Windows 下面终于是编译通过
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@@ -6,6 +6,10 @@ set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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if(MSVC)
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add_compile_options(/Zc:__cplusplus)
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endif()
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if(CMAKE_SYSTEM_NAME STREQUAL "Android")
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@@ -93,9 +97,18 @@ if(CMAKE_SYSTEM_NAME STREQUAL "Windows" OR WIN32)
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vulkan/FaceApp.cpp
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vulkan/main.cpp
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vulkan/lodepng.cpp
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third_party/vma/src/VmaUsage.h
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third_party/vma/src/VmaUsage.cpp
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third_party/fmt/src/format.cc
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vulkan/framework/common/error.cpp
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vulkan/framework/common/strings.cpp
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vulkan/framework/core/allocated.cpp
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)
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endif()
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target_compile_definitions(sample PRIVATE VK_NO_PROTOTYPES)
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target_compile_definitions(sample PRIVATE GLM_ENABLE_EXPERIMENTAL)
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target_compile_definitions(sample PRIVATE VULKAN_HPP_NO_STRUCT_CONSTRUCTORS)
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@@ -5,6 +5,9 @@
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#include "AppBase.h"
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#include <thread>
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#include <mutex>
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#include <vulkan/vulkan.hpp>
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#include "framework/core/buffer.h"
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#include "framework/core/device.h"
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struct Texture
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{
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@@ -44,6 +47,7 @@ public:
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bool isInited() { return inited; }
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protected:
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std::unique_ptr<vkb::core::DeviceC> v_device;
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VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; // 物理设备
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VkDevice device; // 逻辑设备
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VkQueue graphicsQueue; // 图形队列
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+12
-19
@@ -1,5 +1,5 @@
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#include "FaceApp.h"
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#include "common/helpers.h"
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FaceApp::FaceApp(/* args */)
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{
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@@ -18,27 +18,20 @@ void FaceApp::initVulkan()
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void FaceApp::generate_quad()
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{
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//std::vector<TextureLoadingVertexStructure>& vertices = obj_vertices;
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//std::vector<uint32_t> indices = obj_indices;
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std::vector<TextureLoadingVertexStructure>& vertices = obj_vertices;
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std::vector<uint32_t> indices = obj_indices;
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//index_count = static_cast<uint32_t>(indices.size());
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index_count = static_cast<uint32_t>(indices.size());
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//auto vertex_buffer_size = vkb::to_u32(vertices.size() * sizeof(TextureLoadingVertexStructure));
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//auto index_buffer_size = vkb::to_u32(indices.size() * sizeof(uint32_t));
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auto vertex_buffer_size = vkb::to_u32(vertices.size() * sizeof(TextureLoadingVertexStructure));
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auto index_buffer_size = vkb::to_u32(indices.size() * sizeof(uint32_t));
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//// Create buffers
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//// For the sake of simplicity we won't stage the vertex data to the gpu memory
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//// Vertex buffer
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//vertex_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
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// vertex_buffer_size,
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// VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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// VMA_MEMORY_USAGE_CPU_TO_GPU);
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//vertex_buffer->update(vertices.data(), vertex_buffer_size);
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vkb::core::DeviceC& cDevice = reinterpret_cast<vkb::core::DeviceC&>(*v_device);
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//index_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
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// index_buffer_size,
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// VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
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// VMA_MEMORY_USAGE_CPU_TO_GPU);
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auto vertex_buffer = std::make_unique<vkb::core::BufferC>(cDevice, vertex_buffer_size,VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,VMA_MEMORY_USAGE_CPU_TO_GPU);
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vertex_buffer->update(vertices.data(), vertex_buffer_size);
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//index_buffer->update(indices.data(), index_buffer_size);
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index_buffer = std::make_unique<vkb::core::BufferC>(cDevice,index_buffer_size,VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT,VMA_MEMORY_USAGE_CPU_TO_GPU);
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index_buffer->update(indices.data(), index_buffer_size);
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}
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+1
-1
@@ -2,7 +2,7 @@
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#define __FaceApp_H__
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#include "Application.h"
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#include "framework/core/buffer.h"
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struct TextureLoadingVertexStructure
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