/* Copyright (c) 2023-2025 Holochip Corporation * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /* * Basic example for VK_EXT_mesh_shader there is only a mesh shader and a fragment shader. * The mesh shader creates the vertices for a single triangle. */ #pragma once #include "api_vulkan_sample.h" class MeshShading : public ApiVulkanSample { public: VkPipeline pipeline; VkPipelineLayout pipeline_layout; VkDescriptorSet descriptor_set; VkDescriptorSetLayout descriptor_set_layout; MeshShading(); ~MeshShading() override; void request_gpu_features(vkb::PhysicalDevice &gpu) override; void prepare_pipelines(); void build_command_buffers() override; void draw(); bool prepare(const vkb::ApplicationOptions &options) override; void render(float delta_time) override; }; std::unique_ptr create_mesh_shading();