mirror of
https://github.com/KhronosGroup/Vulkan-Hpp.git
synced 2024-10-14 16:32:17 +00:00
d811c3a7e2
* Add samples SecondaryCommandBuffer and SeparateImageSampler. + made some helper functions more explicit. * Add sample Template, some generalizations in utils, some minor improvements in various samples.
226 lines
11 KiB
C++
226 lines
11 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 : MultipleSets
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// Use multiple descriptor sets to draw a textured cube.
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#include "../utils/geometries.hpp"
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#include "../utils/math.hpp"
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#include "../utils/shaders.hpp"
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#include "../utils/utils.hpp"
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#include "vulkan/vulkan.hpp"
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#include "SPIRV/GlslangToSpv.h"
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#include <iostream>
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static char const* AppName = "MultipleSets";
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static char const* EngineName = "Vulkan.hpp";
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const std::string vertexShaderText = 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 (std140, set = 0, binding = 0) uniform buffer
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{
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mat4 mvp;
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} uniformBuffer;
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layout (set = 1, binding = 0) uniform sampler2D surface;
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layout (location = 0) in vec4 pos;
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layout (location = 1) in vec2 inTexCoord;
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec2 outTexCoord;
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void main()
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{
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outColor = texture(surface, vec2(0.0f));
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outTexCoord = inTexCoord;
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gl_Position = uniformBuffer.mvp * pos;
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}
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)";
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const std::string fragmentShaderText = 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 (location = 0) in vec4 inColor;
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layout (location = 1) in vec2 inTexCoord;
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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 = inColor;
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// create a border to see the cube more easily
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if ((inTexCoord.x < 0.01f) || (0.99f < inTexCoord.x) || (inTexCoord.y < 0.01f) || (0.99f < inTexCoord.y))
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{
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outColor *= vec4(0.1f, 0.1f, 0.1f, 1.0f);
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}
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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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vk::UniqueInstance instance = vk::su::createInstance(AppName, EngineName, vk::su::getInstanceExtensions());
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#if !defined(NDEBUG)
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vk::UniqueDebugReportCallbackEXT debugReportCallback = vk::su::createDebugReportCallback(instance);
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#endif
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vk::PhysicalDevice physicalDevice = instance->enumeratePhysicalDevices().front();
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vk::su::SurfaceData surfaceData(instance, AppName, AppName, vk::Extent2D(500, 500));
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std::pair<uint32_t, uint32_t> graphicsAndPresentQueueFamilyIndex = vk::su::findGraphicsAndPresentQueueFamilyIndex(physicalDevice, *surfaceData.surface);
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vk::UniqueDevice device = vk::su::createDevice(physicalDevice, graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions());
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vk::UniqueCommandPool commandPool = vk::su::createCommandPool(device, graphicsAndPresentQueueFamilyIndex.first);
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vk::UniqueCommandBuffer commandBuffer = std::move(device->allocateCommandBuffersUnique(vk::CommandBufferAllocateInfo(commandPool.get(), vk::CommandBufferLevel::ePrimary, 1)).front());
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vk::Queue graphicsQueue = device->getQueue(graphicsAndPresentQueueFamilyIndex.first, 0);
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vk::Queue presentQueue = device->getQueue(graphicsAndPresentQueueFamilyIndex.second, 0);
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vk::su::SwapChainData swapChainData(physicalDevice, device, *surfaceData.surface, surfaceData.extent, vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eTransferSrc,
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vk::UniqueSwapchainKHR(), graphicsAndPresentQueueFamilyIndex.first, graphicsAndPresentQueueFamilyIndex.second);
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vk::su::DepthBufferData depthBufferData(physicalDevice, device, vk::Format::eD16Unorm, surfaceData.extent);
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vk::su::TextureData textureData(physicalDevice, device);
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commandBuffer->begin(vk::CommandBufferBeginInfo());
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textureData.setImage(device, commandBuffer, vk::su::MonochromeImageGenerator({ 118, 185, 0 }));
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vk::su::BufferData uniformBufferData(physicalDevice, device, sizeof(glm::mat4x4), vk::BufferUsageFlagBits::eUniformBuffer);
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vk::su::copyToDevice(device, uniformBufferData.deviceMemory, vk::su::createModelViewProjectionClipMatrix(surfaceData.extent));
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vk::UniqueRenderPass renderPass = vk::su::createRenderPass(device, vk::su::pickSurfaceFormat(physicalDevice.getSurfaceFormatsKHR(surfaceData.surface.get())).format, depthBufferData.format);
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glslang::InitializeProcess();
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vk::UniqueShaderModule vertexShaderModule = vk::su::createShaderModule(device, vk::ShaderStageFlagBits::eVertex, vertexShaderText);
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vk::UniqueShaderModule fragmentShaderModule = vk::su::createShaderModule(device, vk::ShaderStageFlagBits::eFragment, fragmentShaderText);
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glslang::FinalizeProcess();
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std::vector<vk::UniqueFramebuffer> framebuffers = vk::su::createFramebuffers(device, renderPass, swapChainData.imageViews, depthBufferData.imageView, surfaceData.extent);
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vk::su::BufferData vertexBufferData(physicalDevice, device, sizeof(texturedCubeData), vk::BufferUsageFlagBits::eVertexBuffer);
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vk::su::copyToDevice(device, vertexBufferData.deviceMemory, texturedCubeData, sizeof(texturedCubeData) / sizeof(texturedCubeData[0]));
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/* VULKAN_KEY_START */
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// Create first layout to contain uniform buffer data
