mirror of
https://github.com/KhronosGroup/Vulkan-Hpp.git
synced 2024-10-14 16:32:17 +00:00
303 lines
14 KiB
C++
303 lines
14 KiB
C++
// 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 : SeparateImageSampler
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// Use separate image and sampler in descriptor set and shader to draw a textured cube.
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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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#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.hpp"
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#include <iostream>
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#include <thread>
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static char const * AppName = "SeparateImageSampler";
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static char const * EngineName = "Vulkan.hpp";
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const std::string fragmentShaderTextTS_T_C = R"(
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (set = 0, binding = 1) uniform texture2D tex;
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layout (set = 0, binding = 2) uniform sampler samp;
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layout (location = 0) in vec2 inTexCoords;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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// Combine the selected texture with sampler as a parameter
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vec4 resColor = texture(sampler2D(tex, samp), inTexCoords);
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// Create a border to see the cube more easily
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if ((inTexCoords.x < 0.01f) || (0.99f < inTexCoords.x)
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|| (inTexCoords.y < 0.01f) || (0.99f < inTexCoords.y))
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{
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resColor *= vec4(0.1f, 0.1f, 0.1f, 1.0f);
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}
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outColor = resColor;
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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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std::unique_ptr<vk::raii::Context> context = vk::raii::su::make_unique<vk::raii::Context>();
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std::unique_ptr<vk::raii::Instance> instance =
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vk::raii::su::makeUniqueInstance( *context, AppName, EngineName, {}, vk::su::getInstanceExtensions() );
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#if !defined( NDEBUG )
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std::unique_ptr<vk::raii::DebugUtilsMessengerEXT> debugUtilsMessenger =
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vk::raii::su::makeUniqueDebugUtilsMessengerEXT( *instance );
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#endif
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std::unique_ptr<vk::raii::PhysicalDevice> physicalDevice = vk::raii::su::makeUniquePhysicalDevice( *instance );
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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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std::unique_ptr<vk::raii::Device> device = vk::raii::su::makeUniqueDevice(
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*physicalDevice, graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions() );
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std::unique_ptr<vk::raii::CommandPool> commandPool =
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vk::raii::su::makeUniqueCommandPool( *device, graphicsAndPresentQueueFamilyIndex.first );
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std::unique_ptr<vk::raii::CommandBuffer> commandBuffer =
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vk::raii::su::makeUniqueCommandBuffer( *device, *commandPool );
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std::unique_ptr<vk::raii::Queue> graphicsQueue =
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vk::raii::su::make_unique<vk::raii::Queue>( *device, graphicsAndPresentQueueFamilyIndex.first, 0 );
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std::unique_ptr<vk::raii::Queue> presentQueue =
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vk::raii::su::make_unique<vk::raii::Queue>( *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 |
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vk::ImageUsageFlagBits::eTransferSrc,
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{},
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graphicsAndPresentQueueFamilyIndex.first,
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graphicsAndPresentQueueFamilyIndex.second );
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vk::raii::su::DepthBufferData depthBufferData(
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*physicalDevice, *device, vk::Format::eD16Unorm, surfaceData.extent );
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vk::raii::su::BufferData uniformBufferData(
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*physicalDevice, *device, sizeof( glm::mat4x4 ), vk::BufferUsageFlagBits::eUniformBuffer );
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glm::mat4x4 mvpcMatrix = vk::su::createModelViewProjectionClipMatrix( surfaceData.extent );
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vk::raii::su::copyToDevice( *uniformBufferData.deviceMemory, mvpcMatrix );
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vk::Format colorFormat =
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vk::su::pickSurfaceFormat( physicalDevice->getSurfaceFormatsKHR( **surfaceData.surface ) ).format;
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std::unique_ptr<vk::raii::RenderPass> renderPass =
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vk::raii::su::makeUniqueRenderPass( *device, colorFormat, depthBufferData.format );
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glslang::InitializeProcess();
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std::unique_ptr<vk::raii::ShaderModule> vertexShaderModule =
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vk::raii::su::makeUniqueShaderModule( *device, vk::ShaderStageFlagBits::eVertex, vertexShaderText_PT_T );
