Add depth buffering
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d7d2462835
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4180c4549b
2 files changed
+138
-39
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@@ -47,30 +47,16 @@ load_shader_module(VkDevice dev, const char *code, size_t code_size)
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return mod;
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}
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static void create_buffer(
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const gpu_ctx_t *ctx, VkDeviceSize size, VkBufferUsageFlags usage,
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VkMemoryPropertyFlags props, VkBuffer *buf_out, VkDeviceMemory *mem_out)
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static void alloc_dev_mem(
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const gpu_ctx_t *ctx, VkMemoryRequirements reqs,
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VkMemoryPropertyFlags props, VkDeviceMemory *mem_out)
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{
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VkResult result;
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// Create buffer
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const VkBufferCreateInfo buf_config = {
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.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
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.size = size,
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.usage = usage,
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.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
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};
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result = vkCreateBuffer(ctx->dev, &buf_config, nullptr, buf_out);
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assert(result == VK_SUCCESS);
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// Find appropriate memory type
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VkMemoryRequirements requirements;
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vkGetBufferMemoryRequirements(ctx->dev, *buf_out, &requirements);
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VkPhysicalDeviceMemoryProperties mem_props;
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vkGetPhysicalDeviceMemoryProperties(ctx->physical_dev, &mem_props);
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uint32_t mem_type = UINT32_MAX;
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for (unsigned i = 0; i < mem_props.memoryTypeCount; ++i) {
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if ((requirements.memoryTypeBits & (1 << i)) == 0)
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if ((reqs.memoryTypeBits & (1 << i)) == 0)
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continue;
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if ((mem_props.memoryTypes[i].propertyFlags & props) == props) {
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mem_type = i;
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@@ -80,14 +66,35 @@ static void create_buffer(
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assert(mem_type != UINT32_MAX);
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// Allocate memory
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VkMemoryAllocateInfo allocate_config = {
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VkMemoryAllocateInfo alloc_config = {
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.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
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.allocationSize = requirements.size,
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.allocationSize = reqs.size,
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.memoryTypeIndex = mem_type,
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};
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result = vkAllocateMemory(ctx->dev, &allocate_config, nullptr, mem_out);
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const VkResult result
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= vkAllocateMemory(ctx->dev, &alloc_config, nullptr, mem_out);
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assert(result == VK_SUCCESS);
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}
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static void create_buffer(
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const gpu_ctx_t *ctx, VkDeviceSize size, VkBufferUsageFlags usage,
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VkMemoryPropertyFlags props, VkBuffer *buf_out, VkDeviceMemory *mem_out)
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{
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// Create buffer
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const VkBufferCreateInfo buf_config = {
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.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
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.size = size,
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.usage = usage,
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.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
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};
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const VkResult result
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= vkCreateBuffer(ctx->dev, &buf_config, nullptr, buf_out);
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assert(result == VK_SUCCESS);
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// Allocate and bind memory
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VkMemoryRequirements mem_reqs;
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vkGetBufferMemoryRequirements(ctx->dev, *buf_out, &mem_reqs);
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alloc_dev_mem(ctx, mem_reqs, props, mem_out);
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vkBindBufferMemory(ctx->dev, *buf_out, *mem_out, 0);
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}
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@@ -337,6 +344,51 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
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assert(result == VK_SUCCESS);
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}
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// Set up depth image
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const VkFormat depth_img_fmt = VK_FORMAT_D32_SFLOAT;
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const VkImageCreateInfo depth_img_config = {
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.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
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.imageType = VK_IMAGE_TYPE_2D,
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.extent = {
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.width = ctx->swapchain_extent.width,
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.height = ctx->swapchain_extent.height,
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.depth = 1,
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},
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.mipLevels = 1,
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.arrayLayers = 1,
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.format = depth_img_fmt,
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.tiling = VK_IMAGE_TILING_OPTIMAL,
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.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
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.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
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.samples = VK_SAMPLE_COUNT_1_BIT,
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.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
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};
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result = vkCreateImage(
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ctx->dev, &depth_img_config, nullptr, &ctx->depth_img);
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assert(result == VK_SUCCESS);
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VkMemoryRequirements mem_reqs;
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vkGetImageMemoryRequirements(ctx->dev, ctx->depth_img, &mem_reqs);
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alloc_dev_mem(
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ctx, mem_reqs, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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&ctx->depth_img_mem);
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vkBindImageMemory(ctx->dev, ctx->depth_img, ctx->depth_img_mem, 0);
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// Create depth image view
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const VkImageViewCreateInfo depth_img_view_config = {
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.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
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.image = ctx->depth_img,
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.viewType = VK_IMAGE_VIEW_TYPE_2D,
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.format = depth_img_fmt,
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.subresourceRange = {
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.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT,
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.levelCount = 1,
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.layerCount = 1,
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},
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};
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result = vkCreateImageView(
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ctx->dev, &depth_img_view_config, nullptr, &ctx->depth_img_view);
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assert(result == VK_SUCCESS);
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// Load vertex and fragment shader modules
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ctx->vert_shader
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= load_shader_module(ctx->dev, vert_shader, sizeof(vert_shader));
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@@ -369,7 +421,7 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
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{
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.binding = 0,
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.location = 0,
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.format = VK_FORMAT_R32G32_SFLOAT,
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.format = VK_FORMAT_R32G32B32_SFLOAT,
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.offset = offsetof(vertex_t, position),
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},
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{
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@@ -395,6 +447,8 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
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const VkViewport viewport = {
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.width = (float)ctx->swapchain_extent.width,
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.height = (float)ctx->swapchain_extent.height,
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.minDepth = 0.0,
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.maxDepth = 1.0,
