Include older iterations as separate applications.
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5f8a4656fe
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24
private/sdl_gpu_test/0_clear_swapchain/app.cpp
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24
private/sdl_gpu_test/0_clear_swapchain/app.cpp
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#include "./app.hpp"
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namespace sdl_gpu_test
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{
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void ClearSwapchainApp::update(const AppUpdateArgs& args)
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{
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Application::update(args);
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sdlpp::GPUCommandBuffer cmdBuffer = mDevice.acquireCommandBuffer();
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Uint32 swapchainWidth = 0, swapchainHeight = 0;
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sdlpp::GPUTexture swapchainTexture = cmdBuffer.acquireSwapchainTexture(mWindow, swapchainWidth, swapchainHeight);
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std::array colorTargets = {sdlpp::GPUColorTargetInfo{
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.texture = swapchainTexture,
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.clearColor = {.r = 1.f, .g = 0.f, .b = 0.f, .a = 1.f},
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.loadOp = sdlpp::GPULoadOp::CLEAR,
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}};
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sdlpp::GPURenderPass renderPass = cmdBuffer.beginRenderPass({
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.colorTargetInfos = colorTargets
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});
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renderPass.end();
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cmdBuffer.submit();
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}
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}
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18
private/sdl_gpu_test/0_clear_swapchain/app.hpp
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18
private/sdl_gpu_test/0_clear_swapchain/app.hpp
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#pragma once
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#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_0_CLEAR_SWAPCHAIN_APP_HPP_INCLUDED)
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#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_0_CLEAR_SWAPCHAIN_APP_HPP_INCLUDED 1
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#include "../application.hpp"
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namespace sdl_gpu_test
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{
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class ClearSwapchainApp : public Application
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{
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public:
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void update(const AppUpdateArgs& args) override;
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};
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} // namespace sdl_gpu_test
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#endif // !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_0_CLEAR_SWAPCHAIN_APP_HPP_INCLUDED)
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91
private/sdl_gpu_test/1_green_triangle/app.cpp
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private/sdl_gpu_test/1_green_triangle/app.cpp
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#include "./app.hpp"
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namespace sdl_gpu_test
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{
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namespace
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{
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const char* const VERTEX_SOURCE = R"(
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#version 460
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const vec2 vertices[3] = vec2[3](
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vec2(-0.5, 0.5),
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vec2( 0.5, 0.5),
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vec2( 0.0, -0.5)
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);
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void main()
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{
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gl_Position = vec4(vertices[gl_VertexIndex], 0.0, 1.0);
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}
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)";
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const char* const FRAGMENT_SOURCE = R"(
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#version 460
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layout(location = 0)
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out vec4 o_color;
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void main()
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{
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o_color = vec4(0.0, 1.0, 0.0, 1.0);
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}
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)";
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}
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void GreenTriangleApp::init(const AppInitArgs& args)
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{
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Application::init(args);
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// create vertex shader
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mijin::TypelessBuffer vertexSpv = getFileContentsBinary("shaders/glsl/triangle.vert.spv");
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sdlpp::GPUShader vertexShader;
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vertexShader.create(mDevice, {
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.code = {static_cast<const Uint8*>(vertexSpv.data()), vertexSpv.byteSize()},
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.format = sdlpp::GPUShaderFormat::SPIRV,
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.stage = sdlpp::GPUShaderStage::VERTEX
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});
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// create fragment shader
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mijin::TypelessBuffer fragmentSpv = getFileContentsBinary("shaders/glsl/green.frag.spv");
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sdlpp::GPUShader fragmentShader;
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fragmentShader.create(mDevice, {
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.code = {static_cast<const Uint8*>(fragmentSpv.data()), fragmentSpv.byteSize()},
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.format = sdlpp::GPUShaderFormat::SPIRV,
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.stage = sdlpp::GPUShaderStage::FRAGMENT
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});
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// create graphics pipeline
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std::array colorTargetsDescs = {
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sdlpp::GPUColorTargetDescription{
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.format = mDevice.getSwapchainTextureFormat(mWindow)
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}
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};
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mPipeline.create(mDevice, {
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.vertexShader = vertexShader,
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.fragmentShader = fragmentShader,
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.targetInfo = {
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.colorTargetDescriptions = colorTargetsDescs
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}
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});
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}
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void GreenTriangleApp::update(const AppUpdateArgs& args)
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{
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Application::update(args);
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sdlpp::GPUCommandBuffer cmdBuffer = mDevice.acquireCommandBuffer();
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Uint32 swapchainWidth = 0, swapchainHeight = 0;
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sdlpp::GPUTexture swapchainTexture = cmdBuffer.acquireSwapchainTexture(mWindow, swapchainWidth, swapchainHeight);
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std::array colorTargets = {sdlpp::GPUColorTargetInfo{
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.texture = swapchainTexture,
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.clearColor = {.r = 1.f, .g = 0.f, .b = 0.f, .a = 1.f},
