UBO base
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@ -13,11 +13,12 @@ project (EEfrontend)
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# List sources
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set(HEADERS "Engine.hpp" "Renderer.hpp" "FileSystem.hpp" "compile_config.hpp" "AssetManager.hpp" "AssetData.hpp" "PipelineFactory.hpp")
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set(SOURCES "main.cpp" "Engine.cpp" "Renderer.cpp" "FileSystem.cpp" "AssetManager.cpp" "AssetData.cpp" "PipelineFactory.cpp")
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list(TRANSFORM HEADERS PREPEND "include/")
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list(TRANSFORM SOURCES PREPEND "src/")
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file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS
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"src/*.cpp"
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"src/*.c"
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"include/*.hpp"
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"include/*.h"
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)
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# Find dependencies
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@ -30,7 +31,7 @@ find_package(RmlUi CONFIG REQUIRED)
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# Link library
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add_executable(${PROJECT_NAME} ${HEADERS} ${SOURCES})
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add_executable(${PROJECT_NAME} ${SOURCES})
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target_link_libraries(${PROJECT_NAME} PUBLIC utils)
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@ -29,4 +29,10 @@ struct AssetMaterial : AssetData
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uint32_t fragmentShaderAssetID;
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uint32_t renderType;
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uint32_t renderStage;
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// Vertex shader params
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// <param id:value>
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// Fragment shader params
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// <param id:value>
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};
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84
frontend/include/GPU_Types/GPU_BaseTypes.hpp
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84
frontend/include/GPU_Types/GPU_BaseTypes.hpp
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@ -0,0 +1,84 @@
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#pragma once
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#include <vulkan/vulkan.h>
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#include <glm/glm.hpp>
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#include <vector>
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#include <array>
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#define ATTRIBUTE_FORMAT_VEC2 VK_FORMAT_R32G32_SFLOAT
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#define ATTRIBUTE_FORMAT_VEC3 VK_FORMAT_R32G32B32_SFLOAT
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#define ATTRIBUTE_FORMAT_VEC4 VK_FORMAT_R32G32B32A32_SFLOAT
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struct GPU_Transform
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{
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glm::vec3 pos = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 scale = glm::vec3(1.0f, 1.0f, 1.0f);
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};
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struct GPU_Vertex
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{
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glm::vec2 pos;
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glm::vec3 color;
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static std::array<VkVertexInputAttributeDescription, 2> GetAttributes();
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};
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struct GPU_BufferSlot
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{
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size_t position;
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size_t size;
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};
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template<typename T> struct GPU_Buffer
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{
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T *data;
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size_t size;
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const size_t ELEMENT_SIZE;
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std::vector<GPU_BufferSlot> freeSlots;
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GPU_Buffer();
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GPU_BufferSlot* FindFreeSlot(size_t size);
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size_t Write(const T *elements, size_t elementsCount);
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// void Clear(GPU_BufferSlot range);
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};
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// Template definitions
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template<typename T> GPU_Buffer<T>::GPU_Buffer() : ELEMENT_SIZE(sizeof(T))
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{
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freeSlots.push_back({.position = 0, .size = size});
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}
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template<typename T> GPU_BufferSlot* GPU_Buffer<T>::FindFreeSlot(size_t size)
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{
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for (auto i = freeSlots.rbegin(); i != freeSlots.rend(); i++)
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{
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if (i->size >= size)
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return &(*i);
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}
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return nullptr;
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}
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template<typename T> size_t GPU_Buffer<T>::Write(const T *elements, size_t elementsCount)
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{
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GPU_BufferSlot *slot = FindFreeSlot(elementsCount);
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if (slot == nullptr) return 0;
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memcpy(data + slot->position, elements, elementsCount * ELEMENT_SIZE);
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slot->size -= elementsCount;
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slot->position += elementsCount;
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if (slot->size == 0)
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freeSlots.pop_back();
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return slot->position - elementsCount;
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}
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// template<typename T> void GPU_Buffer<T>::Clear(GPU_BufferSlot range)
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// {
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// freeSlots.push_back(range);
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// //TODO: insert sorted by pos and combine intersections
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// }
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18
frontend/include/GPU_Types/GPU_RenderUBO.hpp
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18
frontend/include/GPU_Types/GPU_RenderUBO.hpp
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#pragma once
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#include "GPU_BaseTypes.hpp"
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#include <glm/glm.hpp>
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struct GPU_GlobalUBO
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{
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glm::mat4 view;
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glm::mat4 proj;
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float time;
