mirror of
https://github.com/baldurk/renderdoc.git
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271 lines
8.8 KiB
C++
271 lines
8.8 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2025 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "vk_test.h"
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RD_TEST(VK_VS_Max_Desc_Set, VulkanGraphicsTest)
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{
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static constexpr const char *Description =
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"Uses the device's maximum number of descriptor sets in the vertex shader.";
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std::string common = R"EOSHADER(
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#version 430 core
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#extension GL_EXT_samplerless_texture_functions : require
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struct v2f
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{
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vec4 pos;
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vec4 col;
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vec4 uv;
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};
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)EOSHADER";
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std::string vertex = R"EOSHADER(
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec4 Color;
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layout(location = 2) in vec2 UV;
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layout(location = 0) out v2f vertOut;
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void main()
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{
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vertOut.pos = vec4(Position.xyz*vec3(1,-1,1), 1);
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gl_Position = vertOut.pos;
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vertOut.col = get_color();
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vertOut.uv = vec4(UV.xy, 0, 1);
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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layout(location = 0) in v2f vertIn;
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layout(location = 0, index = 0) out vec4 Color;
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void main()
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{
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Color = vertIn.col;
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}
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)EOSHADER";
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int main()
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{
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// initialise, create window, create context, etc
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if(!Init())
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return 3;
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VkPhysicalDeviceProperties props = vkh::getPhysicalDeviceProperties(phys);
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VkPhysicalDeviceLimits &limits = props.limits;
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// we use sampled images up to the last set, since some drivers support fewer UBOs per stage
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// than descriptor sets
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VkDescriptorSetLayout imgsetlayout =
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createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({
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{0, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1, VK_SHADER_STAGE_VERTEX_BIT},
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}));
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VkDescriptorSetLayout ubosetlayout =
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createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({
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{0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT},
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}));
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std::vector<VkDescriptorSetLayout> maxSetLayouts(limits.maxBoundDescriptorSets, imgsetlayout);
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maxSetLayouts.back() = ubosetlayout;
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VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo(maxSetLayouts));
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vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
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pipeCreateInfo.layout = layout;
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pipeCreateInfo.renderPass = mainWindow->rp;
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pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {vkh::vertexBind(0, DefaultA2V)};
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pipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
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vkh::vertexAttr(0, 0, DefaultA2V, pos),
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vkh::vertexAttr(1, 0, DefaultA2V, col),
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vkh::vertexAttr(2, 0, DefaultA2V, uv),
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};
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std::string dynamic_decl, dynamic_func;
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dynamic_decl = "\n";
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dynamic_func = "vec4 get_color() { return vec4(0)";
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uint32_t numimgs = limits.maxBoundDescriptorSets - 1;
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for(uint32_t i = 0; i < limits.maxBoundDescriptorSets; i++)
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{
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std::string istr = std::to_string(i);
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if(i < numimgs)
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{
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dynamic_decl +=
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"layout(set = " + istr + ", binding = 0) uniform texture2D tex" + istr + ";\n";
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dynamic_func +=
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" + texelFetch(tex" + istr + ", ivec2(0), 0) / vec4(" + std::to_string(numimgs) + ")";
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}
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else
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{
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dynamic_decl +=
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"layout(set = " + istr + ", binding = 0, std140) uniform constsbuf { vec4 col; };\n";
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dynamic_func += " + col";
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}
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}
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dynamic_decl += "\n";
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dynamic_func += "; }\n\n";
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pipeCreateInfo.stages = {
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CompileShaderModule(common + dynamic_decl + dynamic_func + vertex, ShaderLang::glsl,
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ShaderStage::vert, "main"),
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CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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};
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VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
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AllocatedBuffer vb(
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this,
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vkh::BufferCreateInfo(sizeof(DefaultTri),
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
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vb.upload(DefaultTri);
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Vec4f cbufferdata = Vec4f(0.0f, 0.2f, 0.75f, 0.8f);
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AllocatedBuffer cb(
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this,
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vkh::BufferCreateInfo(sizeof(cbufferdata), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT |
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VK_BUFFER_USAGE_TRANSFER_DST_BIT),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
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cb.upload(&cbufferdata, sizeof(cbufferdata));
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AllocatedImage img(
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this,
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vkh::ImageCreateInfo(4, 4, 0, VK_FORMAT_R32G32B32A32_SFLOAT,
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VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
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VkImageView imgview = createImageView(
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vkh::ImageViewCreateInfo(img.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_R32G32B32A32_SFLOAT));
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{
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VkCommandBuffer cmd = GetCommandBuffer();
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vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
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vkh::cmdPipelineBarrier(
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cmd, {
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vkh::ImageMemoryBarrier(0, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, img.image),
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});
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vkCmdClearColorImage(cmd, img.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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vkh::ClearColorValue(1.0f, 0.0f, 0.0f, 0.0f), 1,
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vkh::ImageSubresourceRange());
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vkh::cmdPipelineBarrier(
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cmd, {
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vkh::ImageMemoryBarrier(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, img.image),
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});
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vkEndCommandBuffer(cmd);
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Submit(99, 99, {cmd});
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vkDeviceWaitIdle(device);
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}
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VkDescriptorSet imgdescset = allocateDescriptorSet(imgsetlayout);
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VkDescriptorSet ubodescset = allocateDescriptorSet(ubosetlayout);
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vkh::updateDescriptorSets(
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device,
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{
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vkh::WriteDescriptorSet(
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imgdescset, 0, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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{
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vkh::DescriptorImageInfo(imgview, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
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}),
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vkh::WriteDescriptorSet(ubodescset, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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{vkh::DescriptorBufferInfo(cb.buffer)}),
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});
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while(Running())
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{
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VkCommandBuffer cmd = GetCommandBuffer();
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vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
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VkImage swapimg =
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StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
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vkCmdClearColorImage(cmd, swapimg, VK_IMAGE_LAYOUT_GENERAL,
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vkh::ClearColorValue(0.2f, 0.2f, 0.2f, 1.0f), 1,
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vkh::ImageSubresourceRange());
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vkCmdBeginRenderPass(
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cmd,
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vkh::RenderPassBeginInfo(mainWindow->rp, mainWindow->GetFB(), mainWindow->scissor,
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{vkh::ClearValue(0.0f, 0.0f, 0.0f, 1.0f)}),
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VK_SUBPASS_CONTENTS_INLINE);
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std::vector<VkDescriptorSet> descsets(limits.maxBoundDescriptorSets, imgdescset);
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descsets.back() = ubodescset;
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vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descsets, {});
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vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport);
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vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
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vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
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vkCmdDraw(cmd, 3, 1, 0, 0);
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vkCmdEndRenderPass(cmd);
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FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
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vkEndCommandBuffer(cmd);
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Submit(0, 1, {cmd});
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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