mirror of
https://github.com/baldurk/renderdoc.git
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272 lines
10 KiB
C++
272 lines
10 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2020 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_Mesh_Zoo, VulkanGraphicsTest)
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{
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static constexpr const char *Description = "Draws some primitives for testing the mesh view.";
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std::string vertex = R"EOSHADER(
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#version 460 core
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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(push_constant, std140) uniform pushbuf
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{
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vec4 scale;
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vec4 offset;
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};
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layout(location = 0) out vec2 vertOutCol2;
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layout(location = 1) out vec4 vertOutcol;
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void main()
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{
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vec4 pos = vec4(Position.xy * scale.xy + offset.xy, Position.z, 1.0f);
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vertOutcol = Color;
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if(gl_InstanceIndex > 0)
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{
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pos *= 0.3f;
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pos.xy += vec2(0.1f);
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vertOutcol.x = 1.0f;
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}
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vertOutCol2.xy = pos.xy;
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gl_Position = pos * vec4(1, -1, 1, 1);
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#if defined(USE_POINTS)
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gl_PointSize = 1.0f;
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#endif
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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#version 460 core
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layout(location = 0) in vec2 vertInCol2;
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layout(location = 1) in vec4 vertIncol;
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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 = vertIncol + 1.0e-20 * vertInCol2.xyxy;
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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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const DefaultA2V test[] = {
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// single color quad
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{Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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// points, to test vertex picking
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{Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(70.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(170.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(70.0f, 70.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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};
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// create depth-stencil image
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AllocatedImage depthimg(this, vkh::ImageCreateInfo(mainWindow->scissor.extent.width,
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mainWindow->scissor.extent.height, 0,
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VK_FORMAT_D32_SFLOAT_S8_UINT,
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VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
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VkImageView dsvview = createImageView(vkh::ImageViewCreateInfo(
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depthimg.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_D32_SFLOAT_S8_UINT, {},
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vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)));
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// create renderpass using the DS image
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vkh::RenderPassCreator renderPassCreateInfo;
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renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
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mainWindow->format, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL));
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renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
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VK_FORMAT_D32_SFLOAT_S8_UINT, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL,
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VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_SAMPLE_COUNT_1_BIT,
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VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE));
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renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL})}, 1,
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VK_IMAGE_LAYOUT_GENERAL);
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VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
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// create framebuffers using swapchain images and DS image
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std::vector<VkFramebuffer> fbs;
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fbs.resize(mainWindow->GetCount());
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for(size_t i = 0; i < mainWindow->GetCount(); i++)
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fbs[i] = createFramebuffer(vkh::FramebufferCreateInfo(
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renderPass, {mainWindow->GetView(i), dsvview}, mainWindow->scissor.extent));
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VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo(
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{},
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{
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vkh::PushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
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sizeof(Vec4f) * 2),
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}));
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VkPipelineLayout layout2 = createPipelineLayout(vkh::PipelineLayoutCreateInfo(
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{},
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{
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vkh::PushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(Vec4f) * 2),
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}));
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vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
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pipeCreateInfo.layout = layout;
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pipeCreateInfo.renderPass = renderPass;
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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), vkh::vertexAttr(1, 0, DefaultA2V, col),
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vkh::vertexAttr(2, 0, DefaultA2V, uv),
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};
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pipeCreateInfo.stages = {
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CompileShaderModule(vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
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CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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};
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pipeCreateInfo.depthStencilState.depthTestEnable = VK_TRUE;
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pipeCreateInfo.depthStencilState.depthWriteEnable = VK_TRUE;
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pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
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pipeCreateInfo.depthStencilState.back = pipeCreateInfo.depthStencilState.front;
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VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
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pipeCreateInfo.stages[0] = CompileShaderModule(vertex, ShaderLang::glsl, ShaderStage::vert,
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"main", {std::make_pair("USE_POINTS", "1")}),
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pipeCreateInfo.inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
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VkPipeline pointspipe = createGraphicsPipeline(pipeCreateInfo);
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pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {{0, 0, VK_VERTEX_INPUT_RATE_VERTEX}};
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pipeCreateInfo.layout = layout2;
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VkPipeline stride0pipe = createGraphicsPipeline(pipeCreateInfo);
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AllocatedBuffer vb(this,
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vkh::BufferCreateInfo(sizeof(test), VK_BUFFER_USAGE_VERTEX_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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vb.upload(test);
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Vec4f cbufferdata[] = {
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Vec4f(2.0f / (float)screenWidth, 2.0f / (float)screenHeight, 1.0f, 1.0f),
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Vec4f(-1.0f, -1.0f, 0.0f, 0.0f),
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};
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AllocatedBuffer cb(
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this, 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);
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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, vkh::RenderPassBeginInfo(renderPass, fbs[mainWindow->imgIndex], mainWindow->scissor,
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{{}, vkh::ClearValue(1.0f, 0)}),
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VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
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vkCmdPushConstants(cmd, layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
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sizeof(cbufferdata), &cbufferdata);
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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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vkCmdDraw(cmd, 3, 1, 10, 0);
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setMarker(cmd, "Quad");
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vkCmdDraw(cmd, 6, 2, 0, 0);
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setMarker(cmd, "Points");
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pointspipe);
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vkCmdDraw(cmd, 4, 1, 6, 0);
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setMarker(cmd, "Stride 0");
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, stride0pipe);
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vkCmdPushConstants(cmd, layout2, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(cbufferdata),
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&cbufferdata);
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vkCmdDraw(cmd, 1, 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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