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@ -1,5 +1,4 @@
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#include "vk.h"
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#include "Vertex.h"
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#include <iostream>
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#include <vector>
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@ -18,14 +17,11 @@ void Vulkan::init(GLFWwindow* window)
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createLogicalDevice(deviceExtensions); // Создание физического устройства
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createSwapchain(window); // Создание списка показа
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createRenderpass(); // Создание проходов рендера
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createGraphicPipeline(); // Создание графического конвейера
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}
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// завершение работы
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void Vulkan::destroy()
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{
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vkDestroyPipeline(logicalDevice, graphicsPipeline, nullptr);
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vkDestroyPipelineLayout(logicalDevice, pipelineLayout, nullptr);
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vkDestroyRenderPass(logicalDevice, renderPass, nullptr);
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// Уничтожение информации о изображениях списка показа
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@ -517,203 +513,4 @@ void Vulkan::createRenderpass()
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{
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throw std::runtime_error("Unable to create render pass");
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}
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}
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#include <fstream>
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// Считывание бинарного файла, содержащего шейдер
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void readFile(const char * filename, std::vector<char>& buffer)
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{
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// откроем файл как бинарный и установим курсор в конец файла
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std::ifstream file(filename, std::ios::ate | std::ios::binary);
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// если файл не открыт - генерируем исключение
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if (!file.is_open())
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{
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throw std::runtime_error("Can't open file");
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}
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// определим размер файла
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size_t fileSize = (size_t) file.tellg();
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// создадим буфер
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buffer.resize(fileSize);
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// перенесем курсор в начало файла
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file.seekg(0);
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// считаем данные в буфер
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file.read(buffer.data(), fileSize);
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// закроем файл
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file.close();
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}
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// Создание шейдерного модуля
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VkShaderModule Vulkan::createShaderModule(const char * filename)
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{
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// буфер для чтения из файла
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std::vector<char> buffer;
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// считаем шейдер из файла
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readFile(filename, buffer);
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// Информация о создаваемом шейдерном модуле
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VkShaderModuleCreateInfo createInfo{};
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createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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createInfo.codeSize = buffer.size();
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createInfo.pCode = reinterpret_cast<const uint32_t*>(buffer.data());
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// Создание шейдерного модуля
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VkShaderModule shaderModule;
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if (vkCreateShaderModule(logicalDevice, &createInfo, nullptr, &shaderModule) != VK_SUCCESS) {
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throw std::runtime_error("Unable to create shader module");
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}
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return shaderModule;
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}
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// Создание графического конвеера
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void Vulkan::createGraphicPipeline()
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{
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// Входные данные вершин
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VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
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vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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// Привязка
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VkVertexInputBindingDescription bindingDescription{};
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bindingDescription.binding = 0;
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bindingDescription.stride = sizeof(Vertex);
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bindingDescription.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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// Описание атрибута
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VkVertexInputAttributeDescription attributeDescriptions[2];
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attributeDescriptions[0].binding = 0;
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attributeDescriptions[0].location = 0;
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attributeDescriptions[0].format = VK_FORMAT_R32G32_SFLOAT;
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attributeDescriptions[0].offset = offsetof(Vertex, position);
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attributeDescriptions[1].binding = 0;
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attributeDescriptions[1].location = 1;
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attributeDescriptions[1].format = VK_FORMAT_R32G32B32_SFLOAT;
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attributeDescriptions[1].offset = offsetof(Vertex, color);
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vertexInputInfo.vertexBindingDescriptionCount = 1;
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vertexInputInfo.vertexAttributeDescriptionCount = 2;
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vertexInputInfo.pVertexBindingDescriptions = &bindingDescription;
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vertexInputInfo.pVertexAttributeDescriptions = attributeDescriptions;
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// Входной сборщик
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VkPipelineInputAssemblyStateCreateInfo inputAssembly{};
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inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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inputAssembly.primitiveRestartEnable = VK_FALSE;
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// Область просмотра
