加入volk 和 wma 后 编译不通过, 先保存代码
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/* Copyright (c) 2018-2025, Arm Limited and Contributors
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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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#include "rendering/subpasses/forward_subpass.h"
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#include "common/utils.h"
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#include "common/vk_common.h"
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#include "rendering/render_context.h"
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#include "scene_graph/components/camera.h"
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#include "scene_graph/components/image.h"
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#include "scene_graph/components/material.h"
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#include "scene_graph/components/mesh.h"
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#include "scene_graph/components/pbr_material.h"
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#include "scene_graph/components/sub_mesh.h"
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#include "scene_graph/components/texture.h"
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#include "scene_graph/node.h"
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#include "scene_graph/scene.h"
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namespace vkb
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{
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ForwardSubpass::ForwardSubpass(RenderContext &render_context, ShaderSource &&vertex_source, ShaderSource &&fragment_source, sg::Scene &scene_, sg::Camera &camera) :
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GeometrySubpass{render_context, std::move(vertex_source), std::move(fragment_source), scene_, camera}
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{
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}
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void ForwardSubpass::prepare()
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{
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auto &device = get_render_context().get_device();
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for (auto &mesh : meshes)
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{
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for (auto &sub_mesh : mesh->get_submeshes())
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{
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auto &variant = sub_mesh->get_mut_shader_variant();
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auto &vert_module = device.get_resource_cache().request_shader_module(VK_SHADER_STAGE_VERTEX_BIT, get_vertex_shader(), variant);
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auto &frag_module = device.get_resource_cache().request_shader_module(VK_SHADER_STAGE_FRAGMENT_BIT, get_fragment_shader(), variant);
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}
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}
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}
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void ForwardSubpass::draw(vkb::core::CommandBufferC &command_buffer)
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{
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allocate_lights<ForwardLights>(scene.get_components<sg::Light>(), MAX_FORWARD_LIGHT_COUNT);
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command_buffer.bind_lighting(get_lighting_state(), 0, 4);
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GeometrySubpass::draw(command_buffer);
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}
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} // namespace vkb
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