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static const char * fragmentShaderText = R"(
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#version 450
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layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput inputAttachment;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = subpassLoad(inputAttachment);
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}
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)";
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int main( int /*argc*/, char ** /*argv*/ )
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{
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try
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{
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2021-06-21 09:32:43 +00:00
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vk::raii::Context context;
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2022-02-28 09:11:04 +00:00
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vk::raii::Instance instance = vk::raii::su::makeInstance( context, AppName, EngineName, {}, vk::su::getInstanceExtensions() );
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#if !defined( NDEBUG )
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vk::raii::DebugUtilsMessengerEXT debugUtilsMessenger( instance, vk::su::makeDebugUtilsMessengerCreateInfoEXT() );
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#endif
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vk::raii::PhysicalDevice physicalDevice = std::move( vk::raii::PhysicalDevices( instance ).front() );
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vk::FormatProperties formatProperties = physicalDevice.getFormatProperties( vk::Format::eR8G8B8A8Unorm );
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if ( !( formatProperties.optimalTilingFeatures & vk::FormatFeatureFlagBits::eColorAttachment ) )
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{
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std::cout << "vk::Format::eR8G8B8A8Unorm format unsupported for input attachment\n";
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exit( -1 );
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}
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vk::raii::su::SurfaceData surfaceData( instance, AppName, vk::Extent2D( 500, 500 ) );
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std::pair<uint32_t, uint32_t> graphicsAndPresentQueueFamilyIndex =
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vk::raii::su::findGraphicsAndPresentQueueFamilyIndex( physicalDevice, surfaceData.surface );
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vk::raii::Device device = vk::raii::su::makeDevice( physicalDevice, graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions() );
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vk::raii::CommandPool commandPool =
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vk::raii::CommandPool( device, { vk::CommandPoolCreateFlagBits::eResetCommandBuffer, graphicsAndPresentQueueFamilyIndex.first } );
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vk::raii::CommandBuffer commandBuffer = vk::raii::su::makeCommandBuffer( device, commandPool );
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vk::raii::Queue graphicsQueue( device, graphicsAndPresentQueueFamilyIndex.first, 0 );
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vk::raii::Queue presentQueue( device, graphicsAndPresentQueueFamilyIndex.second, 0 );
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vk::raii::su::SwapChainData swapChainData( physicalDevice,
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device,
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surfaceData.surface,
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surfaceData.extent,
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vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eTransferSrc,
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{},
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graphicsAndPresentQueueFamilyIndex.first,
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graphicsAndPresentQueueFamilyIndex.second );
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/* VULKAN_KEY_START */
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// Create a framebuffer with 2 attachments, one the color attachment the shaders render into, and the other an input
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// attachment which will be cleared to yellow, and then used by the shaders to color the drawn triangle. Final
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// result should be a yellow triangle
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// Create the image that will be used as the input attachment
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// The image for the color attachment is the presentable image already created as part of the SwapChainData
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vk::ImageCreateInfo imageCreateInfo( {},
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vk::ImageType::e2D,
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swapChainData.colorFormat,
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vk::Extent3D( surfaceData.extent, 1 ),
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1,
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1,
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vk::SampleCountFlagBits::e1,
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vk::ImageTiling::eOptimal,
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vk::ImageUsageFlagBits::eInputAttachment | vk::ImageUsageFlagBits::eTransferDst );
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vk::raii::Image inputImage( device, imageCreateInfo );
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vk::MemoryRequirements memoryRequirements = inputImage.getMemoryRequirements();
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uint32_t memoryTypeIndex = vk::su::findMemoryType( physicalDevice.getMemoryProperties(), memoryRequirements.memoryTypeBits, {} );
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vk::MemoryAllocateInfo memoryAllocateInfo( memoryRequirements.size, memoryTypeIndex );
