first vertex and fragment shaders
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506898796e
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1
.gitignore
vendored
1
.gitignore
vendored
@ -1,3 +1,4 @@
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*.spv
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main
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main
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# Prerequisites
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# Prerequisites
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*.d
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*.d
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10
Makefile
10
Makefile
@ -10,8 +10,14 @@ main: main.cpp
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# link
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# link
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clang++ -L${_BREW_PREFIX}/lib -lglfw.3.3 -L${VULKAN_SDK}/macOS/lib -lvulkan.1.3.236 -l vulkan.1 main.o -o main
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clang++ -L${_BREW_PREFIX}/lib -lglfw.3.3 -L${VULKAN_SDK}/macOS/lib -lvulkan.1.3.236 -l vulkan.1 main.o -o main
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.PHONY: %.spv
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shaders/%.spv: shaders/shader.%
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${VULKAN_SDK}/macOS/bin/glslc $? -o $@
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.PHONY: shaders
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shaders: shaders/vert.spv shaders/frag.spv
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.PHONY: run
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.PHONY: run
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run: main
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run: shaders main
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chmod +x ./main
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chmod +x ./main
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./main
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./main
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159
main.cpp
159
main.cpp
@ -3,6 +3,7 @@
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#define GLFW_INCLUDE_VULKAN
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#define GLFW_INCLUDE_VULKAN
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <fstream>
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#include <stdio.h>
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#include <stdio.h>
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#include <iostream>
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#include <iostream>
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#include <stdexcept>
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#include <stdexcept>
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@ -23,6 +24,23 @@ const std::vector<const char*> validationLayers = {
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const bool enableValidationLayers = true;
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const bool enableValidationLayers = true;
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#endif
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#endif
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static std::vector<char> readFile(const std::string& filename) {
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std::ifstream file(filename, std::ios::ate | std::ios::binary);
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if (!file.is_open()) {
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throw std::runtime_error("failed to open file!");
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}
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size_t fileSize = (size_t) file.tellg();
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std::vector<char> buffer(fileSize);
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file.seekg(0);
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file.read(buffer.data(), fileSize);
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file.close();
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return buffer;
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}
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class HelloTriangleApplication {
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class HelloTriangleApplication {
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public:
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public:
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void run() {
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void run() {
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@ -55,6 +73,13 @@ private:
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const uint32_t WIDTH = 800;
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const uint32_t WIDTH = 800;
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const uint32_t HEIGHT = 600;
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const uint32_t HEIGHT = 600;
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VkPipelineLayout pipelineLayout;
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std::vector<VkDynamicState> dynamicStates = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR
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};
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void initWindow() {
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void initWindow() {
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glfwInit();
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glfwInit();
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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@ -70,6 +95,139 @@ private:
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createLogicalDevice();
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createLogicalDevice();
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createSwapChain();
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createSwapChain();
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createImageViews();
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createImageViews();
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createGraphicsPipeline();
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}
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void createGraphicsPipeline() {
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auto vertShaderCode = readFile("shaders/vert.spv");
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auto fragShaderCode = readFile("shaders/frag.spv");
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VkShaderModule vertShaderModule = createShaderModule(vertShaderCode);
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VkShaderModule fragShaderModule = createShaderModule(fragShaderCode);
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VkPipelineShaderStageCreateInfo vertShaderStageInfo{};
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vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
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vertShaderStageInfo.module = vertShaderModule;
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vertShaderStageInfo.pName = "main";
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VkPipelineShaderStageCreateInfo fragShaderStageInfo{};
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fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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fragShaderStageInfo.module = fragShaderModule;
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fragShaderStageInfo.pName = "main";
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VkPipelineShaderStageCreateInfo shaderStages[] = {vertShaderStageInfo, fragShaderStageInfo};
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VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
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vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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vertexInputInfo.vertexBindingDescriptionCount = 0;
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vertexInputInfo.pVertexBindingDescriptions = nullptr; // Optional
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vertexInputInfo.vertexAttributeDescriptionCount = 0;
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vertexInputInfo.pVertexAttributeDescriptions = nullptr; // Optional
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VkPipelineDynamicStateCreateInfo dynamicState{};
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dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
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dynamicState.dynamicStateCount = static_cast<uint32_t>(dynamicStates.size());
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dynamicState.pDynamicStates = dynamicStates.data();
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VkPipelineInputAssemblyStateCreateInfo inputAssembly{};
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inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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inputAssembly.primitiveRestartEnable = VK_FALSE;
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VkViewport viewport{};
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viewport.x = 0.0f;
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viewport.y = 0.0f;
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viewport.width = (float) swapChainExtent.width;
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viewport.height = (float) swapChainExtent.height;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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VkRect2D scissor{};
