加入volk 和 wma 后 编译不通过, 先保存代码
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# This file will only be executed if VMA_BUILD_SAMPLE_SHADERS is set to ON
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find_program(GLSL_VALIDATOR glslangValidator REQUIRED)
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if(NOT GLSL_VALIDATOR)
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message(FATAL_ERROR "glslangValidator not found!")
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endif()
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set(SHADERS
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Shader.vert
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Shader.frag
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SparseBindingTest.comp
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)
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# Compile each shader using glslangValidator
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foreach(SHADER ${SHADERS})
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get_filename_component(FILE_NAME ${SHADER} NAME)
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# Put the .spv files into the bin folder
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set(SPIRV ${PROJECT_SOURCE_DIR}/bin/${FILE_NAME}.spv)
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add_custom_command(
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OUTPUT ${SPIRV}
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# Use the same file name and append .spv to the compiled shader
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COMMAND ${GLSL_VALIDATOR} -V ${CMAKE_CURRENT_SOURCE_DIR}/${SHADER} -o ${SPIRV}
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DEPENDS ${SHADER}
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)
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list(APPEND SPIRV_FILES ${SPIRV})
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endforeach()
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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
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%VULKAN_SDK%/Bin32/glslangValidator.exe -V -o ../../bin/Shader.frag.spv Shader.frag
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%VULKAN_SDK%/Bin32/glslangValidator.exe -V -o ../../bin/SparseBindingTest.comp.spv SparseBindingTest.comp
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pause
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+37
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//
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// Copyright (c) 2017-2022 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec3 inColor;
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layout(location = 1) in vec2 inTexCoord;
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layout(location = 0) out vec4 outColor;
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layout(binding = 1) uniform sampler2D texSampler;
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void main()
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{
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outColor = texture(texSampler, inTexCoord);
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outColor.rgb *= inColor;
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}
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+42
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//
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// Copyright (c) 2017-2022 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(push_constant) uniform UniformBufferObject
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{
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mat4 ModelViewProj;
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} ubo;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 0) out vec3 outColor;
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layout(location = 1) out vec2 outTexCoord;
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void main() {
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gl_Position = ubo.ModelViewProj * vec4(inPosition, 1.0);
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outColor = inColor;
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outTexCoord = inTexCoord;
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}
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//
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// Copyright (c) 2018-2022 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
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layout(binding=0) uniform sampler2D img;
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layout(binding=1) buffer buf
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{
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uint bufValues[];
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};
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void main()
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{
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ivec2 xy = ivec2(bufValues[gl_GlobalInvocationID.x * 3],
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bufValues[gl_GlobalInvocationID.x * 3 + 1]);
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vec4 color = texture(img, xy);
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bufValues[gl_GlobalInvocationID.x * 3 + 2] =
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uint(color.r * 255.0) << 24 |
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uint(color.g * 255.0) << 16 |
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uint(color.b * 255.0) << 8 |
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uint(color.a * 255.0);
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}
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