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};
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struct GPU_TranformUBO
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{
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glm::mat4 model;
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void Update(const GPU_Transform &tranform);
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};
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@ -38,6 +38,10 @@ struct PipelineConfig
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VkViewport defaultViewport;
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VkRect2D defaultScissors;
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std::vector<VkDynamicState> dynamicStates;
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std::vector<VkDescriptorSetLayoutBinding> uniforms;
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int vertexBindingsCount, fragmentBindingsCount;
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VkDescriptorSetLayoutCreateInfo uniformsConfig;
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VkGraphicsPipelineCreateInfo pipelineConfig;
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@ -48,6 +52,7 @@ struct Pipeline
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{
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VkPipeline instance;
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VkPipelineLayout layout;
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VkDescriptorSetLayout uniformsLayout;
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VkViewport viewport;
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VkRect2D scissors;
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};
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@ -2,14 +2,14 @@
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#include <thread>
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#include <atomic>
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#include <cstdint>
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#include <array>
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#include <vector>
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#include <set>
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#include <Boost/lockfree/spsc_queue.hpp>
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#define GLFW_INCLUDE_VULKAN
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include "GPU_Types/GPU_BaseTypes.hpp"
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#include "PipelineFactory.hpp"
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@ -19,10 +19,6 @@
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#define VALIDATION_LAYER
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#endif
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#define ATTRIBUTE_FORMAT_VEC2 VK_FORMAT_R32G32_SFLOAT
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#define ATTRIBUTE_FORMAT_VEC3 VK_FORMAT_R32G32B32_SFLOAT
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#define ATTRIBUTE_FORMAT_VEC4 VK_FORMAT_R32G32B32A32_SFLOAT
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// GPU properties priority for selection
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#define GPU_DISCRETE_PRIORITY 1000
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#define GPU_GRAPHICS_WITH_PRESENT_PRIORITY 500
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@ -36,84 +32,6 @@
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#define INDICES_SIZE uint16_t
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#define INDICES_SIZE_VK VK_INDEX_TYPE_UINT16
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struct Transform
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{
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float x = 0.0f, y = 0.0f;
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float scaleX = 1.0f, scaleY = 1.0f, scaleZ = 1.0f;
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};
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struct GPU_Vertex
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{
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glm::vec2 pos;
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glm::vec3 color;
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static std::array<VkVertexInputAttributeDescription, 2> GetAttributes()
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{
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VkVertexInputAttributeDescription posAttribute = {
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.location = 0,
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.binding = 0,
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.format = ATTRIBUTE_FORMAT_VEC2,
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.offset = offsetof(GPU_Vertex, pos)
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};
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VkVertexInputAttributeDescription colorAttribute = {
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.location = 1,
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.binding = 0,
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.format = ATTRIBUTE_FORMAT_VEC3,
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.offset = offsetof(GPU_Vertex, color)
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};
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return {posAttribute, colorAttribute};
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}
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};
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struct GPU_BufferSlot
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{
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size_t position;
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size_t size;
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};
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//TODO: move methods definition to the end of file
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template<typename T> struct GPU_Buffer
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{
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T *data;
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size_t size;
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const size_t ELEMENT_SIZE;
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std::vector<GPU_BufferSlot> freeSlots;
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GPU_Buffer() : ELEMENT_SIZE(sizeof(T)) {freeSlots.push_back({.position = 0, .size = size});}
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GPU_BufferSlot* FindFreeSlot(size_t size)
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{
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for (auto i = freeSlots.rbegin(); i != freeSlots.rend(); i++)
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{
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if (i->size >= size)
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return &(*i);
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}
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return nullptr;
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}
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size_t Write(const T *elements, size_t elementsCount)
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{
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GPU_BufferSlot *slot = FindFreeSlot(elementsCount);
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if (slot == nullptr) return 0;
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memcpy(data + slot->position, elements, elementsCount * ELEMENT_SIZE);
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slot->size -= elementsCount;
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slot->position += elementsCount;
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if (slot->size == 0)
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freeSlots.pop_back();
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return slot->position - elementsCount;
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}
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// void Clear(GPU_BufferSlot range)
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// {
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// freeSlots.push_back(range);
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// //TODO: insert sorted by pos and combine intersections