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vk::DescriptorSetLayoutBinding uniformBinding(0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex);
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vk::UniqueDescriptorSetLayout uniformLayout = device->createDescriptorSetLayoutUnique(vk::DescriptorSetLayoutCreateInfo(vk::DescriptorSetLayoutCreateFlags(), 1, &uniformBinding));
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// Create second layout containing combined sampler/image data
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vk::DescriptorSetLayoutBinding sampler2DBinding(0, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eVertex);
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vk::UniqueDescriptorSetLayout samplerLayout = device->createDescriptorSetLayoutUnique(vk::DescriptorSetLayoutCreateInfo(vk::DescriptorSetLayoutCreateFlags(), 1, &sampler2DBinding));
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// Create pipeline layout with multiple descriptor sets
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std::array<vk::DescriptorSetLayout, 2> descriptorSetLayouts = { uniformLayout.get(), samplerLayout.get() };
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vk::UniquePipelineLayout pipelineLayout = device->createPipelineLayoutUnique(vk::PipelineLayoutCreateInfo(vk::PipelineLayoutCreateFlags(), 2, descriptorSetLayouts.data()));
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// Create a single pool to contain data for our two descriptor sets
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vk::DescriptorPoolSize poolSizes[2] =
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{
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vk::DescriptorPoolSize(vk::DescriptorType::eUniformBuffer, 1),
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vk::DescriptorPoolSize(vk::DescriptorType::eCombinedImageSampler, 1)
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};
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vk::UniqueDescriptorPool descriptorPool = device->createDescriptorPoolUnique(vk::DescriptorPoolCreateInfo(vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 2, 2, poolSizes));
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// Populate descriptor sets
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std::vector<vk::UniqueDescriptorSet> descriptorSets = device->allocateDescriptorSetsUnique(vk::DescriptorSetAllocateInfo(descriptorPool.get(), 2, descriptorSetLayouts.data()));
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// Populate with info about our uniform buffer
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vk::DescriptorBufferInfo uniformBufferInfo(uniformBufferData.buffer.get(), 0, sizeof(glm::mat4x4));
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vk::DescriptorImageInfo textureImageInfo(textureData.textureSampler.get(), textureData.imageData->imageView.get(), vk::ImageLayout::eShaderReadOnlyOptimal);
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std::array<vk::WriteDescriptorSet, 2> writeDescriptorSets =
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{
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vk::WriteDescriptorSet(descriptorSets[0].get(), 0, 0, 1, vk::DescriptorType::eUniformBuffer, nullptr, &uniformBufferInfo),
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vk::WriteDescriptorSet(descriptorSets[1].get(), 0, 0, 1, vk::DescriptorType::eCombinedImageSampler, &textureImageInfo)
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};
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device->updateDescriptorSets(writeDescriptorSets, nullptr);
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/* VULKAN_KEY_END */
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vk::UniquePipelineCache pipelineCache = device->createPipelineCacheUnique(vk::PipelineCacheCreateInfo());
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vk::UniquePipeline graphicsPipeline = vk::su::createGraphicsPipeline(device, pipelineCache, std::make_pair(*vertexShaderModule, nullptr), std::make_pair(*fragmentShaderModule, nullptr),
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sizeof(texturedCubeData[0]), { { vk::Format::eR32G32B32A32Sfloat, 0 }, { vk::Format::eR32G32Sfloat, 16 } },
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vk::FrontFace::eClockwise, true, pipelineLayout, renderPass);
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// Get the index of the next available swapchain image:
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vk::UniqueSemaphore imageAcquiredSemaphore = device->createSemaphoreUnique(vk::SemaphoreCreateInfo());
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vk::ResultValue<uint32_t> currentBuffer = device->acquireNextImageKHR(swapChainData.swapChain.get(), vk::su::FenceTimeout, imageAcquiredSemaphore.get(), nullptr);
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assert(currentBuffer.result == vk::Result::eSuccess);
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assert(currentBuffer.value < framebuffers.size());
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vk::ClearValue clearValues[2];
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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(renderPass.get(), framebuffers[currentBuffer.value].get(), vk::Rect2D(vk::Offset2D(0, 0), surfaceData.extent), 2, clearValues);
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commandBuffer->beginRenderPass(renderPassBeginInfo, vk::SubpassContents::eInline);
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commandBuffer->bindPipeline(vk::PipelineBindPoint::eGraphics, graphicsPipeline.get());
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commandBuffer->bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipelineLayout.get(), 0, { descriptorSets[0].get(), descriptorSets[1].get() }, nullptr);
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commandBuffer->bindVertexBuffers(0, *vertexBufferData.buffer, {0});
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commandBuffer->setViewport(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(12 * 3, 1, 0, 0);
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commandBuffer->endRenderPass();
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commandBuffer->end();
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vk::UniqueFence drawFence = device->createFenceUnique(vk::FenceCreateInfo());
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vk::PipelineStageFlags waitDestinationStageMask(vk::PipelineStageFlagBits::eColorAttachmentOutput);
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vk::SubmitInfo submitInfo(1, &imageAcquiredSemaphore.get(), &waitDestinationStageMask, 1, &commandBuffer.get());
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graphicsQueue.submit(submitInfo, drawFence.get());
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while (vk::Result::eTimeout == device->waitForFences(drawFence.get(), VK_TRUE, vk::su::FenceTimeout))
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;
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presentQueue.presentKHR(vk::PresentInfoKHR(0, nullptr, 1, &swapChainData.swapChain.get(), ¤tBuffer.value));
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Sleep(1000);
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device->waitIdle();
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#if defined(VK_USE_PLATFORM_WIN32_KHR)
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DestroyWindow(surfaceData.window);
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#else
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#pragma error "unhandled platform"
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#endif
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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::runtime_error err)
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{
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std::cout << "std::runtime_error: " << 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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