加入volk 和 wma 后 编译不通过, 先保存代码
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#include "FaceApp.h"
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FaceApp::FaceApp(/* args */)
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{
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}
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FaceApp::~FaceApp()
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{
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}
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void FaceApp::initVulkan()
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{
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Application::initVulkan();
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}
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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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//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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//// 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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//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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//index_buffer->update(indices.data(), index_buffer_size);
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}
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