Add samples SecondaryCommandBuffer and SeparateImageSampler. (#331)

+ made some helper functions more explicit.
This commit is contained in:
Andreas Süßenbach
2019-05-21 15:44:52 +02:00
committed by Markus Tavenrath
parent 0e76bc68e3
commit 7900c655f3
26 changed files with 740 additions and 146 deletions

View File

@@ -53,23 +53,6 @@ void main()
}
)";
const char *fragShaderText =
"#version 400\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 inColor;\n"
"layout (location = 1) in vec2 inTexCoords;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" vec4 resColor = inColor;\n"
// Create a border to see the cube more easily
" if (inTexCoords.x < 0.01 || inTexCoords.x > 0.99)\n"
" resColor *= vec4(0.1, 0.1, 0.1, 1.0);\n"
" if (inTexCoords.y < 0.01 || inTexCoords.y > 0.99)\n"
" resColor *= vec4(0.1, 0.1, 0.1, 1.0);\n"
" outColor = resColor;\n"
"}\n";
const std::string fragmentShaderText = R"(
#version 400
@@ -107,7 +90,7 @@ int main(int /*argc*/, char ** /*argv*/)
vk::su::SurfaceData surfaceData(instance, AppName, AppName, vk::Extent2D(500, 500));
std::pair<uint32_t, uint32_t> graphicsAndPresentQueueFamilyIndex = vk::su::findGraphicsAndPresentQueueFamilyIndex(physicalDevices[0], surfaceData.surface);
std::pair<uint32_t, uint32_t> graphicsAndPresentQueueFamilyIndex = vk::su::findGraphicsAndPresentQueueFamilyIndex(physicalDevices[0], *surfaceData.surface);
vk::UniqueDevice device = vk::su::createDevice(physicalDevices[0], graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions());
vk::UniqueCommandPool commandPool = vk::su::createCommandPool(device, graphicsAndPresentQueueFamilyIndex.first);
@@ -129,7 +112,7 @@ int main(int /*argc*/, char ** /*argv*/)
vk::su::BufferData uniformBufferData(physicalDevices[0], device, sizeof(glm::mat4x4), vk::BufferUsageFlagBits::eUniformBuffer);
vk::su::copyToDevice(device, uniformBufferData.deviceMemory, vk::su::createModelViewProjectionClipMatrix(surfaceData.extent));
vk::UniqueRenderPass renderPass = vk::su::createRenderPass(device, vk::su::pickColorFormat(physicalDevices[0].getSurfaceFormatsKHR(surfaceData.surface.get())), depthBufferData.format);
vk::UniqueRenderPass renderPass = vk::su::createRenderPass(device, vk::su::pickSurfaceFormat(physicalDevices[0].getSurfaceFormatsKHR(surfaceData.surface.get())).format, depthBufferData.format);
glslang::InitializeProcess();
vk::UniqueShaderModule vertexShaderModule = vk::su::createShaderModule(device, vk::ShaderStageFlagBits::eVertex, vertexShaderText);