加入volk 和 wma 后 编译不通过, 先保存代码

This commit is contained in:
xsl
2025-10-18 23:59:21 +08:00
parent 4237213658
commit 234e30bd50
605 changed files with 144276 additions and 15 deletions
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# This file will only be executed if VMA_BUILD_SAMPLE_SHADERS is set to ON
find_program(GLSL_VALIDATOR glslangValidator REQUIRED)
if(NOT GLSL_VALIDATOR)
message(FATAL_ERROR "glslangValidator not found!")
endif()
set(SHADERS
Shader.vert
Shader.frag
SparseBindingTest.comp
)
# Compile each shader using glslangValidator
foreach(SHADER ${SHADERS})
get_filename_component(FILE_NAME ${SHADER} NAME)
# Put the .spv files into the bin folder
set(SPIRV ${PROJECT_SOURCE_DIR}/bin/${FILE_NAME}.spv)
add_custom_command(
OUTPUT ${SPIRV}
# Use the same file name and append .spv to the compiled shader
COMMAND ${GLSL_VALIDATOR} -V ${CMAKE_CURRENT_SOURCE_DIR}/${SHADER} -o ${SPIRV}
DEPENDS ${SHADER}
)
list(APPEND SPIRV_FILES ${SPIRV})
endforeach()
add_custom_target(VmaSampleShaders ALL DEPENDS ${SPIRV_FILES})
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%VULKAN_SDK%/Bin32/glslangValidator.exe -V -o ../../bin/Shader.vert.spv Shader.vert
%VULKAN_SDK%/Bin32/glslangValidator.exe -V -o ../../bin/Shader.frag.spv Shader.frag
%VULKAN_SDK%/Bin32/glslangValidator.exe -V -o ../../bin/SparseBindingTest.comp.spv SparseBindingTest.comp
pause
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//
// Copyright (c) 2017-2022 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 inColor;
layout(location = 1) in vec2 inTexCoord;
layout(location = 0) out vec4 outColor;
layout(binding = 1) uniform sampler2D texSampler;
void main()
{
outColor = texture(texSampler, inTexCoord);
outColor.rgb *= inColor;
}
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//
// Copyright (c) 2017-2022 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(push_constant) uniform UniformBufferObject
{
mat4 ModelViewProj;
} ubo;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec3 outColor;
layout(location = 1) out vec2 outTexCoord;
void main() {
gl_Position = ubo.ModelViewProj * vec4(inPosition, 1.0);
outColor = inColor;
outTexCoord = inTexCoord;
}
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//
// Copyright (c) 2018-2022 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(binding=0) uniform sampler2D img;
layout(binding=1) buffer buf
{
uint bufValues[];
};
void main()
{
ivec2 xy = ivec2(bufValues[gl_GlobalInvocationID.x * 3],
bufValues[gl_GlobalInvocationID.x * 3 + 1]);
vec4 color = texture(img, xy);
bufValues[gl_GlobalInvocationID.x * 3 + 2] =
uint(color.r * 255.0) << 24 |
uint(color.g * 255.0) << 16 |
uint(color.b * 255.0) << 8 |
uint(color.a * 255.0);
}