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Vulkan-Samples/samples/extensions/hpp_mesh_shading/hpp_mesh_shading.h
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2025-09-04 10:54:47 +08:00

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/* Copyright (c) 2024-2025, NVIDIA CORPORATION. All rights reserved.
*
* 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, using Vulkan-Hpp.
* There is only a mesh shader and a fragment shader. The mesh shader creates the vertices for a single triangle.
*/
#pragma once
#include <hpp_api_vulkan_sample.h>
class HPPMeshShading : public HPPApiVulkanSample
{
public:
HPPMeshShading();
~HPPMeshShading() override;
private:
// from vkb::Application
bool prepare(const vkb::ApplicationOptions &options) override;
// from vkb::VulkanSample
void request_gpu_features(vkb::core::HPPPhysicalDevice &gpu) override;
// from HPPApiVulkanSample
void build_command_buffers() override;
void render(float delta_time) override;
vk::Pipeline create_pipeline();
void draw();
private:
vk::Pipeline pipeline = nullptr;
vk::PipelineLayout pipeline_layout = nullptr;
vk::DescriptorSet descriptor_set = nullptr;
vk::DescriptorSetLayout descriptor_set_layout = nullptr;
};
std::unique_ptr<vkb::VulkanSampleCpp> create_hpp_mesh_shading();