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https://github.com/seekrs/MacroLibX.git
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adding shaders compilation in makefile
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@@ -7,7 +7,7 @@
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namespace mlx
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{
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void FinalPass::Init()
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void FinalPass::Init(Renderer& renderer)
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{
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MLX_PROFILE_FUNCTION();
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ShaderLayout vertex_shader_layout(
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@@ -31,16 +31,16 @@ namespace mlx
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};
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p_fragment_shader = std::make_shared<Shader>(fragment_shader_code, ShaderType::Fragment, std::move(fragment_shader_layout));
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func::function<void(const EventBase&)> functor = [this](const EventBase& event)
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func::function<void(const EventBase&)> functor = [this, &renderer](const EventBase& event)
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{
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if(event.What() == Event::ResizeEventCode)
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m_pipeline.Destroy();
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if(event.What() == Event::DescriptorPoolResetEventCode)
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p_set->Reallocate();
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p_set->Reallocate(renderer.GetCurrentFrameIndex());
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};
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EventBus::RegisterListener({ functor, "__MlxFinalPass" });
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p_set = std::make_shared<DescriptorSet>(p_fragment_shader->GetShaderLayout().set_layouts[0].second, p_fragment_shader->GetPipelineLayout().set_layouts[0], ShaderType::Fragment);
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p_set = std::make_shared<DescriptorSet>(renderer.GetDescriptorPoolManager(), p_fragment_shader->GetShaderLayout().set_layouts[0].second, p_fragment_shader->GetPipelineLayout().set_layouts[0], ShaderType::Fragment);
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}
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void FinalPass::Pass([[maybe_unused]] Scene& scene, Renderer& renderer, Texture& render_target)
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@@ -53,7 +53,11 @@ namespace mlx
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pipeline_descriptor.fragment_shader = p_fragment_shader;
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pipeline_descriptor.renderer = &renderer;
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pipeline_descriptor.no_vertex_inputs = true;
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m_pipeline.Init(pipeline_descriptor);
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#ifdef DEBUG
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m_pipeline.Init(pipeline_descriptor, "mlx_final_pass");
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#else
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m_pipeline.Init(pipeline_descriptor, {});
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#endif
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}
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VkCommandBuffer cmd = renderer.GetActiveCommandBuffer();
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