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.loadOp = sdlpp::GPULoadOp::CLEAR,
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}};
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sdlpp::GPURenderPass renderPass = cmdBuffer.beginRenderPass({
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.colorTargetInfos = colorTargets
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});
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renderPass.bindGraphicsPipeline(mPipeline);
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renderPass.drawPrimitives({.numVertices = 3});
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renderPass.end();
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cmdBuffer.submit();
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}
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}
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21
private/sdl_gpu_test/1_green_triangle/app.hpp
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private/sdl_gpu_test/1_green_triangle/app.hpp
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#pragma once
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#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_1_GREEN_TRIANGLE_APP_HPP_INCLUDED)
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#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_1_GREEN_TRIANGLE_APP_HPP_INCLUDED 1
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#include "../application.hpp"
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namespace sdl_gpu_test
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{
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class GreenTriangleApp : public Application
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{
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private:
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sdlpp::GPUGraphicsPipeline mPipeline;
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public:
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void init(const AppInitArgs& args) override;
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void update(const AppUpdateArgs& args) override;
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};
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} // namespace sdl_gpu_test
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#endif // !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_1_GREEN_TRIANGLE_APP_HPP_INCLUDED)
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#pragma once
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#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_0_TRIANGLE_WITH_TEXCOORDS_APP_HPP_INCLUDED)
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#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_0_TRIANGLE_WITH_TEXCOORDS_APP_HPP_INCLUDED 1
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#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_2_TRIANGLE_WITH_TEXCOORDS_APP_HPP_INCLUDED)
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#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_2_TRIANGLE_WITH_TEXCOORDS_APP_HPP_INCLUDED 1
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#include "../application.hpp"
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@ -19,4 +19,4 @@ public:
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};
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} // namespace sdl_gpu_test
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#endif // !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_0_TRIANGLE_WITH_TEXCOORDS_APP_HPP_INCLUDED)
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#endif // !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_2_TRIANGLE_WITH_TEXCOORDS_APP_HPP_INCLUDED)
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#pragma once
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#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_1_TEXTURED_QUAD_APP_HPP_INCLUDED)
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#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_1_TEXTURED_QUAD_APP_HPP_INCLUDED 1
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#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_3_TEXTURED_QUAD_APP_HPP_INCLUDED)
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#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_3_TEXTURED_QUAD_APP_HPP_INCLUDED 1
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#include "../application.hpp"
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@ -21,4 +21,4 @@ public:
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};
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} // namespace sdl_gpu_test
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#endif // !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_1_TEXTURED_QUAD_APP_HPP_INCLUDED)
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#endif // !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_3_TEXTURED_QUAD_APP_HPP_INCLUDED)
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#pragma once
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#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_2_TEXTURED_CUBE_APP_HPP_INCLUDED)
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#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_2_TEXTURED_CUBE_APP_HPP_INCLUDED 1
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#if !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_4_TEXTURED_CUBE_APP_HPP_INCLUDED)
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#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_4_TEXTURED_CUBE_APP_HPP_INCLUDED 1
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#include "../application.hpp"
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@ -25,4 +25,4 @@ public:
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};
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} // namespace sdl_gpu_test
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#endif // !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_2_TEXTURED_CUBE_APP_HPP_INCLUDED)
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#endif // !defined(SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_4_TEXTURED_CUBE_APP_HPP_INCLUDED)
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util/bitmap.cpp
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util/mesh.cpp
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0_triangle_with_texcoords/app.cpp
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1_textured_quad/app.cpp
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2_textured_cube/app.cpp
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0_clear_swapchain/app.cpp
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1_green_triangle/app.cpp
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2_triangle_with_texcoords/app.cpp
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3_textured_quad/app.cpp
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4_textured_cube/app.cpp
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""")
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shader_files = env.Glob("#assets/shaders/glsl/*.frag") \
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#include "./0_triangle_with_texcoords/app.hpp"
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#include "./1_textured_quad/app.hpp"
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#include "./2_textured_cube/app.hpp"
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#include "./0_clear_swapchain/app.hpp"
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#include "./1_green_triangle/app.hpp"
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#include "./2_triangle_with_texcoords/app.hpp"
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#include "./3_textured_quad/app.hpp"
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#include "./4_textured_cube/app.hpp"
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#include <mijin/debug/stacktrace.hpp>
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#include <spdlog/spdlog.h>
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@ -23,6 +25,8 @@ int main(int argc, char* argv[])
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try
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{
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// make sure app is destructed before shutting down SDL
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// std::unique_ptr<sdl_gpu_test::Application> app = std::make_unique<sdl_gpu_test::ClearSwapchainApp>();
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// std::unique_ptr<sdl_gpu_test::Application> app = std::make_unique<sdl_gpu_test::GreenTriangleApp>();
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// std::unique_ptr<sdl_gpu_test::Application> app = std::make_unique<sdl_gpu_test::TriangleWithTexcoordsApp>();
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// std::unique_ptr<sdl_gpu_test::Application> app = std::make_unique<sdl_gpu_test::TexturedQuadApp>();
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std::unique_ptr<sdl_gpu_test::Application> app = std::make_unique<sdl_gpu_test::TexturedCubeApp>();
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