397 lines
17 KiB
C++
397 lines
17 KiB
C++
/* Copyright (c) 2019-2025, Sascha Willems
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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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* Push descriptors
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*
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* Note: Requires a device that supports the VK_KHR_push_descriptor extension
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*
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* Push descriptors apply the push constants concept to descriptor sets. So instead of creating
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* per-model descriptor sets (along with a pool for each descriptor type) for rendering multiple objects,
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* this example uses push descriptors to pass descriptor sets for per-model textures and matrices
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* at command buffer creation time.
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*/
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#include "push_descriptors.h"
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#include "core/buffer.h"
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#include "scene_graph/components/sub_mesh.h"
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PushDescriptors::PushDescriptors()
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{
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title = "Push descriptors";
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// Enable extension required for push descriptors
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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_PUSH_DESCRIPTOR_EXTENSION_NAME);
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}
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PushDescriptors::~PushDescriptors()
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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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for (auto &cube : cubes)
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{
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cube.uniform_buffer.reset();
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cube.texture.image.reset();
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vkDestroySampler(get_device().get_handle(), cube.texture.sampler, nullptr);
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}
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uniform_buffers.scene.reset();
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}
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}
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void PushDescriptors::request_gpu_features(vkb::PhysicalDevice &gpu)
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{
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// Enable anisotropic filtering if supported
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if (gpu.get_features().samplerAnisotropy)
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{
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gpu.get_mutable_requested_features().samplerAnisotropy = VK_TRUE;
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}
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}
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void PushDescriptors::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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vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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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(width, height, 0, 0);
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vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
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const auto &vertex_buffer = models.cube->vertex_buffers.at("vertex_buffer");
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auto &index_buffer = models.cube->index_buffer;
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VkDeviceSize offsets[1] = {0};
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vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, vertex_buffer.get(), offsets);
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vkCmdBindIndexBuffer(draw_cmd_buffers[i], index_buffer->get_handle(), 0, models.cube->index_type);
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// Render two cubes using different descriptor sets using push descriptors
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for (auto &cube : cubes)
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{
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// Instead of preparing the descriptor sets up-front, using push descriptors we can set (push) them inside of a command buffer
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// This allows a more dynamic approach without the need to create descriptor sets for each model
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// Note: dstSet for each descriptor set write is left at zero as this is ignored when using push descriptors
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std::array<VkWriteDescriptorSet, 3> write_descriptor_sets{};
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// Scene matrices
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VkDescriptorBufferInfo scene_buffer_descriptor = create_descriptor(*uniform_buffers.scene);
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write_descriptor_sets[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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write_descriptor_sets[0].dstSet = 0;
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write_descriptor_sets[0].dstBinding = 0;
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write_descriptor_sets[0].descriptorCount = 1;
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write_descriptor_sets[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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write_descriptor_sets[0].pBufferInfo = &scene_buffer_descriptor;
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// Model matrices
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VkDescriptorBufferInfo cube_buffer_descriptor = create_descriptor(*cube.uniform_buffer);
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write_descriptor_sets[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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write_descriptor_sets[1].dstSet = 0;
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write_descriptor_sets[1].dstBinding = 1;
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write_descriptor_sets[1].descriptorCount = 1;
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write_descriptor_sets[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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write_descriptor_sets[1].pBufferInfo = &cube_buffer_descriptor;
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// Texture
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VkDescriptorImageInfo image_descriptor = create_descriptor(cube.texture);
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write_descriptor_sets[2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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write_descriptor_sets[2].dstSet = 0;
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write_descriptor_sets[2].dstBinding = 2;
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write_descriptor_sets[2].descriptorCount = 1;
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write_descriptor_sets[2].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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write_descriptor_sets[2].pImageInfo = &image_descriptor;
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vkCmdPushDescriptorSetKHR(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 3, write_descriptor_sets.data());
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draw_model(models.cube, draw_cmd_buffers[i]);
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}
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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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void PushDescriptors::load_assets()
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{