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scissor.offset = {0, 0};
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scissor.extent = swapChainExtent;
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VkPipelineViewportStateCreateInfo viewportState{};
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viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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viewportState.viewportCount = 1;
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viewportState.pViewports = &viewport;
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viewportState.scissorCount = 1;
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viewportState.pScissors = &scissor;
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VkPipelineRasterizationStateCreateInfo rasterizer{};
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rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rasterizer.depthClampEnable = VK_FALSE;
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rasterizer.rasterizerDiscardEnable = VK_FALSE;
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rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
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rasterizer.lineWidth = 1.0f;
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rasterizer.cullMode = VK_CULL_MODE_BACK_BIT;
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rasterizer.frontFace = VK_FRONT_FACE_CLOCKWISE;
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rasterizer.depthBiasEnable = VK_FALSE;
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rasterizer.depthBiasConstantFactor = 0.0f; // Optional
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rasterizer.depthBiasClamp = 0.0f; // Optional
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rasterizer.depthBiasSlopeFactor = 0.0f; // Optional
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VkPipelineMultisampleStateCreateInfo multisampling{};
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multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisampling.sampleShadingEnable = VK_FALSE;
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multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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multisampling.minSampleShading = 1.0f; // Optional
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multisampling.pSampleMask = nullptr; // Optional
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multisampling.alphaToCoverageEnable = VK_FALSE; // Optional
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multisampling.alphaToOneEnable = VK_FALSE; // Optional
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VkPipelineColorBlendAttachmentState colorBlendAttachment{};
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colorBlendAttachment.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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colorBlendAttachment.blendEnable = VK_FALSE;
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colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_ONE; // Optional
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colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO; // Optional
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colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD; // Optional
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colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; // Optional
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colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; // Optional
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colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD; // Optional
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VkPipelineColorBlendStateCreateInfo colorBlending{};
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colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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colorBlending.logicOpEnable = VK_FALSE;
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colorBlending.logicOp = VK_LOGIC_OP_COPY; // Optional
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colorBlending.attachmentCount = 1;
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colorBlending.pAttachments = &colorBlendAttachment;
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colorBlending.blendConstants[0] = 0.0f; // Optional
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colorBlending.blendConstants[1] = 0.0f; // Optional
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colorBlending.blendConstants[2] = 0.0f; // Optional
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colorBlending.blendConstants[3] = 0.0f; // Optional
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.setLayoutCount = 0; // Optional
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pipelineLayoutInfo.pSetLayouts = nullptr; // Optional
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pipelineLayoutInfo.pushConstantRangeCount = 0; // Optional
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pipelineLayoutInfo.pPushConstantRanges = nullptr; // Optional
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if (vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &pipelineLayout) != VK_SUCCESS) {
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throw std::runtime_error("failed to create pipeline layout!");
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}
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vkDestroyShaderModule(device, fragShaderModule, nullptr);
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vkDestroyShaderModule(device, vertShaderModule, nullptr);
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}
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VkShaderModule createShaderModule(const std::vector<char>& code) {
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VkShaderModuleCreateInfo createInfo{};
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createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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createInfo.codeSize = code.size();
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createInfo.pCode = reinterpret_cast<const uint32_t*>(code.data());
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VkShaderModule shaderModule;
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VkResult result = vkCreateShaderModule(device, &createInfo, nullptr, &shaderModule);
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if (result != VK_SUCCESS) {
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std::cout << "create shader module error: " << result << std::endl;
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throw std::runtime_error("failed to create shader module!");
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}
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return shaderModule;
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}
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}
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void createSurface() {
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void createSurface() {
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@ -491,6 +649,7 @@ private:
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}
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}
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void cleanup() {
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void cleanup() {
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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for (auto imageView : swapChainImageViews) {
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for (auto imageView : swapChainImageViews) {
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vkDestroyImageView(device, imageView, nullptr);
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vkDestroyImageView(device, imageView, nullptr);
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}
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}
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9
shaders/shader.frag
Normal file
9
shaders/shader.frag
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@ -0,0 +1,9 @@
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#version 450
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layout(location = 0) in vec3 fragColor;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(fragColor, 1.0);
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}
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20
shaders/shader.vert
Normal file
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shaders/shader.vert
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#version 450
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vec2 positions[3] = vec2[](
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vec2(0.0, -0.5),
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vec2(0.5, 0.5),
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vec2(-0.5, 0.5)
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);
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vec3 colors[3] = vec3[](
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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vec3(0.0, 0.0, 1.0)
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);
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layout(location = 0) out vec3 fragColor;
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void main() {
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 0.1);
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fragColor = colors[gl_VertexIndex];
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}
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