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vk::raii::DeviceMemory inputMemory( device, memoryAllocateInfo );
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inputImage.bindMemory( *inputMemory, 0 );
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// Set the image layout to TRANSFER_DST_OPTIMAL to be ready for clear
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commandBuffer.begin( vk::CommandBufferBeginInfo() );
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vk::raii::su::setImageLayout( commandBuffer, *inputImage, swapChainData.colorFormat, vk::ImageLayout::eUndefined, vk::ImageLayout::eTransferDstOptimal );
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commandBuffer.clearColorImage( *inputImage,
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vk::ImageLayout::eTransferDstOptimal,
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{ std::array<float, 4>( { { 1.0f, 1.0f, 0.0f, 0.0f } } ) },
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{ { vk::ImageAspectFlagBits::eColor, 0, VK_REMAINING_MIP_LEVELS, 0, VK_REMAINING_ARRAY_LAYERS } } );
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// Set the image layout to SHADER_READONLY_OPTIMAL for use by the shaders
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vk::raii::su::setImageLayout(
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commandBuffer, *inputImage, swapChainData.colorFormat, vk::ImageLayout::eTransferDstOptimal, vk::ImageLayout::eShaderReadOnlyOptimal );
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vk::ImageViewCreateInfo imageViewCreateInfo(
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{}, *inputImage, vk::ImageViewType::e2D, swapChainData.colorFormat, {}, { vk::ImageAspectFlagBits::eColor, 0, 1, 0, 1 } );
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vk::raii::ImageView inputAttachmentView( device, imageViewCreateInfo );
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vk::DescriptorSetLayoutBinding layoutBinding( 0, vk::DescriptorType::eInputAttachment, 1, vk::ShaderStageFlagBits::eFragment );
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vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo( {}, layoutBinding );
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vk::raii::DescriptorSetLayout descriptorSetLayout( device, descriptorSetLayoutCreateInfo );
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vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo( {}, *descriptorSetLayout );
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vk::raii::PipelineLayout pipelineLayout( device, pipelineLayoutCreateInfo );
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std::array<vk::AttachmentDescription, 2> attachments = {
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// First attachment is the color attachment - clear at the beginning of the renderpass and transition layout to
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// PRESENT_SRC_KHR at the end of renderpass
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vk::AttachmentDescription( {},
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swapChainData.colorFormat,
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vk::SampleCountFlagBits::e1,
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vk::AttachmentLoadOp::eClear,
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vk::AttachmentStoreOp::eStore,
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vk::AttachmentLoadOp::eDontCare,
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vk::AttachmentStoreOp::eDontCare,
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vk::ImageLayout::eUndefined,
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vk::ImageLayout::ePresentSrcKHR ),
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// Second attachment is input attachment. Once cleared it should have width*height yellow pixels.
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// Doing a subpassLoad in the fragment shader should give the shader the color at the fragments x,y location from
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// the input attachment
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vk::AttachmentDescription( {},
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swapChainData.colorFormat,
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vk::SampleCountFlagBits::e1,
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vk::AttachmentLoadOp::eLoad,
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vk::AttachmentStoreOp::eDontCare,
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vk::AttachmentLoadOp::eDontCare,
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vk::AttachmentStoreOp::eDontCare,
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vk::ImageLayout::eShaderReadOnlyOptimal,
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vk::ImageLayout::eShaderReadOnlyOptimal )
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};
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vk::AttachmentReference colorReference( 0, vk::ImageLayout::eColorAttachmentOptimal );
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vk::AttachmentReference inputReference( 1, vk::ImageLayout::eShaderReadOnlyOptimal );
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vk::SubpassDescription subPass( {}, vk::PipelineBindPoint::eGraphics, inputReference, colorReference );
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vk::RenderPassCreateInfo renderPassCreateInfo( {}, attachments, subPass );
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vk::raii::RenderPass renderPass( device, renderPassCreateInfo );
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glslang::InitializeProcess();
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vk::raii::ShaderModule vertexShaderModule = vk::raii::su::makeShaderModule( device, vk::ShaderStageFlagBits::eVertex, vertexShaderText );
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vk::raii::ShaderModule fragmentShaderModule = vk::raii::su::makeShaderModule( device, vk::ShaderStageFlagBits::eFragment, fragmentShaderText );
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glslang::FinalizeProcess();
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std::vector<vk::raii::Framebuffer> framebuffers =