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std::unique_ptr<vk::raii::ShaderModule> fragmentShaderModule =
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vk::raii::su::makeUniqueShaderModule( *device, vk::ShaderStageFlagBits::eFragment, fragmentShaderTextTS_T_C );
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glslang::FinalizeProcess();
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std::vector<std::unique_ptr<vk::raii::Framebuffer>> framebuffers = vk::raii::su::makeUniqueFramebuffers(
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*device, *renderPass, swapChainData.imageViews, depthBufferData.imageView, surfaceData.extent );
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vk::raii::su::BufferData vertexBufferData(
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*physicalDevice, *device, sizeof( texturedCubeData ), vk::BufferUsageFlagBits::eVertexBuffer );
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vk::raii::su::copyToDevice(
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*vertexBufferData.deviceMemory, texturedCubeData, sizeof( texturedCubeData ) / sizeof( texturedCubeData[0] ) );
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/* VULKAN_KEY_START */
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commandBuffer->begin( vk::CommandBufferBeginInfo() );
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// Create the separate image
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vk::raii::su::TextureData textureData( *physicalDevice, *device );
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textureData.setImage( *commandBuffer, vk::su::MonochromeImageGenerator( { 118, 185, 0 } ) );
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// Create the separate sampler
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vk::SamplerCreateInfo samplerCreateInfo( {},
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vk::Filter::eNearest,
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vk::Filter::eNearest,
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vk::SamplerMipmapMode::eNearest,
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vk::SamplerAddressMode::eClampToEdge,
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vk::SamplerAddressMode::eClampToEdge,
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vk::SamplerAddressMode::eClampToEdge,
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0.0f,
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false,
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1.0f,
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false,
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vk::CompareOp::eNever,
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0.0f,
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0.0f,
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vk::BorderColor::eFloatOpaqueWhite );
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std::unique_ptr<vk::raii::Sampler> sampler = vk::raii::su::make_unique<vk::raii::Sampler>( *device, samplerCreateInfo );
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// Create binding and layout for the following, matching contents of shader
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// binding 0 = uniform buffer (MVP)
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// binding 1 = texture2D
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// binding 2 = sampler
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std::array<vk::DescriptorSetLayoutBinding, 3> resourceBindings = {
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{ vk::DescriptorSetLayoutBinding( 0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex ),
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vk::DescriptorSetLayoutBinding( 1, vk::DescriptorType::eSampledImage, 1, vk::ShaderStageFlagBits::eFragment ),
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vk::DescriptorSetLayoutBinding( 2, vk::DescriptorType::eSampler, 1, vk::ShaderStageFlagBits::eFragment ) }
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};
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vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo( {}, resourceBindings );
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std::unique_ptr<vk::raii::DescriptorSetLayout> descriptorSetLayout =
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vk::raii::su::make_unique<vk::raii::DescriptorSetLayout>( *device, descriptorSetLayoutCreateInfo );
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// Create pipeline layout
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vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo( {}, **descriptorSetLayout );
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std::unique_ptr<vk::raii::PipelineLayout> pipelineLayout =
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vk::raii::su::make_unique<vk::raii::PipelineLayout>( *device, pipelineLayoutCreateInfo );
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// Create a single pool to contain data for the descriptor set
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std::array<vk::DescriptorPoolSize, 3> poolSizes = {
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{ vk::DescriptorPoolSize( vk::DescriptorType::eUniformBuffer, 1 ),
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vk::DescriptorPoolSize( vk::DescriptorType::eSampledImage, 1 ),
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vk::DescriptorPoolSize( vk::DescriptorType::eSampler, 1 ) }
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};
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vk::DescriptorPoolCreateInfo descriptorPoolCreateInfo(
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vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 1, poolSizes );
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std::unique_ptr<vk::raii::DescriptorPool> descriptorPool =
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vk::raii::su::make_unique<vk::raii::DescriptorPool>( *device, descriptorPoolCreateInfo );
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// Populate descriptor sets
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vk::DescriptorSetAllocateInfo descriptorSetAllocateInfo( **descriptorPool, **descriptorSetLayout );
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std::unique_ptr<vk::raii::DescriptorSet> descriptorSet = vk::raii::su::make_unique<vk::raii::DescriptorSet>(
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std::move( vk::raii::DescriptorSets( *device, descriptorSetAllocateInfo ).front() ) );