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// }
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};
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struct Mesh
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{
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size_t verticesBufferPosition = 0;
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@ -122,19 +40,27 @@ struct Mesh
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std::vector<INDICES_SIZE> indices;
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};
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struct MaterialParams
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{
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VkDescriptorSet descriptors;
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//TODO: push-constants
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void Set(const char** param, const char** property = nullptr);
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};
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struct RenderObject
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{
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uint32_t engineId = UINT32_MAX;
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// Multiple transforms for batching
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std::vector<Transform> transforms;
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std::vector<GPU_Transform> transforms;
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uint8_t depth = 0;
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Mesh mesh;
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bool isUI = false;
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//TODO: texture
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AssetMaterial &material;
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//TODO: materialParams (uniforms)
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MaterialParams materialParams;
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};
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bool operator < (const RenderObject& lhs, const RenderObject& rhs);
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@ -268,6 +194,10 @@ private:
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VkBuffer stagingWorldIndices;
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VkBuffer uiVertices;
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VkBuffer uiIndices;
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std::vector<VkDeviceMemory> worldUniformsMemory;
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std::vector<VkBuffer> worldUniforms;
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std::vector<VkDeviceMemory> uiUniformsMemory;
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std::vector<VkBuffer> uiUniforms;
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std::vector<VkCommandBuffer> graphicsCommandBuffers;
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std::vector<VkCommandBuffer> transferCommandBuffers;
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std::vector<VkImage> frames;
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29
frontend/src/GPU_Types.cpp
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29
frontend/src/GPU_Types.cpp
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#include "GPU_Types/GPU_BaseTypes.hpp"
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#include "GPU_Types/GPU_RenderUBO.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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std::array<VkVertexInputAttributeDescription, 2> GPU_Vertex::GetAttributes()
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{
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VkVertexInputAttributeDescription posAttribute = {
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.location = 0,
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.binding = 0,
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.format = ATTRIBUTE_FORMAT_VEC2,
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.offset = offsetof(GPU_Vertex, pos)
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};
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VkVertexInputAttributeDescription colorAttribute = {
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.location = 1,
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.binding = 0,
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.format = ATTRIBUTE_FORMAT_VEC3,
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.offset = offsetof(GPU_Vertex, color)
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};
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return {posAttribute, colorAttribute};
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}
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void GPU_TranformUBO::Update(const GPU_Transform &transform)
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{
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model = glm::mat4(1.0f);
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model = glm::translate(model, transform.pos);
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model = glm::scale(model, transform.scale);
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}
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@ -10,6 +10,7 @@ PipelineConfig PipelineConfig::Copy() const
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copy.viewportStateConfig.pScissors = ©.defaultScissors;
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copy.dynamicStateConfig.pDynamicStates = copy.dynamicStates.data();
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copy.colorBlendConfig.pAttachments = copy.colorBlendAttachmentConfigs.data();
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copy.uniformsConfig.pBindings = copy.uniforms.data();
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copy.pipelineConfig.pVertexInputState = ©.vertexInputConfig;
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copy.pipelineConfig.pInputAssemblyState = ©.inputAssemblyConfig;
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copy.pipelineConfig.pViewportState = ©.viewportStateConfig;
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@ -43,6 +44,20 @@ PipelineFactory::PipelineFactory(const PipelineBinding &binding) :
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.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT
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});
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basePipelineConfig.uniforms.push_back({
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.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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.descriptorCount = 1,
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.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
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.pImmutableSamplers = nullptr
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}); // GPU_GlobalUBO
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basePipelineConfig.uniforms.push_back({
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.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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.descriptorCount = 1,
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.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
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.pImmutableSamplers = nullptr
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}); // GPU_TransformUBO
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basePipelineConfig.vertexInputConfig = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
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.pNext = nullptr,
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@ -89,11 +104,16 @@ PipelineFactory::PipelineFactory(const PipelineBinding &binding) :
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.pDynamicStates = basePipelineConfig.dynamicStates.data()
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};
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basePipelineConfig.uniformsConfig = {
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.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
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.bindingCount = static_cast<uint32_t>(basePipelineConfig.uniforms.size()),
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.pBindings = basePipelineConfig.uniforms.data()