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models.cube = load_model("scenes/textured_unit_cube.gltf");
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cubes[0].texture = load_texture("textures/crate01_color_height_rgba.ktx", vkb::sg::Image::Color);
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cubes[1].texture = load_texture("textures/crate02_color_height_rgba.ktx", vkb::sg::Image::Color);
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}
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void PushDescriptors::setup_descriptor_set_layout()
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{
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std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings = {
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vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 1),
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vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
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};
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VkDescriptorSetLayoutCreateInfo descriptor_layout_create_info{};
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descriptor_layout_create_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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// Setting this flag tells the descriptor set layouts that no actual descriptor sets are allocated but instead pushed at command buffer creation time
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descriptor_layout_create_info.flags = VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR;
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descriptor_layout_create_info.bindingCount = static_cast<uint32_t>(set_layout_bindings.size());
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descriptor_layout_create_info.pBindings = set_layout_bindings.data();
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VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout_create_info, nullptr, &descriptor_set_layout));
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VkPipelineLayoutCreateInfo pipeline_layout_create_info = vkb::initializers::pipeline_layout_create_info(&descriptor_set_layout, 1);
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VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout));
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}
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void PushDescriptors::prepare_pipelines()
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{
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VkPipelineInputAssemblyStateCreateInfo input_assembly_state =
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vkb::initializers::pipeline_input_assembly_state_create_info(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterization_state =
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vkb::initializers::pipeline_rasterization_state_create_info(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blend_attachment_state =
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vkb::initializers::pipeline_color_blend_attachment_state(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo color_blend_state =
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vkb::initializers::pipeline_color_blend_state_create_info(1, &blend_attachment_state);
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// Note: Using reversed depth-buffer for increased precision, so Greater depth values are kept
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VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
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vkb::initializers::pipeline_depth_stencil_state_create_info(VK_TRUE, VK_TRUE, VK_COMPARE_OP_GREATER);
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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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VkPipelineMultisampleStateCreateInfo multisample_state =
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vkb::initializers::pipeline_multisample_state_create_info(VK_SAMPLE_COUNT_1_BIT, 0);
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std::vector<VkDynamicState> dynamic_state_enables = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
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VkPipelineDynamicStateCreateInfo dynamic_state =
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vkb::initializers::pipeline_dynamic_state_create_info(dynamic_state_enables);
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// Vertex bindings and attributes
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const std::vector<VkVertexInputBindingDescription> vertex_input_bindings = {
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vkb::initializers::vertex_input_binding_description(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
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};
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const std::vector<VkVertexInputAttributeDescription> vertex_input_attributes = {
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vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
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vkb::initializers::vertex_input_attribute_description(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: UV
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};
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VkPipelineVertexInputStateCreateInfo vertex_input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
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vertex_input_state.vertexBindingDescriptionCount = static_cast<uint32_t>(vertex_input_bindings.size());
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vertex_input_state.pVertexBindingDescriptions = vertex_input_bindings.data();
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vertex_input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertex_input_attributes.size());
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vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data();
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VkGraphicsPipelineCreateInfo pipeline_create_info = vkb::initializers::pipeline_create_info(pipeline_layout, render_pass, 0);
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pipeline_create_info.pVertexInputState = &vertex_input_state;
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pipeline_create_info.pInputAssemblyState = &input_assembly_state;
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pipeline_create_info.pRasterizationState = &rasterization_state;
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pipeline_create_info.pColorBlendState = &color_blend_state;
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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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const std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages = {
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load_shader("push_descriptors", "cube.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
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load_shader("push_descriptors", "cube.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)};
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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 PushDescriptors::prepare_uniform_buffers()
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{
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// Vertex shader scene uniform buffer block
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uniform_buffers.scene = std::make_unique<vkb::core::BufferC>(get_device(),
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sizeof(UboScene),
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VMA_MEMORY_USAGE_CPU_TO_GPU);
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// Vertex shader cube model uniform buffer blocks
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for (auto &cube : cubes)
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{
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cube.uniform_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
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sizeof(glm::mat4),
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VMA_MEMORY_USAGE_CPU_TO_GPU);
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}
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update_uniform_buffers();
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update_cube_uniform_buffers(0.0f);
