asdasd
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1b20ef4c53
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@ -256,6 +256,20 @@ int main(int argc, char** argv)
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{
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.transform = mat4{},
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.meshIdx = meshIdx,
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.color = 16_vec3,
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});
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g_renderables.EmplaceBack(Renderable
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{
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.transform = Math::translate(32_vec3),
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.meshIdx = meshIdx,
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.color = 1_vec3,
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});
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g_renderables.EmplaceBack(Renderable
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{
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.transform = Math::translate(-32_vec3),
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.meshIdx = meshIdx,
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.color = 1_vec3,
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});
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@ -283,7 +297,7 @@ int main(int argc, char** argv)
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constexpr uint32_t MaxBindlessResources = 32768;
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VkDescriptorPoolSize bindlessPoolSizes[] =
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{
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{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1u},
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{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2u},
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{ VK_DESCRIPTOR_TYPE_SAMPLER, 1u},
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{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, MaxBindlessResources },
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};
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@ -317,6 +331,12 @@ int main(int argc, char** argv)
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},
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{
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.binding = 2,
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.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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.descriptorCount = 1,
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.stageFlags = VK_SHADER_STAGE_ALL,
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},
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{
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.binding = 3,
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.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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.descriptorCount = MaxBindlessResources,
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.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
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@ -325,6 +345,7 @@ int main(int argc, char** argv)
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constexpr VkDescriptorBindingFlags bindingFlags[] =
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{
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0,
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0,
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0,
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VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT_EXT | VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT_EXT | VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT_EXT,
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@ -456,7 +477,7 @@ int main(int argc, char** argv)
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{
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.dstSet = descriptorSet,
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.dstBinding = 2,
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.dstBinding = 3,
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.dstArrayElement = 0,
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.descriptorCount = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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@ -472,12 +493,6 @@ int main(int argc, char** argv)
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.extent = VkExtent3D{ ihdr.width, ihdr.height, 1u },
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});
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struct UniformData
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{
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mat4 projection;
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mat4 view;
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};
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Camera camera;
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camera.transform.position = vec3{0.0f, 0.0f, 80.0f};
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camera.viewportAspectRatio = 16.0f / 9.0f;
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@ -489,14 +504,20 @@ int main(int argc, char** argv)
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auto r_depthImage = r_renderContext->CreateImage(pooler, 1280, 720, depthFormat, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
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auto depthImageView = *r_renderContext->CreateImageView(*r_depthImage, depthFormat, VK_IMAGE_ASPECT_DEPTH_BIT);
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auto uniformSlice = *pooler.AllocSlice(MaxFramesInFlight * sizeof(UniformData), 16);
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UniformData* uniformData = reinterpret_cast<UniformData*>(uniformSlice.ptr);
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struct FrameData
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{
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mat4 projection;
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mat4 view;
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};
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auto frameDataSlice = *pooler.AllocSlice(MaxFramesInFlight * sizeof(FrameData), 16);
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FrameData* frameData = reinterpret_cast<FrameData*>(frameDataSlice.ptr);
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VkDescriptorBufferInfo bufferInfo =
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{
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.buffer = r_buffer->buffer,
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.offset = uniformSlice.offset,
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.range = uniformSlice.size,
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.offset = frameDataSlice.offset,
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.range = frameDataSlice.size,
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};
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VkWriteDescriptorSet writeDescriptorSet[] =
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@ -512,24 +533,57 @@ int main(int argc, char** argv)
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};
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vkUpdateDescriptorSets(r_renderContext->Device(), Size(writeDescriptorSet), writeDescriptorSet, 0, nullptr);
