trying to integrate legacy index buffer rendering

This commit is contained in:
2023-11-06 22:24:40 +01:00
parent 4c567b60f3
commit 46a0befb80
16 changed files with 203 additions and 87 deletions
+15
View File
@@ -2,6 +2,7 @@
#include "Graphics.h"
#include "Allocator.h"
#include "Buffer.h"
#include "Graphics/Enums.h"
#include "PipelineCache.h"
#include "CommandBuffer.h"
#include "Initializer.h"
@@ -10,6 +11,8 @@
#include "Framebuffer.h"
#include "Shader.h"
#include <GLFW/glfw3.h>
#include <cstring>
#include <vulkan/vulkan_core.h>
using namespace Seele;
using namespace Seele::Vulkan;
@@ -466,6 +469,18 @@ void Graphics::pickPhysicalDevice()
physicalDevice = bestDevice;
vkGetPhysicalDeviceProperties(physicalDevice, &props);
vkGetPhysicalDeviceFeatures(physicalDevice, &features);
uint32 count = 0;
vkEnumerateDeviceExtensionProperties(physicalDevice, "VK_EXT_mesh_shader", &count, nullptr);
Array<VkExtensionProperties> extensionProps(count);
vkEnumerateDeviceExtensionProperties(physicalDevice, "VK_EXT_mesh_shader", &count, extensionProps.data());
for(size_t i = 0; i < count; ++i)
{
if(std::strcmp("VK_EXT_mesh_shader", extensionProps[i].extensionName) == 0)
{
Gfx::useMeshShading = true;
break;
}
}
}
void Graphics::createDevice(GraphicsInitializer initializer)