Adding benchmark
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#include "Asset/AssetRegistry.h"
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#include "Graphics/Initializer.h"
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#include "Graphics/StaticMeshVertexData.h"
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#include "Graphics/Vulkan/Graphics.h"
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#include "PlayView.h"
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#include "Window/WindowManager.h"
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#include <fmt/core.h>
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#include <random>
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using namespace Seele;
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// make it global so it gets deleted last and automatically
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static Gfx::OGraphics graphics;
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int main(int argc, char** argv) {
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if (argc > 2)
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{
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return -1;
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}
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bool useDepthCulling = true;
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if (argc == 2 && strcmp(argv[1], "NOCULL") == 0)
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{
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useDepthCulling = false;
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}
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std::filesystem::path binaryPath = "MeshShadingDemo.dll";
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graphics = new Vulkan::Graphics();
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GraphicsInitializer initializer;
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graphics->init(initializer);
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StaticMeshVertexData* vd = StaticMeshVertexData::getInstance();
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vd->init(graphics);
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OWindowManager windowManager = new WindowManager();
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AssetRegistry::init("Assets", graphics);
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vd->commitMeshes();
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WindowCreateInfo mainWindowInfo = {
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.width = 1920,
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.height = 1080,
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.title = "Benchmark",
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.preferredFormat = Gfx::SE_FORMAT_B8G8R8A8_SRGB,
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};
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auto window = windowManager->addWindow(graphics, mainWindowInfo);
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ViewportCreateInfo sceneViewInfo = {
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.dimensions =
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{
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.size = {1920, 1080},
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.offset = {0, 0},
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},
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.numSamples = Gfx::SE_SAMPLE_COUNT_4_BIT,
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};
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OGameView sceneView = new PlayView(graphics, window, sceneViewInfo, binaryPath.generic_string(), useDepthCulling);
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sceneView->setFocused();
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while (windowManager->isActive()) {
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windowManager->render();
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}
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vd->destroy();
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return 0;
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}
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