Fixed all validation errors on Windows machine.
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c9e2877530
commit
9ffe7c14de
@ -173,6 +173,7 @@ GraphicsPipeline::GraphicsPipeline(vk::Device dev, const std::vector<Shader>& sh
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}
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}
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pipeline = res.value;
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pipeline = res.value;
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dev.destroyPipelineLayout(layout);
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}
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}
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void GraphicsPipeline::update(uint32_t binding, const UniformBuffer& uni) {
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void GraphicsPipeline::update(uint32_t binding, const UniformBuffer& uni) {
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@ -188,6 +188,9 @@ Renderer::Renderer(Window& win) : win(win) {
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};
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};
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pipeline = std::make_unique<GraphicsPipeline>(dev, shaders, swapchain->extent, *render_pass, bindings, *vertex_buffer);
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pipeline = std::make_unique<GraphicsPipeline>(dev, shaders, swapchain->extent, *render_pass, bindings, *vertex_buffer);
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shaders[0].cleanup();
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shaders[1].cleanup();
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}
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}
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void Renderer::draw() {
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void Renderer::draw() {
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@ -5,7 +5,7 @@
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using namespace std::string_literals;
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using namespace std::string_literals;
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Shader::Shader(vk::Device dev, const std::string& fname, vk::ShaderStageFlagBits stage) : fname(fname), stage(stage) {
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Shader::Shader(vk::Device dev, const std::string& fname, vk::ShaderStageFlagBits stage) : dev(dev), fname(fname), stage(stage) {
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std::vector<uint8_t> src;
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std::vector<uint8_t> src;
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try {
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try {
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src = file::slurpb(fname);
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src = file::slurpb(fname);
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@ -25,6 +25,7 @@ Shader::Shader(vk::Device dev, const std::string& fname, vk::ShaderStageFlagBits
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Log::info("Successfully created shader "s + fname + "\n");
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Log::info("Successfully created shader "s + fname + "\n");
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}
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}
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void Shader::cleanup(vk::Device dev) {
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void Shader::cleanup() {
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dev.destroyShaderModule(module);
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dev.destroyShaderModule(module);
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}
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}
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@ -4,11 +4,11 @@
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#include <vulkan/vulkan.hpp>
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#include <vulkan/vulkan.hpp>
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struct Shader {
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struct Shader {
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vk::Device dev;
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vk::ShaderModule module;
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vk::ShaderModule module;
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vk::ShaderStageFlagBits stage;
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vk::ShaderStageFlagBits stage;
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Shader(vk::Device dev, const std::string& fname, vk::ShaderStageFlagBits stage);
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Shader(vk::Device dev, const std::string& fname, vk::ShaderStageFlagBits stage);
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void cleanup(vk::Device dev);
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inline operator vk::ShaderModule() const {
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inline operator vk::ShaderModule() const {
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return module;
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return module;
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@ -28,4 +28,5 @@ struct Shader {
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std::string fname;
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std::string fname;
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void cleanup();
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};
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};
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@ -1,7 +1,7 @@
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#version 460 core
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#version 460 core
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layout (location = 0) out vec4 FragColor;
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layout (location = 0) out vec4 FragColor;
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layout (set = 1, binding = 0) uniform Matrices {
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layout (set = 0, binding = 0) uniform Matrices {
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mat4 mpv;
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mat4 mpv;
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float time;
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float time;
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};
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};
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