加入volk 和 wma 后 编译不通过, 先保存代码
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/* Copyright (c) 2024, 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 "hpp_image.h"
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#include "texture.h"
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namespace vkb
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{
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namespace scene_graph
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{
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namespace components
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{
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/**
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* @brief facade class around vkb::sg::Texture, providing a vulkan.hpp-based interface
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*
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* See vkb::sb::Texture for documentation
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*/
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class HPPTexture : private vkb::sg::Texture
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{
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public:
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vkb::scene_graph::components::HPPImage *get_image()
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{
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return reinterpret_cast<vkb::scene_graph::components::HPPImage *>(vkb::sg::Texture::get_image());
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}
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void set_image(vkb::scene_graph::components::HPPImage &image)
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{
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vkb::sg::Texture::set_image(reinterpret_cast<vkb::sg::Image &>(image));
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}
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};
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} // namespace components
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} // namespace scene_graph
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} // namespace vkb
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