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};
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basePipelineConfig.pipelineLayoutConfig = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
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.pNext = nullptr,
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.setLayoutCount = 0, //TODO: vector
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.pSetLayouts = nullptr,
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.setLayoutCount = 1,
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.pushConstantRangeCount = 0,
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.pPushConstantRanges = nullptr
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};
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@ -158,6 +178,8 @@ Pipeline& PipelineFactory::Get(const AssetMaterial &material)
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void PipelineFactory::Create(const AssetMaterial &material, const VkRenderPass &renderPass, const uint32_t &flags)
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{
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VkResult vkResult;
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Pipeline newPipeline {};
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Pipeline *result = &basePipeline;
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@ -172,16 +194,6 @@ void PipelineFactory::Create(const AssetMaterial &material, const VkRenderPass &
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result = &newPipeline;
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config->pipelineConfig.basePipelineHandle = basePipeline.instance;
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}
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VkResult vkResult = vkCreatePipelineLayout(
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device,
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&config->pipelineLayoutConfig,
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nullptr,
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&result->layout
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);
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if (vkResult != VK_SUCCESS)
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LOG(CRITICAL, "Failed to create pipeline layout");
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config->pipelineConfig.layout = result->layout;
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// Configure shaders
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AssetHandle shaderHandle;
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@ -213,6 +225,13 @@ void PipelineFactory::Create(const AssetMaterial &material, const VkRenderPass &
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.pSpecializationInfo = nullptr
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});
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VkDescriptorSetLayoutBinding baseBinding {
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.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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.descriptorCount = 1,
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.pImmutableSamplers = nullptr
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};
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baseBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
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// Fragment
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VkShaderModule fragmentModule;
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shaderHandle = Engine::assetManager->Find(material.fragmentShaderAssetID);
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@ -235,6 +254,26 @@ void PipelineFactory::Create(const AssetMaterial &material, const VkRenderPass &
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.pSpecializationInfo = nullptr
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});
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baseBinding.binding = 0;
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baseBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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//
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vkResult = vkCreateDescriptorSetLayout(device, &config->uniformsConfig, nullptr, &result->uniformsLayout);
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if (vkResult != VK_SUCCESS)
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LOG(CRITICAL, "Failed to create uniforms layout");
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config->pipelineLayoutConfig.pSetLayouts = &result->uniformsLayout;
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vkResult = vkCreatePipelineLayout(
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device,
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&config->pipelineLayoutConfig,
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nullptr,
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&result->layout
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);
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if (vkResult != VK_SUCCESS)
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LOG(CRITICAL, "Failed to create pipeline layout");
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config->pipelineConfig.layout = result->layout;
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config->pipelineConfig.stageCount = static_cast<uint32_t>(stagesConfigs.size());
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config->pipelineConfig.pStages = stagesConfigs.data();
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config->pipelineConfig.renderPass = renderPass;
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@ -265,9 +304,11 @@ PipelineFactory::~PipelineFactory()
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{
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vkDestroyPipeline(device, basePipeline.instance, nullptr);
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vkDestroyPipelineLayout(device, basePipeline.layout, nullptr);
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vkDestroyDescriptorSetLayout(device, basePipeline.uniformsLayout, nullptr);
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for (auto &item : pipelines)
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{
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vkDestroyPipeline(device, item.second.instance, nullptr);
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vkDestroyPipelineLayout(device, item.second.layout, nullptr);
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vkDestroyDescriptorSetLayout(device, item.second.uniformsLayout, nullptr);
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}
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}
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@ -48,7 +48,7 @@ int main(int argc, char **argv)
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// Test render obj
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RenderObject triangle {
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.transforms = {{.x = 0, .y = 0}},
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.transforms = {{.pos = {0.0f, 0.0f, 0.0f}}},
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.mesh = {
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.vertices = {
|
||||
{.pos = {-0.5f, -0.5f}, .color = {0.0f, 0.0f, 0.0f}},
|
||||
@ -61,7 +61,7 @@ int main(int argc, char **argv)
|
||||
.material = baseMaterial,
|
||||
};
|
||||
RenderObject rect {
|
||||
.transforms = {{.x = 0, .y = 0}},
|
||||
.transforms = {{.pos = {0.0f, 0.0f, 0.0f}}},
|
||||
.mesh = {
|
||||
.vertices = {
|
||||
{.pos = {-0.5f, -0.5f}, .color = {1.0f, 0.0f, 0.0f}},
|
||||
|
||||
@ -1,12 +1,21 @@
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
layout(binding = 0) uniform Global {
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
} global;
|
||||
|
||||
layout(binding = 1) uniform Transform {
|
||||
mat4 model;
|
||||
} transform;
|
||||
|
||||
layout(location = 0) in vec2 inPosition;
|
||||
layout(location = 1) in vec3 inColor;
|
||||
|
||||
layout(location = 0) out vec3 fragColor;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(inPosition, 0.0, 1.0);
|
||||
gl_Position = global.proj * global.view * transform.model * vec4(inPosition, 0.0, 1.0);
|
||||
fragColor = inColor;
|
||||
}
|
||||
Loading…
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Reference in New Issue
Block a user