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vk::DescriptorBufferInfo bufferInfo( **uniformBufferData.buffer, 0, sizeof( glm::mat4x4 ) );
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vk::DescriptorImageInfo imageInfo(
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**textureData.sampler, **textureData.imageData->imageView, vk::ImageLayout::eShaderReadOnlyOptimal );
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vk::DescriptorImageInfo samplerInfo( **sampler, {}, {} );
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std::array<vk::WriteDescriptorSet, 3> descriptorWrites = {
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{ vk::WriteDescriptorSet( **descriptorSet, 0, 0, vk::DescriptorType::eUniformBuffer, {}, bufferInfo ),
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vk::WriteDescriptorSet( **descriptorSet, 1, 0, vk::DescriptorType::eSampledImage, imageInfo ),
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vk::WriteDescriptorSet( **descriptorSet, 2, 0, vk::DescriptorType::eSampler, samplerInfo ) }
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};
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device->updateDescriptorSets( descriptorWrites, nullptr );
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/* VULKAN_KEY_END */
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std::unique_ptr<vk::raii::PipelineCache> pipelineCache =
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vk::raii::su::make_unique<vk::raii::PipelineCache>( *device, vk::PipelineCacheCreateInfo() );
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std::unique_ptr<vk::raii::Pipeline> graphicsPipeline = vk::raii::su::makeUniqueGraphicsPipeline(
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*device,
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*pipelineCache,
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*vertexShaderModule,
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nullptr,
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*fragmentShaderModule,
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nullptr,
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sizeof( texturedCubeData[0] ),
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{ { vk::Format::eR32G32B32A32Sfloat, 0 }, { vk::Format::eR32G32Sfloat, 16 } },
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vk::FrontFace::eClockwise,
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true,
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*pipelineLayout,
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*renderPass );
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// Get the index of the next available swapchain image:
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std::unique_ptr<vk::raii::Semaphore> imageAcquiredSemaphore =
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vk::raii::su::make_unique<vk::raii::Semaphore>( *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 ) =
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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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std::array<vk::ClearValue, 2> clearValues;
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clearValues[0].color = vk::ClearColorValue( std::array<float, 4>( { { 0.2f, 0.2f, 0.2f, 0.2f } } ) );
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clearValues[1].depthStencil = vk::ClearDepthStencilValue( 1.0f, 0 );
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vk::RenderPassBeginInfo renderPassBeginInfo(
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**renderPass, **framebuffers[imageIndex], vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ), clearValues );
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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(
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vk::PipelineBindPoint::eGraphics, **pipelineLayout, 0, { **descriptorSet }, nullptr );
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commandBuffer->bindVertexBuffers( 0, { **vertexBufferData.buffer }, { 0 } );
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commandBuffer->setViewport( 0,
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vk::Viewport( 0.0f,
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0.0f,
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static_cast<float>( surfaceData.extent.width ),
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static_cast<float>( surfaceData.extent.height ),
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0.0f,
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1.0f ) );
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commandBuffer->setScissor( 0, vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ) );
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commandBuffer->draw( 12 * 3, 1, 0, 0 );
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commandBuffer->endRenderPass();
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commandBuffer->end();
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std::unique_ptr<vk::raii::Fence> drawFence = vk::raii::su::make_unique<vk::raii::Fence>( *device, vk::FenceCreateInfo() );
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vk::PipelineStageFlags waitDestinationStageMask( vk::PipelineStageFlagBits::eColorAttachmentOutput );
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vk::SubmitInfo submitInfo( **imageAcquiredSemaphore, waitDestinationStageMask, **commandBuffer );
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graphicsQueue->submit( submitInfo, **drawFence );
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while ( vk::Result::eTimeout == device->waitForFences( { **drawFence }, VK_TRUE, vk::su::FenceTimeout ) )
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;
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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:
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std::cout << "vk::Queue::presentKHR returned vk::Result::eSuboptimalKHR !\n";
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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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device->waitIdle();
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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;
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}
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