mirror of
https://github.com/seekrs/MacroLibX.git
synced 2026-01-12 15:13:34 +00:00
fixing compilation issues
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@@ -5,7 +5,7 @@
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#include <Renderer/Vertex.h>
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#include <Core/EventBus.h>
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namespace Scop
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namespace mlx
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{
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void GraphicPipeline::Init(const GraphicPipelineDescriptor& descriptor)
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{
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@@ -39,7 +39,7 @@ namespace Scop
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kvfGPipelineBuilderSetCullMode(builder, VK_CULL_MODE_NONE, VK_FRONT_FACE_CLOCKWISE);
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kvfGPipelineBuilderEnableAlphaBlending(builder);
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if(p_depth)
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kvfGPipelineBuilderEnableDepthTest(builder, (descriptor.depth_test_equal ? VK_COMPARE_OP_EQUAL : VK_COMPARE_OP_LESS), true);
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kvfGPipelineBuilderEnableDepthTest(builder, VK_COMPARE_OP_LESS, true);
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else
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kvfGPipelineBuilderDisableDepthTest(builder);
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kvfGPipelineBuilderSetPolygonMode(builder, VK_POLYGON_MODE_FILL, 1.0f);
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@@ -80,7 +80,7 @@ namespace Scop
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scissor.extent = fb_extent;
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vkCmdSetScissor(command_buffer, 0, 1, &scissor);
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for(int i = 0; i < m_clears.size(); i++)
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for(std::size_t i = 0; i < m_clears.size(); i++)
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{
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m_clears[i].color.float32[0] = clear[0];
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m_clears[i].color.float32[1] = clear[1];
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@@ -2,9 +2,9 @@
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#include <Renderer/Pipelines/Shader.h>
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#include <Renderer/RenderCore.h>
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namespace Scop
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namespace mlx
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{
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Shader::Shader(const std::vector<std::uint8_t>& bytecode, ShaderType type, ShaderLayout layout) : m_bytecode(bytecode), m_layout(std::move(layout))
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Shader::Shader(const std::vector<std::uint8_t>& bytecode, ShaderType type, ShaderLayout layout) : m_layout(std::move(layout)), m_bytecode(bytecode)
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{
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switch(type)
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{
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@@ -14,7 +14,7 @@ namespace Scop
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default : FatalError("wtf"); break;
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}
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m_module = kvfCreateShaderModule(RenderCore::Get().GetDevice(), m_bytecode.data(), m_bytecode.size() * 4);
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m_module = kvfCreateShaderModule(RenderCore::Get().GetDevice(), reinterpret_cast<std::uint32_t*>(m_bytecode.data()), m_bytecode.size() * 4);
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DebugLog("Vulkan : shader module created");
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GeneratePipelineLayout(m_layout);
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@@ -63,21 +63,4 @@ namespace Scop
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DebugLog("Vulkan : descriptor set layout destroyed");
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}
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}
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std::shared_ptr<Shader> LoadShaderFromFile(const std::filesystem::path& filepath, ShaderType type, ShaderLayout layout)
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{
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std::ifstream stream(filepath, std::ios::binary);
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if(!stream.is_open())
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FatalError("Renderer : unable to open a spirv shader file, %", filepath);
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std::vector<std::uint32_t> data;
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stream.seekg(0);
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std::uint32_t part = 0;
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while(stream.read(reinterpret_cast<char*>(&part), sizeof(part)))
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data.push_back(part);
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stream.close();
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std::shared_ptr<Shader> shader = std::make_shared<Shader>(data, type, layout);
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DebugLog("Vulkan : shader loaded %", filepath);
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return shader;
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}
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}
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