Add samples SecondaryCommandBuffer and SeparateImageSampler. (#331)
+ made some helper functions more explicit.
This commit is contained in:
committed by
Markus Tavenrath
parent
0e76bc68e3
commit
7900c655f3
@@ -53,23 +53,6 @@ void main()
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}
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)";
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const char *fragShaderText =
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"#version 400\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout (location = 0) in vec4 inColor;\n"
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"layout (location = 1) in vec2 inTexCoords;\n"
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"layout (location = 0) out vec4 outColor;\n"
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"void main() {\n"
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" vec4 resColor = inColor;\n"
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// Create a border to see the cube more easily
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" if (inTexCoords.x < 0.01 || inTexCoords.x > 0.99)\n"
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" resColor *= vec4(0.1, 0.1, 0.1, 1.0);\n"
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" if (inTexCoords.y < 0.01 || inTexCoords.y > 0.99)\n"
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" resColor *= vec4(0.1, 0.1, 0.1, 1.0);\n"
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" outColor = resColor;\n"
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"}\n";
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const std::string fragmentShaderText = R"(
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#version 400
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@@ -107,7 +90,7 @@ int main(int /*argc*/, char ** /*argv*/)
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vk::su::SurfaceData surfaceData(instance, AppName, AppName, vk::Extent2D(500, 500));
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std::pair<uint32_t, uint32_t> graphicsAndPresentQueueFamilyIndex = vk::su::findGraphicsAndPresentQueueFamilyIndex(physicalDevices[0], surfaceData.surface);
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std::pair<uint32_t, uint32_t> graphicsAndPresentQueueFamilyIndex = vk::su::findGraphicsAndPresentQueueFamilyIndex(physicalDevices[0], *surfaceData.surface);
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vk::UniqueDevice device = vk::su::createDevice(physicalDevices[0], graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions());
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vk::UniqueCommandPool commandPool = vk::su::createCommandPool(device, graphicsAndPresentQueueFamilyIndex.first);
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@@ -129,7 +112,7 @@ int main(int /*argc*/, char ** /*argv*/)
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vk::su::BufferData uniformBufferData(physicalDevices[0], device, sizeof(glm::mat4x4), vk::BufferUsageFlagBits::eUniformBuffer);
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vk::su::copyToDevice(device, uniformBufferData.deviceMemory, vk::su::createModelViewProjectionClipMatrix(surfaceData.extent));
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vk::UniqueRenderPass renderPass = vk::su::createRenderPass(device, vk::su::pickColorFormat(physicalDevices[0].getSurfaceFormatsKHR(surfaceData.surface.get())), depthBufferData.format);
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vk::UniqueRenderPass renderPass = vk::su::createRenderPass(device, vk::su::pickSurfaceFormat(physicalDevices[0].getSurfaceFormatsKHR(surfaceData.surface.get())).format, depthBufferData.format);
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glslang::InitializeProcess();
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vk::UniqueShaderModule vertexShaderModule = vk::su::createShaderModule(device, vk::ShaderStageFlagBits::eVertex, vertexShaderText);
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