加入volk 和 wma 后 编译不通过, 先保存代码
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/* Copyright (c) 2021-2025, NVIDIA CORPORATION. All rights reserved.
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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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#pragma once
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#include <rendering/render_pipeline.h>
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#include <rendering/subpasses/hpp_forward_subpass.h>
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namespace vkb
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{
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namespace rendering
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{
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/**
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* @brief facade class around vkb::RenderPipeline, providing a vulkan.hpp-based interface
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*
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* See vkb::RenderPipeline for documentation
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*/
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class HPPRenderPipeline : private vkb::RenderPipeline
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{
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public:
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void add_subpass(std::unique_ptr<vkb::rendering::subpasses::HPPForwardSubpass> &&subpass)
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{
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vkb::RenderPipeline::add_subpass(std::move(subpass));
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}
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void draw(vkb::core::CommandBufferCpp &command_buffer,
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vkb::rendering::HPPRenderTarget &render_target,
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vk::SubpassContents contents = vk::SubpassContents::eInline)
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{
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vkb::RenderPipeline::draw(reinterpret_cast<vkb::core::CommandBufferC &>(command_buffer),
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reinterpret_cast<vkb::RenderTarget &>(render_target),
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static_cast<VkSubpassContents>(contents));
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}
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};
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} // namespace rendering
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} // namespace vkb
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