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/* Copyright (c) 2024-2025, NVIDIA CORPORATION. All rights reserved.
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/*
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* Basic example for VK_EXT_mesh_shader, using Vulkan-Hpp.
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* There is only a mesh shader and a fragment shader. The mesh shader creates the vertices for a single triangle.
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*/
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#pragma once
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#include <hpp_api_vulkan_sample.h>
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class HPPMeshShading : public HPPApiVulkanSample
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{
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public:
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HPPMeshShading();
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~HPPMeshShading() override;
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private:
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// from vkb::Application
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bool prepare(const vkb::ApplicationOptions &options) override;
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// from vkb::VulkanSample
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void request_gpu_features(vkb::core::HPPPhysicalDevice &gpu) override;
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// from HPPApiVulkanSample
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void build_command_buffers() override;
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void render(float delta_time) override;
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vk::Pipeline create_pipeline();
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void draw();
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private:
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vk::Pipeline pipeline = nullptr;
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vk::PipelineLayout pipeline_layout = nullptr;
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vk::DescriptorSet descriptor_set = nullptr;
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vk::DescriptorSetLayout descriptor_set_layout = nullptr;
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};
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std::unique_ptr<vkb::VulkanSampleCpp> create_hpp_mesh_shading();
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