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struct Renderables
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{
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Renderable renderables[1024];
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};
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auto renderablesSlice = *pooler.AllocSlice(MaxFramesInFlight * sizeof(Renderables), 16);
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Renderables* gpuRenderables = reinterpret_cast<Renderables*>(renderablesSlice.ptr);
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VkDescriptorBufferInfo renderblesBufferInfo =
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{
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.buffer = r_buffer->buffer,
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.offset = renderablesSlice.offset,
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.range = renderablesSlice.size,
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};
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VkWriteDescriptorSet renderablesWriteDescriptorSet[] =
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{
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{
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.dstSet = descriptorSet,
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.dstBinding = 2,
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.descriptorCount = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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.pBufferInfo = &renderblesBufferInfo,
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},
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};
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vkUpdateDescriptorSets(r_renderContext->Device(), Size(renderablesWriteDescriptorSet), renderablesWriteDescriptorSet, 0, nullptr);
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Input::InputHandler handler;
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r_window->EnableRelativeMouse(true);
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auto indirectBuffer = *pooler.AllocSlice(sizeof(VkDrawIndexedIndirectCommand), 16);
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auto indirectBuffer = *pooler.AllocSlice(1024 * sizeof(VkDrawIndexedIndirectCommand), 256);
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auto indirectPtr = reinterpret_cast<VkDrawIndexedIndirectCommand *>(indirectBuffer.ptr);
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*indirectPtr = VkDrawIndexedIndirectCommand
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{
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.indexCount = g_meshes[0].indexCount,
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.instanceCount = 1u,
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.firstIndex = g_meshes[0].indexOffset,
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.vertexOffset = int32_t(g_meshes[0].vertexOffset),
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.firstInstance = 1u,
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};
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for (size_t i = 0; i < g_renderables.Size(); i++) {
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const auto& renderable = g_renderables[i];
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const uint32_t meshIdx = 0;//renderable.meshIdx;
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indirectPtr[i] = VkDrawIndexedIndirectCommand
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{
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.indexCount = g_meshes[meshIdx].indexCount,
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.instanceCount = 1u,
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.firstIndex = g_meshes[meshIdx].indexOffset,
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.vertexOffset = int32_t(g_meshes[meshIdx].vertexOffset),
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.firstInstance = 0u,
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};
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}
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auto countBuffer = *pooler.AllocSlice(sizeof(uint32_t), 16);
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auto countPtr = reinterpret_cast<uint32_t*>(countBuffer.ptr);
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*countPtr = 1;
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*countPtr = uint32_t(g_renderables.Size());
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auto t1 = Time::now();
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while (r_window->Update(handler))
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@ -557,12 +611,14 @@ int main(int argc, char** argv)
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-sensitivity * dt * Radian( mouseDelta.x ),
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sensitivity * dt * Radian( mouseDelta.y ));
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uniformData[r_swapchain->CurrentFrame()] = UniformData
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frameData[r_swapchain->CurrentFrame()] = FrameData
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{
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.projection = camera.projection(),
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.view = camera.view(),
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};
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g_renderables.Copy(gpuRenderables[r_swapchain->CurrentFrame()].renderables);
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const float movementSpeed = handler.get(Input::ButtonCodes::Key_LShift) ? 64.0f : 16.0f;
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if (scrollDelta.y)
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@ -711,7 +767,7 @@ int main(int argc, char** argv)
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vkCmdDraw(cmdBuf, 3, 1, 0, 0);
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vkCmdBindPipeline(cmdBuf, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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vkCmdDrawIndexedIndirectCount(cmdBuf, indirectBuffer.buffer, indirectBuffer.offset, countBuffer.buffer, countBuffer.offset, 1024u, sizeof(StaticVertex));
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vkCmdDrawIndexedIndirectCount(cmdBuf, indirectBuffer.buffer, indirectBuffer.offset, countBuffer.buffer, countBuffer.offset, 1024u, sizeof(VkDrawIndexedIndirectCommand));
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}
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vkCmdEndRendering(cmdBuf);
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@ -122,19 +122,6 @@ namespace orange
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{
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.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES,
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.drawIndirectCount = VK_TRUE,
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};
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VkPhysicalDeviceDynamicRenderingFeatures dynamicRenderingFeatures =
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{
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.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DYNAMIC_RENDERING_FEATURES,
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.pNext = &vulkan12features,
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.dynamicRendering = VK_TRUE,
