244 lines
8.6 KiB
C++
244 lines
8.6 KiB
C++
/* Copyright (c) 2023-2025 Holochip Corporation
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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 there is only a mesh shader and a fragment shader.
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* The mesh shader creates the vertices for a single triangle.
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*/
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#include "mesh_shading.h"
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MeshShading::MeshShading() :
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pipeline(VK_NULL_HANDLE), pipeline_layout(VK_NULL_HANDLE), descriptor_set(VK_NULL_HANDLE), descriptor_set_layout(VK_NULL_HANDLE)
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{
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title = "Mesh shading";
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// vk_mesh_ext requires Vulkan 1.1 and device properties 2. SPIR-V must also be set to at least 1.4.
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set_api_version(VK_API_VERSION_1_1);
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add_instance_extension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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add_device_extension(VK_KHR_SPIRV_1_4_EXTENSION_NAME);
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add_device_extension(VK_EXT_MESH_SHADER_EXTENSION_NAME);
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add_device_extension(VK_KHR_SHADER_FLOAT_CONTROLS_EXTENSION_NAME);
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}
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MeshShading::~MeshShading()
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{
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if (has_device())
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{
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vkDestroyPipeline(get_device().get_handle(), pipeline, nullptr);
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vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr);
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vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, nullptr);
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}
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}
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void MeshShading::request_gpu_features(vkb::PhysicalDevice &gpu)
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{
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// Enable extension features required by this sample
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// These are passed to device creation via a pNext structure chain
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REQUEST_REQUIRED_FEATURE(gpu, VkPhysicalDeviceMeshShaderFeaturesEXT, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_EXT, meshShader);
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}
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/*
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Command buffer generation
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*/
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void MeshShading::build_command_buffers()
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{
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VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info();
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VkClearValue clear_values[2];
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clear_values[0].color = default_clear_color;
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clear_values[1].depthStencil = {0.0f, 0};
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VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
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render_pass_begin_info.renderPass = render_pass;
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render_pass_begin_info.renderArea.offset.x = 0;
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render_pass_begin_info.renderArea.offset.y = 0;
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render_pass_begin_info.renderArea.extent.width = width;
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render_pass_begin_info.renderArea.extent.height = height;
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render_pass_begin_info.clearValueCount = 2;
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render_pass_begin_info.pClearValues = clear_values;
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for (int32_t i = 0; i < draw_cmd_buffers.size(); ++i)
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{
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render_pass_begin_info.framebuffer = framebuffers[i];
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VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffers[i], &command_buffer_begin_info));
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vkCmdBeginRenderPass(draw_cmd_buffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkb::initializers::viewport(static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f);
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vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport);
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VkRect2D scissor = vkb::initializers::rect2D(static_cast<int32_t>(width), static_cast<int32_t>(height), 0, 0);
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vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
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vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 0, nullptr);
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vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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// Mesh shaders need the vkCmdDrawMeshTasksExt
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uint32_t num_workgroups_x = 1;
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uint32_t num_workgroups_y = 1;
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uint32_t num_workgroups_z = 1;
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vkCmdDrawMeshTasksEXT(draw_cmd_buffers[i], num_workgroups_x, num_workgroups_y, num_workgroups_z);
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draw_ui(draw_cmd_buffers[i]);
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vkCmdEndRenderPass(draw_cmd_buffers[i]);
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VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i]));
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}
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}
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bool MeshShading::prepare(const vkb::ApplicationOptions &options)
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{
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if (!ApiVulkanSample::prepare(options))
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{
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return false;
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}
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prepare_pipelines();
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build_command_buffers();
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prepared = true;
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return true;
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}
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void MeshShading::draw()
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{
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ApiVulkanSample::prepare_frame();
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submit_info.commandBufferCount = 1;
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submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];
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// Submit to queue
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VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE));
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ApiVulkanSample::submit_frame();
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}
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void MeshShading::prepare_pipelines()
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{
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VkDescriptorPoolCreateInfo descriptor_pool_create_info =
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vkb::initializers::descriptor_pool_create_info(
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0, nullptr,
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2);
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VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
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VkDescriptorSetLayoutCreateInfo descriptor_layout =
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vkb::initializers::descriptor_set_layout_create_info(
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nullptr,
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0);
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VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout, nullptr, &descriptor_set_layout));
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VkDescriptorSetAllocateInfo alloc_info =
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vkb::initializers::descriptor_set_allocate_info(
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descriptor_pool,
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&descriptor_set_layout,
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1);
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VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_set));
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// Create a blank pipeline layout.
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// We are not binding any resources to the pipeline in this first sample.
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VkPipelineLayoutCreateInfo layout_info = vkb::initializers::pipeline_layout_create_info(
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&descriptor_set_layout,
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1);
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VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &layout_info, nullptr, &pipeline_layout));
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VkPipelineRasterizationStateCreateInfo rasterization_state =
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vkb::initializers::pipeline_rasterization_state_create_info(
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_NONE,
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VK_FRONT_FACE_COUNTER_CLOCKWISE,
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0);
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// Our attachment will write to all color channels, but no blending is enabled.
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VkPipelineColorBlendAttachmentState blend_attachment = vkb::initializers::pipeline_color_blend_attachment_state(
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0xf,
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VK_FALSE);
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VkPipelineColorBlendStateCreateInfo blend =
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vkb::initializers::pipeline_color_blend_state_create_info(
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1,
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&blend_attachment);
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VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
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vkb::initializers::pipeline_depth_stencil_state_create_info(
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VK_FALSE,
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VK_TRUE,
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VK_COMPARE_OP_GREATER);
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// We will have one viewport and scissor box.
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VkPipelineViewportStateCreateInfo viewport_state =
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vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0);
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// No multisampling.
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VkPipelineMultisampleStateCreateInfo multisample_state =
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vkb::initializers::pipeline_multisample_state_create_info(
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VK_SAMPLE_COUNT_1_BIT,
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0);
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// Specify that these states will be dynamic, i.e. not part of pipeline state object.
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std::vector<VkDynamicState> dynamic_state_enables = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR};
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VkPipelineDynamicStateCreateInfo dynamic_state =
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vkb::initializers::pipeline_dynamic_state_create_info(
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dynamic_state_enables.data(),
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static_cast<uint32_t>(dynamic_state_enables.size()),
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0);
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// Load our SPIR-V shaders.
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std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages{};
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shader_stages[0] = load_shader("mesh_shading", "ms.mesh.spv", VK_SHADER_STAGE_MESH_BIT_EXT);
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shader_stages[1] = load_shader("mesh_shading", "ps.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipeline_create_info =
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vkb::initializers::pipeline_create_info(
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pipeline_layout,
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render_pass,
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0);
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pipeline_create_info.pVertexInputState = nullptr;
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pipeline_create_info.pInputAssemblyState = nullptr;
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pipeline_create_info.pRasterizationState = &rasterization_state;
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pipeline_create_info.pColorBlendState = &blend;
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pipeline_create_info.pMultisampleState = &multisample_state;
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pipeline_create_info.pViewportState = &viewport_state;
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pipeline_create_info.pDepthStencilState = &depth_stencil_state;
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pipeline_create_info.pDynamicState = &dynamic_state;
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pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
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pipeline_create_info.pStages = shader_stages.data();
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VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipeline));
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}
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void MeshShading::render(float delta_time)
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{
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if (!prepared)
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{
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return;
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}
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draw();
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}
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std::unique_ptr<vkb::VulkanSampleC> create_mesh_shading()
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{
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return std::make_unique<MeshShading>();
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}
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