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@ -978,30 +978,37 @@ VkRenderPass create_render_pass(VkDevice device, VkSurfaceFormatKHR format, VkFo
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.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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};
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VkSubpassDescription subpass = {
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.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
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.colorAttachmentCount = sizeof(color_attachment_refs)/sizeof(VkAttachmentReference),
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.pColorAttachments = color_attachment_refs,
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.pDepthStencilAttachment = &depth_attachment_ref,
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// Create a subpass with the color and depth attachments
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VkSubpassDescription subpasses[] = {
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{
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.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
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.colorAttachmentCount = sizeof(color_attachment_refs)/sizeof(VkAttachmentReference),
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.pColorAttachments = color_attachment_refs,
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.pDepthStencilAttachment = &depth_attachment_ref,
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},
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};
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VkSubpassDependency dependency = {
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.srcSubpass = VK_SUBPASS_EXTERNAL,
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.dstSubpass = 0,
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.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccessMask = 0,
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.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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// This basically says "make sure nothing else is writing to the depth_stencil or the color attachment during the pipeline
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VkSubpassDependency dependencies[] = {
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{
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.srcSubpass = VK_SUBPASS_EXTERNAL,
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.dstSubpass = 0,
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.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccessMask = 0,
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.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT,
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}
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};
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VkRenderPassCreateInfo render_info = {
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.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
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.attachmentCount = sizeof(attachments)/sizeof(VkAttachmentDescription),
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.pAttachments = attachments,
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.subpassCount = 1,
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.pSubpasses = &subpass,
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.dependencyCount = 1,
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.pDependencies = &dependency,
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.subpassCount = sizeof(subpasses)/sizeof(VkSubpassDescription),
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.pSubpasses = subpasses,
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.dependencyCount = sizeof(dependencies)/sizeof(VkSubpassDependency),
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.pDependencies = dependencies,
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};
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VkRenderPass render_pass;
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@ -2800,28 +2807,38 @@ VkResult draw_frame(VulkanContext* context, SceneContext* scene, uint32_t materi
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return vkQueuePresentKHR(context->queues.present, &present_info);
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}
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Object create_simple_mesh_object(Material* simple_mesh_material, VkPhysicalDeviceMemoryProperties memories, VkDevice device, VkCommandPool transfer_pool, VkQueue transfer_queue, uint32_t max_frames_in_flight, VkDescriptorPool pool) {
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Object create_simple_mesh_object(PlyMesh ply_mesh, Material* simple_mesh_material, VkPhysicalDeviceMemoryProperties memories, VkDevice device, VkCommandPool transfer_pool, VkQueue transfer_queue, uint32_t max_frames_in_flight, VkDescriptorPool pool) {
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Object zero = {};
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GPUPage* mesh_memory = NULL;
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VkResult result = gpu_page_allocate(device, memories, 10000, 0xFFFFFFFF, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT, &mesh_memory);
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VkResult result = gpu_page_allocate(device, memories, 100000, 0xFFFFFFFF, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT, &mesh_memory);
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if(result != VK_SUCCESS) {
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return zero;
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}
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GPUPage* transfer_memory = NULL;
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result = gpu_page_allocate(device, memories, 100000, 0xFFFFFFFF, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &transfer_memory);
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result = gpu_page_allocate(device, memories, 200000, 0xFFFFFFFF, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &transfer_memory);
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if(result != VK_SUCCESS) {
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return zero;
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}
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GPUBuffer transfer_buffer = {0};
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result = gpu_buffer_malloc(device, transfer_memory, 10000, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, &transfer_buffer);
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result = gpu_buffer_malloc(device, transfer_memory, 100000, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, &transfer_buffer);
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if(result != VK_SUCCESS) {
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return zero;
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}
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Mesh* mesh = load_mesh_to_buffer(device, mesh_memory, transfer_buffer, 4, sizeof(struct Vertex), (void*)vertices, 6, sizeof(uint16_t), (void*)indices, transfer_pool, transfer_queue);
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struct Vertex* tmp = malloc(sizeof(struct Vertex)*ply_mesh.vertex_count);
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for(uint32_t i = 0; i < ply_mesh.vertex_count; i++) {
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tmp[i].pos[0] = ply_mesh.position[i][0];
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tmp[i].pos[1] = ply_mesh.position[i][1];
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tmp[i].pos[2] = ply_mesh.position[i][2];
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tmp[i].color[0] = ply_mesh.colour[i][0];
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tmp[i].color[1] = ply_mesh.colour[i][1];
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tmp[i].color[2] = ply_mesh.colour[i][2];
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}
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Mesh* mesh = load_mesh_to_buffer(device, mesh_memory, transfer_buffer, ply_mesh.vertex_count, sizeof(struct Vertex), (void*)tmp, ply_mesh.index_count, sizeof(uint16_t), (void*)ply_mesh.index, transfer_pool, transfer_queue);
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if(mesh == 0) {
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return zero;
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}
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@ -2862,9 +2879,9 @@ Object create_simple_mesh_object(Material* simple_mesh_material, VkPhysicalDevic
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return zero;
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}
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glm_quat_identity(position->rotation);
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position->scale[0] = 10.f;
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position->scale[1] = 10.f;
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position->scale[2] = 10.f;
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position->scale[0] = 1.f;
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position->scale[1] = 1.f;
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position->scale[2] = 1.f;
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position->position[0] = 0.0f;
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position->position[1] = 0.0f;
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position->position[2] = 1.1f;
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@ -3006,7 +3023,7 @@ Object create_texture_mesh_object(Material* texture_mesh_material, VkPhysicalDev
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return object;
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}
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void main_loop(GLFWwindow* window, VulkanContext* context) {
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void main_loop(PlyMesh ply_mesh, GLFWwindow* window, VulkanContext* context) {
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SceneContext scene = create_scene_context(context->device, context->memories, context->max_frames_in_flight);
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if(scene.pool == VK_NULL_HANDLE) {
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return;
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@ -3039,7 +3056,7 @@ void main_loop(GLFWwindow* window, VulkanContext* context) {
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return;
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}
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Object triangle_object = create_simple_mesh_object(&simple_mesh_material, context->memories, context->device, context->transfer_command_pool, context->queues.transfer, context->max_frames_in_flight, simple_pool);
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Object triangle_object = create_simple_mesh_object(ply_mesh, &simple_mesh_material, context->memories, context->device, context->transfer_command_pool, context->queues.transfer, context->max_frames_in_flight, simple_pool);
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if(triangle_object.attributes.buckets == 0) {
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fprintf(stderr, "failed to create simple mesh object\n");
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return;
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@ -3201,7 +3218,7 @@ int main() {
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}
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glfwSetKeyCallback(window, key_callback);
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main_loop(window, context);
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main_loop(monkey, window, context);
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cleanup(window, context);
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