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VkViewport viewport{};
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viewport.x = 0.0f;
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viewport.y = 0.0f;
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viewport.width = surface.selectedExtent.width;
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viewport.height = surface.selectedExtent.height;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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// Прямоугольник отсечения
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VkRect2D scissor{};
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scissor.offset = {0, 0};
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scissor.extent = surface.selectedExtent;
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// Состояние области просмотра
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VkPipelineViewportStateCreateInfo viewportState{};
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viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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viewportState.viewportCount = 1;
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viewportState.pViewports = &viewport;
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viewportState.scissorCount = 1;
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viewportState.pScissors = &scissor;
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// Растеризатор
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VkPipelineRasterizationStateCreateInfo rasterizer{};
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rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rasterizer.depthClampEnable = VK_FALSE;
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rasterizer.rasterizerDiscardEnable = VK_FALSE;
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rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
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rasterizer.lineWidth = 1.0f;
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rasterizer.cullMode = VK_CULL_MODE_BACK_BIT;
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rasterizer.frontFace = VK_FRONT_FACE_CLOCKWISE;
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rasterizer.depthBiasEnable = VK_FALSE;
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// Мультисэмплинг
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VkPipelineMultisampleStateCreateInfo multisampling{};
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multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisampling.sampleShadingEnable = VK_FALSE;
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multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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// Смешивание цветов для буфера
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VkPipelineColorBlendAttachmentState colorBlendAttachment{};
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colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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colorBlendAttachment.blendEnable = VK_FALSE;
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// Глобальные настройки смешивания цветов
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VkPipelineColorBlendStateCreateInfo colorBlending{};
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colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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colorBlending.logicOpEnable = VK_FALSE;
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colorBlending.logicOp = VK_LOGIC_OP_COPY;
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colorBlending.attachmentCount = 1;
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colorBlending.pAttachments = &colorBlendAttachment;
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colorBlending.blendConstants[0] = 0.0f;
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colorBlending.blendConstants[1] = 0.0f;
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colorBlending.blendConstants[2] = 0.0f;
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colorBlending.blendConstants[3] = 0.0f;
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// раскладка конвейера
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.setLayoutCount = 0;
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pipelineLayoutInfo.pushConstantRangeCount = 0;
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if (vkCreatePipelineLayout(logicalDevice, &pipelineLayoutInfo, nullptr, &pipelineLayout) != VK_SUCCESS)
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{
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throw std::runtime_error("Unable to create pipeline layout");
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}
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// Создание шейдеров
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VkShaderModule vertShaderModule = createShaderModule("shaders/vert.spv");
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VkShaderModule fragShaderModule = createShaderModule("shaders/frag.spv");
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VkPipelineShaderStageCreateInfo vertShaderStageInfo{};
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vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
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vertShaderStageInfo.module = vertShaderModule;
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vertShaderStageInfo.pName = "main";
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VkPipelineShaderStageCreateInfo fragShaderStageInfo{};
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fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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fragShaderStageInfo.module = fragShaderModule;
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fragShaderStageInfo.pName = "main";
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// Шейдерные стадии
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VkPipelineShaderStageCreateInfo shaderStages[] = {vertShaderStageInfo, fragShaderStageInfo};
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// Информация о создаваемом конвейере
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VkGraphicsPipelineCreateInfo pipelineInfo{};
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pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipelineInfo.stageCount = 2;
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pipelineInfo.pStages = shaderStages;
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pipelineInfo.pVertexInputState = &vertexInputInfo;
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pipelineInfo.pInputAssemblyState = &inputAssembly;
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pipelineInfo.pViewportState = &viewportState;
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pipelineInfo.pRasterizationState = &rasterizer;
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pipelineInfo.pMultisampleState = &multisampling;
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pipelineInfo.pColorBlendState = &colorBlending;
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pipelineInfo.layout = pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.subpass = 0;
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pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
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// Создание графического конвейера
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if (vkCreateGraphicsPipelines(logicalDevice, VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &graphicsPipeline) != VK_SUCCESS)
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{
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throw std::runtime_error("Unable to create graphics pipeline");
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}
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// Удаление шейдерных модулей
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vkDestroyShaderModule(logicalDevice, fragShaderModule, nullptr);
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vkDestroyShaderModule(logicalDevice, vertShaderModule, nullptr);
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}
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