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}
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void PushDescriptors::update_uniform_buffers()
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{
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ubo_scene.projection = camera.matrices.perspective;
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ubo_scene.view = camera.matrices.view;
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uniform_buffers.scene->convert_and_update(ubo_scene);
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}
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void PushDescriptors::update_cube_uniform_buffers(float delta_time)
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{
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cubes[0].model_mat = glm::translate(glm::mat4(1.0f), glm::vec3(-2.0f, 0.0f, 0.0f));
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cubes[1].model_mat = glm::translate(glm::mat4(1.0f), glm::vec3(1.5f, 0.5f, 0.0f));
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for (auto &cube : cubes)
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{
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cube.model_mat = glm::rotate(cube.model_mat, glm::radians(cube.rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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cube.model_mat = glm::rotate(cube.model_mat, glm::radians(cube.rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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cube.model_mat = glm::rotate(cube.model_mat, glm::radians(cube.rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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cube.uniform_buffer->convert_and_update(cube.model_mat);
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}
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if (animate)
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{
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cubes[0].rotation.x += 2.5f * delta_time;
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if (cubes[0].rotation.x > 360.0f)
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{
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cubes[0].rotation.x -= 360.0f;
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}
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cubes[1].rotation.y += 2.0f * delta_time;
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if (cubes[1].rotation.x > 360.0f)
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{
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cubes[1].rotation.x -= 360.0f;
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}
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}
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}
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void PushDescriptors::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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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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bool PushDescriptors::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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/*
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Extension specific functions
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*/
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// The push descriptor update function is part of an extension so it has to be manually loaded
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vkCmdPushDescriptorSetKHR = reinterpret_cast<PFN_vkCmdPushDescriptorSetKHR>(vkGetDeviceProcAddr(get_device().get_handle(), "vkCmdPushDescriptorSetKHR"));
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if (!vkCmdPushDescriptorSetKHR)
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{
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throw std::runtime_error("Could not get a valid function pointer for vkCmdPushDescriptorSetKHR");
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}
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// Get device push descriptor properties (to display them)
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PFN_vkGetPhysicalDeviceProperties2KHR vkGetPhysicalDeviceProperties2KHR =
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reinterpret_cast<PFN_vkGetPhysicalDeviceProperties2KHR>(vkGetInstanceProcAddr(get_instance().get_handle(), "vkGetPhysicalDeviceProperties2KHR"));
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if (!vkGetPhysicalDeviceProperties2KHR)
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{
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throw std::runtime_error("Could not get a valid function pointer for vkGetPhysicalDeviceProperties2KHR");
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}
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VkPhysicalDeviceProperties2KHR device_properties{};
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push_descriptor_properties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PUSH_DESCRIPTOR_PROPERTIES_KHR;
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device_properties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2_KHR;
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device_properties.pNext = &push_descriptor_properties;
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vkGetPhysicalDeviceProperties2KHR(get_device().get_gpu().get_handle(), &device_properties);
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/*
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End of extension specific functions
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*/
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// Note: Using reversed depth-buffer for increased precision, so Znear and Zfar are flipped
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camera.type = vkb::CameraType::LookAt;
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camera.set_perspective(60.0f, static_cast<float>(width) / height, 512.0f, 0.1f);
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camera.set_rotation(glm::vec3(0.0f, 0.0f, 0.0f));
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camera.set_translation(glm::vec3(0.0f, 0.0f, -5.0f));
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load_assets();
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prepare_uniform_buffers();
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setup_descriptor_set_layout();
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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 PushDescriptors::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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if (animate)
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{
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update_cube_uniform_buffers(delta_time);
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}
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if (camera.updated)
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{
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update_uniform_buffers();
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}
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}
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void PushDescriptors::on_update_ui_overlay(vkb::Drawer &drawer)
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{
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if (drawer.header("Settings"))
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{
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drawer.checkbox("Animate", &animate);
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}
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if (drawer.header("Device properties"))
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{
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drawer.text("maxPushDescriptors: %d", push_descriptor_properties.maxPushDescriptors);
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}
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}
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std::unique_ptr<vkb::VulkanSampleC> create_push_descriptors()
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{
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return std::make_unique<PushDescriptors>();
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}
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