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vk::raii::su::makeFramebuffers( device, renderPass, swapChainData.imageViews, &inputAttachmentView, surfaceData.extent );
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vk::DescriptorPoolSize poolSize( vk::DescriptorType::eInputAttachment, 1 );
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vk::DescriptorPoolCreateInfo descriptorPoolCreateInfo( vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 1, poolSize );
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vk::raii::DescriptorPool descriptorPool( device, descriptorPoolCreateInfo );
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vk::DescriptorSetAllocateInfo descriptorSetAllocateInfo( *descriptorPool, *descriptorSetLayout );
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vk::raii::DescriptorSet descriptorSet = std::move( vk::raii::DescriptorSets( device, descriptorSetAllocateInfo ).front() );
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vk::DescriptorImageInfo inputImageInfo( nullptr, *inputAttachmentView, vk::ImageLayout::eShaderReadOnlyOptimal );
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vk::WriteDescriptorSet writeDescriptorSet( *descriptorSet, 0, 0, vk::DescriptorType::eInputAttachment, inputImageInfo );
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device.updateDescriptorSets( writeDescriptorSet, nullptr );
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vk::raii::PipelineCache pipelineCache( device, vk::PipelineCacheCreateInfo() );
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vk::raii::Pipeline graphicsPipeline = vk::raii::su::makeGraphicsPipeline(
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device, pipelineCache, vertexShaderModule, nullptr, fragmentShaderModule, nullptr, 0, {}, vk::FrontFace::eClockwise, false, pipelineLayout, renderPass );
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vk::raii::Semaphore imageAcquiredSemaphore( device, vk::SemaphoreCreateInfo() );
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vk::Result result;
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uint32_t imageIndex;
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std::tie( result, imageIndex ) = swapChainData.swapChain.acquireNextImage( vk::su::FenceTimeout, *imageAcquiredSemaphore );
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assert( result == vk::Result::eSuccess );
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assert( imageIndex < swapChainData.images.size() );
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vk::ClearValue clearValue;
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clearValue.color = vk::ClearColorValue( std::array<float, 4>( { { 0.2f, 0.2f, 0.2f, 0.2f } } ) );
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vk::RenderPassBeginInfo renderPassBeginInfo( *renderPass, *framebuffers[imageIndex], vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ), clearValue );
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commandBuffer.beginRenderPass( renderPassBeginInfo, vk::SubpassContents::eInline );
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commandBuffer.bindPipeline( vk::PipelineBindPoint::eGraphics, *graphicsPipeline );
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commandBuffer.bindDescriptorSets( vk::PipelineBindPoint::eGraphics, *pipelineLayout, 0, { *descriptorSet }, nullptr );
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commandBuffer.setViewport(
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0, vk::Viewport( 0.0f, 0.0f, static_cast<float>( surfaceData.extent.width ), static_cast<float>( surfaceData.extent.height ), 0.0f, 1.0f ) );
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commandBuffer.setScissor( 0, vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ) );
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commandBuffer.draw( 3, 1, 0, 0 );
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commandBuffer.endRenderPass();
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commandBuffer.end();
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/* VULKAN_KEY_END */
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vk::raii::su::submitAndWait( device, graphicsQueue, commandBuffer );
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vk::PresentInfoKHR presentInfoKHR( nullptr, *swapChainData.swapChain, imageIndex );
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result = presentQueue.presentKHR( presentInfoKHR );
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switch ( result )
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{
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case vk::Result::eSuccess: break;
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case vk::Result::eSuboptimalKHR: std::cout << "vk::Queue::presentKHR returned vk::Result::eSuboptimalKHR !\n"; break;
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default: assert( false ); // an unexpected result is returned !
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}
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std::this_thread::sleep_for( std::chrono::milliseconds( 1000 ) );
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}
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catch ( vk::SystemError & err )
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{
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std::cout << "vk::SystemError: " << err.what() << std::endl;
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exit( -1 );
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}
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catch ( std::exception & err )
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{
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std::cout << "std::exception: " << err.what() << std::endl;
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exit( -1 );
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}
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catch ( ... )
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{
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std::cout << "unknown error\n";
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exit( -1 );
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}
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|
|
return 0;
|
|
|
|
}
|