removing vulkan references from mac builds
This commit is contained in:
@@ -2,7 +2,6 @@
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#include "Asset/AssetRegistry.h"
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#include "Asset/TextureAsset.h"
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#include "Graphics/Graphics.h"
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#include "Graphics/Vulkan/Enums.h"
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wsign-compare"
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@@ -15,7 +14,7 @@
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#pragma GCC diagnostic pop
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#include "ktx.h"
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#include <ThreadPool.h>
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#include <fstream>
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#include <iostream>
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using namespace Seele;
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@@ -60,9 +59,8 @@ void TextureLoader::import(TextureImportArgs args, PTextureAsset textureAsset) {
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int totalWidth = 0, totalHeight = 0, n = 0;
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unsigned char* data = stbi_load(args.filePath.string().c_str(), &totalWidth, &totalHeight, &n, 4);
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ktxTexture2* kTexture = nullptr;
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VkFormat format = VK_FORMAT_R8G8B8A8_SRGB;
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ktxTextureCreateInfo createInfo = {
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.vkFormat = (uint32)format,
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.vkFormat = 43, // rgba8srgb
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.baseDepth = 1,
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.numLevels = 1,
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.numLayers = 1,
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+2
-2
@@ -4,11 +4,11 @@
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#include "Asset/FontLoader.h"
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#include "Asset/MaterialLoader.h"
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#include "Asset/MeshLoader.h"
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#include "Graphics/Vulkan/Graphics.h"
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#include "Asset/TextureLoader.h"
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#include "Graphics/Initializer.h"
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#include "Material/Material.h"
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#include "Graphics/StaticMeshVertexData.h"
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#include "Graphics/Vulkan/Graphics.h"
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#include "Window/PlayView.h"
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#include "Window/WindowManager.h"
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#include <fmt/core.h>
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@@ -30,7 +30,7 @@ int main() {
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#else
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std::string libraryEnding = "so";
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#endif
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std::filesystem::path binaryPath = sourcePath / "bin" / fmt::format("{}.{}", gameName, libraryEnding);
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std::filesystem::path binaryPath = sourcePath / "build/Debug" / fmt::format("{}.{}", gameName, libraryEnding);
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std::filesystem::path cmakePath = outputPath / "cmake";
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if (true) {
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graphics = new Vulkan::Graphics();
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@@ -1,7 +1,6 @@
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#include "TextureAsset.h"
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#include "Graphics/Graphics.h"
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#include "Graphics/Texture.h"
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#include "Graphics/Vulkan/Enums.h"
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#include "Window/WindowManager.h"
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#include "ktx.h"
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@@ -1,5 +1,6 @@
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#pragma once
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#include <assert.h>
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#include <memory>
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#include <memory_resource>
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#include <memory>
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@@ -1,4 +1,5 @@
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#pragma once
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#include <string>
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#include <memory_resource>
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#include <map>
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#include <string>
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@@ -34,7 +34,7 @@ void DescriptorLayout::create() {
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MTL::ArgumentDescriptor** objects = new MTL::ArgumentDescriptor*[descriptorBindings.size()];
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uint32 mappingCounter = 0;
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for (uint32 i = 0; i < descriptorBindings.size(); ++i) {
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if (descriptorBindings[i].descriptorType != Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER) {
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if (descriptorBindings[i].descriptorType != Gfx::SE_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK) {
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plainDescriptor = false;
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}
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objects[i] = MTL::ArgumentDescriptor::alloc()->init();
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@@ -5,7 +5,6 @@
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#include "Enums.h"
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#include "Graphics.h"
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#include "Graphics/Query.h"
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#include <vulkan/vulkan_core.h>
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using namespace Seele;
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using namespace Seele::Metal;
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@@ -71,4 +70,4 @@ Gfx::Timestamp TimestampQuery::getResult() {
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.name = "Test",
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.time = 0,
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};
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}
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}
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@@ -11,6 +11,7 @@ CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene) : Render
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.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
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.offset = 0,
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.size = sizeof(VertexData::DrawCallOffsets),
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.name = "pOffsets"
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});
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if (graphics->supportMeshShading()) {
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graphics->getShaderCompiler()->registerRenderPass("CachedDepthPass", Gfx::PassConfig{
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@@ -25,6 +25,7 @@ DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : Rend
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.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
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.offset = 0,
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.size = sizeof(VertexData::DrawCallOffsets),
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.name = "pOffsets"
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});
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depthComputeLayout = graphics->createPipelineLayout("DepthComputeLayout");
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@@ -34,6 +35,7 @@ DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : Rend
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.stageFlags = Gfx::SE_SHADER_STAGE_COMPUTE_BIT,
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.offset = 0,
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.size = sizeof(MipParam),
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.name = "pMipParam"
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});
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if (graphics->supportMeshShading()) {
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@@ -53,6 +53,7 @@ RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPa
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.stageFlags = Gfx::SE_SHADER_STAGE_RAYGEN_BIT_KHR,
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.offset = 0,
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.size = sizeof(SampleParams),
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.name = "pSamps",
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});
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graphics->getShaderCompiler()->registerRenderPass("RayTracing", Gfx::PassConfig{
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.baseLayout = pipelineLayout,
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@@ -16,6 +16,7 @@ ShadowPass::ShadowPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graph
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.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
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.offset = 0,
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.size = sizeof(VertexData::DrawCallOffsets),
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.name = "pOffsets",
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});
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if (graphics->supportMeshShading()) {
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graphics->getShaderCompiler()->registerRenderPass("ShadowPass", Gfx::PassConfig{
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@@ -253,7 +254,6 @@ void ShadowPass::render() {
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}
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graphics->executeCommands(std::move(commands));
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graphics->endRenderPass();
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graphics->waitDeviceIdle();
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}
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graphics->endDebugRegion();
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}
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@@ -134,7 +134,7 @@ void ShaderCompiler::createShaders(ShaderPermutation permutation, Gfx::OPipeline
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}
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// createInfo.typeParameter.add({Pair<const char*, const char*>("IVertexData", permutation.vertexDataName)});
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createInfo.modules.add(permutation.vertexDataName);
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// createInfo.dumpIntermediate = true;
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createInfo.dumpIntermediate = true;
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if (permutation.useMeshShading) {
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if (permutation.hasTaskShader) {
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