More pipelining
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@@ -36,10 +36,24 @@ namespace cve {
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std::cout << "Fragment shader code size: " << fragCode.size() << '\n';
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}
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void createShaderModule(const std::vector<char>& code, VkShaderModule *shaderModule) {
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void CvePipeline::createShaderModule(const std::vector<char>& code, VkShaderModule *shaderModule) {
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VkShaderModuleCreateInfo createInfo{};
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createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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createInfo.codeSize = code.size();
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createInfo.pCode = reinterpret_cast<const uint32_t*>(code.data());
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if (vkCreateShaderModule(cveDevice.device(), &createInfo, nullptr, shaderModule) != VK_SUCCESS) {
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throw std::runtime_error("Failed to create shader module.");
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}
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}
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PipelineConfigInfo CvePipeline::defaultPipelineConfigInfo(uint32_t width, uint32_t height) {
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PipelineConfigInfo configInfo{};
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configInfo.inputAssemblyInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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configInfo.inputAssemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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configInfo.inputAssemblyInfo.primitiveRestartEnable = VK_FALSE;
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return configInfo;
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}
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}
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@@ -7,7 +7,7 @@
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namespace cve {
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struct PipelineConfigInfo {
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyInfo{};
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};
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class CvePipeline {
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public:
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@@ -2,6 +2,7 @@
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#include "cve_window.hpp"
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#include "cve_pipeline.hpp"
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#include "cve_device.hpp"
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namespace cve {
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class FirstApp {
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@@ -12,7 +13,8 @@ namespace cve {
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void run();
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private:
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CveWindow cveWindow{WIDTH, HEIGHT, "Hello Vulkan!"};
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CvePipeline cvePipeline{"shaders/simple_shader.vert.spv",
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"shaders/simple_shader.frag.spv"};
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CveDevice cveDevice{cveWindow};
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CvePipeline cvePipeline{cveDevice, "shaders/simple_shader.vert.spv",
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"shaders/simple_shader.frag.spv", CvePipeline::defaultPipelineConfigInfo(WIDTH, HEIGHT)};
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};
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}
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