Added better failure logging, added create hex pipeline
parent
40d31430c2
commit
62d17bee4a
@ -0,0 +1,17 @@
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#ifndef HEX_H
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#define HEX_H
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#include "gpu.h"
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typedef struct HexPushStruct {
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VkDeviceAddress context;
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VkDeviceAddress world;
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} HexPush;
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VkResult create_hex_pipeline(
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VkDevice device,
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VkRenderPass render_pass,
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GraphicsPipeline* graphics,
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ComputePipeline* compute);
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#endif
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#include "hex.h"
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#include "gpu.h"
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#include "vulkan/vulkan_core.h"
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VkResult create_hex_pipeline(
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VkDevice device,
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VkRenderPass render_pass,
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GraphicsPipeline* graphics,
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ComputePipeline* compute) {
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VkResult result;
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// Compute Pipeline
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VkShaderModule compute_shader = load_shader_file("shader/hex.comp.spv", device);
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if(compute_shader == VK_NULL_HANDLE) {
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return VK_ERROR_UNKNOWN;
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}
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VkPipelineShaderStageCreateInfo compute_shader_stage = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.stage = VK_SHADER_STAGE_COMPUTE_BIT,
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.pName = "main",
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.module = compute_shader,
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};
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VkPushConstantRange push_constant = {
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.size = sizeof(HexPush),
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.offset = 0,
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.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT | VK_SHADER_STAGE_VERTEX_BIT,
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};
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VkPipelineLayoutCreateInfo compute_layout_info = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
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.pPushConstantRanges = &push_constant,
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.pushConstantRangeCount = 1,
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};
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VK_RESULT(vkCreatePipelineLayout(device, &compute_layout_info, NULL, &compute->layout));
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VkComputePipelineCreateInfo compute_pipeline_info = {
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.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
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.stage = compute_shader_stage,
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.layout = compute->layout,
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};
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VK_RESULT(vkCreateComputePipelines(device, VK_NULL_HANDLE, 1, &compute_pipeline_info, NULL, &compute->pipeline));
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// Graphics Pipeline
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VkShaderModule vert_shader = load_shader_file("shader/hex.vert.spv", device);
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VkShaderModule frag_shader = load_shader_file("shader/hex.frag.spv", device);
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VkPipelineShaderStageCreateInfo graphics_stages[] = {
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.stage = VK_SHADER_STAGE_VERTEX_BIT,
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.pName = "main",
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.module = vert_shader,
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},
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
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.pName = "main",
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.module = frag_shader,
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},
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};
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VkPipelineLayoutCreateInfo graphics_layout_info = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
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.pPushConstantRanges = &push_constant,
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.pushConstantRangeCount = 1,
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};
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VK_RESULT(vkCreatePipelineLayout(device, &graphics_layout_info, NULL, &graphics->layout));
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VkPipelineVertexInputStateCreateInfo vertex_info = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
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};
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VkPipelineInputAssemblyStateCreateInfo input_info = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
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.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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.primitiveRestartEnable = VK_FALSE,
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};
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VkViewport viewport = {
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.x = 0.0f,
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.y = 0.0f,
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.width = (float)(100),
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.height = (float)(100),
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.minDepth = 0.0f,
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.maxDepth = 1.0f,
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};
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VkRect2D scissor = {
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.offset = {
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.x = 0,
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.y = 0,
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},
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.extent = {
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.width = 100,
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.height = 100,
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},
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};
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VkPipelineViewportStateCreateInfo viewport_info = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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.viewportCount = 1,
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.pViewports = &viewport,
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.scissorCount = 1,
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.pScissors = &scissor,
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};
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VkPipelineRasterizationStateCreateInfo raster_info = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
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.depthClampEnable = VK_TRUE,
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.rasterizerDiscardEnable = VK_FALSE,
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.polygonMode = VK_POLYGON_MODE_FILL,
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.lineWidth = 1.0f,
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.cullMode = VK_CULL_MODE_BACK_BIT,
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.frontFace = VK_FRONT_FACE_CLOCKWISE,
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.depthBiasEnable = VK_FALSE,
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.depthBiasConstantFactor = 0.0f,
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.depthBiasClamp = 0.0f,
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.depthBiasSlopeFactor = 0.0f,
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};
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VkPipelineColorBlendAttachmentState blend_attachments = {
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.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT,
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.blendEnable = VK_TRUE,
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.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA,
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.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
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.colorBlendOp = VK_BLEND_OP_ADD,
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.srcAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
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.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
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.alphaBlendOp = VK_BLEND_OP_ADD,
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};
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VkPipelineColorBlendStateCreateInfo blend_info = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
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.logicOpEnable = VK_FALSE,
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.logicOp = VK_LOGIC_OP_COPY,
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.attachmentCount = 1,
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.pAttachments = &blend_attachments,
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};
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VkDynamicState dynamic_states[] = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR,
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};
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VkPipelineDynamicStateCreateInfo dynamic_info = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
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.dynamicStateCount = sizeof(dynamic_states)/sizeof(VkDynamicState),
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.pDynamicStates = dynamic_states,
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};
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VkPipelineMultisampleStateCreateInfo multisample_info = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
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.sampleShadingEnable = VK_FALSE,
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.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT,
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.minSampleShading = 1.0f,
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.pSampleMask = 0,
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.alphaToCoverageEnable = VK_FALSE,
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.alphaToOneEnable = VK_FALSE,
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};
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VkPipelineDepthStencilStateCreateInfo depth_info = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
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.depthTestEnable = VK_TRUE,
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.depthWriteEnable = VK_TRUE,
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.depthCompareOp = VK_COMPARE_OP_LESS,
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.depthBoundsTestEnable = VK_TRUE,
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.minDepthBounds = 0.0f,
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.maxDepthBounds = 1.0f,
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.stencilTestEnable = VK_FALSE,
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};
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VkGraphicsPipelineCreateInfo graphics_pipeline_info = {
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.layout = graphics->layout,
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.stageCount = sizeof(graphics_stages)/sizeof(VkPipelineShaderStageCreateInfo),
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.pStages = graphics_stages,
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.pVertexInputState = &vertex_info,
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.pInputAssemblyState = &input_info,
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.pViewportState = &viewport_info,
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.pRasterizationState = &raster_info,
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.pColorBlendState = &blend_info,
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.pDynamicState = &dynamic_info,
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.pMultisampleState = &multisample_info,
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.pDepthStencilState = &depth_info,
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.renderPass = render_pass,
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.subpass = 0,
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.basePipelineHandle = VK_NULL_HANDLE,
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.basePipelineIndex = -1,
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};
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VK_RESULT(vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &graphics_pipeline_info, NULL, &graphics->pipeline));
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return VK_SUCCESS;
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}
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