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};
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const VkRect2D scissor = { .extent = ctx->swapchain_extent };
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VkPipelineViewportStateCreateInfo viewport_config = {
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@@ -465,27 +519,49 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
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.attachment = 0,
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.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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};
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const VkSubpassDescription subpass = {
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.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
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.colorAttachmentCount = 1,
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.pColorAttachments = &colour_attachment_ref,
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// Set up depth attatchment
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const VkAttachmentDescription depth_attatchment = {
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.format = depth_img_fmt,
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.samples = VK_SAMPLE_COUNT_1_BIT,
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.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR,
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.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE,
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.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE,
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.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE,
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.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
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.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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};
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VkAttachmentReference depth_attachment_ref = {
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.attachment = 1,
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.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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};
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// Create render pass
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const VkAttachmentDescription attachment_descs[] = {
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colour_attachment,
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depth_attatchment,
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};
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const 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,
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.srcAccessMask = 0,
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.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
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| VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
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| VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT
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| VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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};
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const VkRenderPassCreateInfo render_pass_config = {
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.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
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.attachmentCount = 1,
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.pAttachments = &colour_attachment,
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.attachmentCount = 2,
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.pAttachments = attachment_descs,
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.subpassCount = 1,
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.pSubpasses = &subpass,
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.pSubpasses = &(VkSubpassDescription){
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.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
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.colorAttachmentCount = 1,
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.pColorAttachments = &colour_attachment_ref,
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.pDepthStencilAttachment = &depth_attachment_ref,
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},
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.dependencyCount = 1,
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.pDependencies = &dependency,
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};
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@@ -494,6 +570,14 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
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assert(result == VK_SUCCESS);
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// Create pipeline
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const VkPipelineDepthStencilStateCreateInfo depth_stencil_config = {
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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_FALSE,
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.stencilTestEnable = VK_FALSE,
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};
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const VkGraphicsPipelineCreateInfo pipeline_config = {
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.stageCount = 2,
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@@ -507,6 +591,7 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
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.layout = ctx->pipeline_layout,
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.renderPass = ctx->render_pass,
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.subpass = 0,
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.pDepthStencilState = &depth_stencil_config,
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};
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result = vkCreateGraphicsPipelines(
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ctx->dev, VK_NULL_HANDLE, 1, &pipeline_config, nullptr,
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@@ -515,11 +600,15 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
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// Create framebuffers
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for (unsigned i = 0; i < swapchain_img_count; ++i) {
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VkImageView attachments[] = {
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ctx->swapchain_img_views[i],
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ctx->depth_img_view,
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};
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const VkFramebufferCreateInfo framebuffer_config = {
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.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
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.renderPass = ctx->render_pass,
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.attachmentCount = 1,
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.pAttachments = ctx->swapchain_img_views + i,
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.attachmentCount = 2,
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.pAttachments = attachments,
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.width = ctx->swapchain_extent.width,
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.height = ctx->swapchain_extent.height,
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.layers = 1,
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@@ -636,6 +725,10 @@ void gpu_cleanup(const gpu_ctx_t *ctx)
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vkDestroyShaderModule(ctx->dev, ctx->vert_shader, nullptr);
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vkDestroyShaderModule(ctx->dev, ctx->frag_shader, nullptr);
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vkDestroyImageView(ctx->dev, ctx->depth_img_view, nullptr);
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vkDestroyImage(ctx->dev, ctx->depth_img, nullptr);
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vkFreeMemory(ctx->dev, ctx->depth_img_mem, nullptr);
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for (unsigned i = 0; i < ctx->swapchain_img_count; ++i) {
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vkDestroyFramebuffer(ctx->dev, ctx->framebuffers[i], nullptr);
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vkDestroyImageView(ctx->dev, ctx->swapchain_img_views[i], nullptr);
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@@ -671,14 +764,17 @@ void gpu_render(const gpu_ctx_t *ctx, const mvp_t *mvp)
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assert(result == VK_SUCCESS);
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// Start render pass
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VkClearValue clear_value = { { { 0.0, 0.0, 0.0, 1.0 } } };
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VkClearValue clear_values[] = {
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[0] = { .color = { { 0.0, 0.0, 0.0, 1.0 } } },
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[1] = { .depthStencil = { 1.0, 0.0 } },
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};
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VkRenderPassBeginInfo render_pass_begin = {
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.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
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.renderPass = ctx->render_pass,
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.framebuffer = ctx->framebuffers[img_index],
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.renderArea.extent = ctx->swapchain_extent,
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.clearValueCount = 1,
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.pClearValues = &clear_value,
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.clearValueCount = 2,
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.pClearValues = clear_values,
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};
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vkCmdBeginRenderPass(
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ctx->cmd_buf, &render_pass_begin, VK_SUBPASS_CONTENTS_INLINE);
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@@ -31,6 +31,9 @@ typedef struct {
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VkExtent2D swapchain_extent;
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uint32_t swapchain_img_count;
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VkImageView swapchain_img_views[SWAPCHAIN_IMG_BUFFER_SIZE];
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VkImage depth_img;
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VkDeviceMemory depth_img_mem;
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VkImageView depth_img_view;
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VkFramebuffer framebuffers[SWAPCHAIN_IMG_BUFFER_SIZE];
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VkShaderModule vert_shader;
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VkShaderModule frag_shader;
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