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};
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VkPhysicalDeviceDescriptorIndexingFeatures descriptorIndexingFeatures =
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{
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.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_FEATURES,
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.pNext = &dynamicRenderingFeatures,
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.shaderInputAttachmentArrayDynamicIndexing = VK_FALSE,
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.shaderUniformTexelBufferArrayDynamicIndexing = VK_TRUE,
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.shaderStorageTexelBufferArrayDynamicIndexing = VK_TRUE,
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.runtimeDescriptorArray = VK_TRUE,
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};
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VkPhysicalDeviceDynamicRenderingFeatures dynamicRenderingFeatures =
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{
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.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DYNAMIC_RENDERING_FEATURES,
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.pNext = &vulkan12features,
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.dynamicRendering = VK_TRUE,
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};
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VkPhysicalDeviceFeatures features
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{
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.samplerAnisotropy = VK_TRUE,
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VkDeviceCreateInfo deviceInfo =
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{
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.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO,
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.pNext = &descriptorIndexingFeatures,
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.pNext = &dynamicRenderingFeatures,
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.queueCreateInfoCount = 1,
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.pQueueCreateInfos = &queueInfo,
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.enabledExtensionCount = Size(deviceExtensions),
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@ -1,15 +1,15 @@
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#version 450
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_EXT_nonuniform_qualifier : require
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layout(set = 0, binding = 1) uniform sampler s_sampler;
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layout(set = 0, binding = 2) uniform texture2D s_images[];
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layout(set = 0, binding = 3) uniform texture2D s_images[];
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layout(location = 0) in flat int id;
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layout(location = 0) in flat uint meshIdx;
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layout(location = 1) in vec2 uv;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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outColor = texture(sampler2D(s_images[nonuniformEXT(id)], s_sampler), uv);
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outColor = texture(sampler2D(s_images[nonuniformEXT(meshIdx)], s_sampler), uv);
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}
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@ -1,5 +1,6 @@
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#version 450
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#extension GL_ARB_shader_draw_parameters : enable
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#extension GL_EXT_scalar_block_layout : require
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#extension GL_ARB_shader_draw_parameters : require
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struct UniformData
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{
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mat4 view;
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};
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struct Renderable
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{
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mat4 world;
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uint meshIdx;
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vec3 color;
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};
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struct Renderables
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{
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Renderable renderables[1024];
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};
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layout(push_constant) uniform p_constants_t
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{
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uint frame;
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} p_constants;
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layout(binding = 0) uniform u_data_t
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layout(binding = 0) uniform u_frame_data_t
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{
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UniformData frame[4];
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} u_data;
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} u_frame_data;
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layout(scalar, binding = 2) uniform u_renderable_t
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{
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Renderables frame[4];
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} u_renderable;
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layout(location = 0) in vec3 i_pos;
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layout(location = 1) in vec2 i_uv;
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layout(location = 2) in vec3 i_normal;
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layout(location = 0) out flat int o_id;
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layout(location = 0) out flat uint o_meshIdx;
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layout(location = 1) out vec2 o_uv;
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void main()
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{
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gl_Position =
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u_data.frame[p_constants.frame].projection *
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u_data.frame[p_constants.frame].view *
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u_frame_data.frame[p_constants.frame].projection *
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u_frame_data.frame[p_constants.frame].view *
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u_renderable.frame[p_constants.frame].renderables[gl_DrawIDARB].world *
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vec4(i_pos, 1.0);
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o_id = gl_DrawIDARB;
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o_meshIdx = u_renderable.frame[p_constants.frame].renderables[gl_DrawIDARB].meshIdx;
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o_uv = i_uv;
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}
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