Update example with the new ClearValue union
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1b612cb1bf
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0a8f335206
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@ -864,12 +864,19 @@ fn main() {
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base.present_complete_semaphore,
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vk::Fence::null())
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.unwrap();
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let clear_values =
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[vk::ClearValue::new_color(vk::ClearColorValue::new_float32([0.0, 0.0, 0.0, 0.0])),
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vk::ClearValue::new_depth_stencil(vk::ClearDepthStencilValue {
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let clear_values = [
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vk::ClearValue {
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color: vk::ClearColorValue {
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float32: [0.0, 0.0, 0.0, 0.0],
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},
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},
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vk::ClearValue {
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depth: vk::ClearDepthStencilValue {
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depth: 1.0,
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stencil: 0,
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})];
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},
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},
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];
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let render_pass_begin_info = vk::RenderPassBeginInfo {
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s_type: vk::StructureType::RenderPassBeginInfo,
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@ -61,8 +61,8 @@ fn main() {
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dst_subpass: Default::default(),
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src_stage_mask: vk::PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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src_access_mask: Default::default(),
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dst_access_mask: vk::ACCESS_COLOR_ATTACHMENT_READ_BIT |
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vk::ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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dst_access_mask: vk::ACCESS_COLOR_ATTACHMENT_READ_BIT
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| vk::ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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dst_stage_mask: vk::PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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};
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let subpass = vk::SubpassDescription {
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@ -171,9 +171,8 @@ fn main() {
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let vertex_input_buffer = base.device
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.create_buffer(&vertex_input_buffer_info, None)
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.unwrap();
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let vertex_input_buffer_memory_req = base.device.get_buffer_memory_requirements(
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vertex_input_buffer,
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);
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let vertex_input_buffer_memory_req = base.device
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.get_buffer_memory_requirements(vertex_input_buffer);
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let vertex_input_buffer_memory_index =
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find_memorytype_index(
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&vertex_input_buffer_memory_req,
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@ -457,20 +456,28 @@ fn main() {
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let graphic_pipeline = graphics_pipelines[0];
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base.render_loop(|| {
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let present_index = base.swapchain_loader
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.acquire_next_image_khr(base.swapchain,
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.acquire_next_image_khr(
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base.swapchain,
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std::u64::MAX,
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base.present_complete_semaphore,
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vk::Fence::null())
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vk::Fence::null(),
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)
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.unwrap();
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let clear_values =
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[vk::ClearValue::new_color(vk::ClearColorValue::new_float32([0.0, 0.0, 0.0, 0.0])),
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vk::ClearValue::new_depth_stencil(vk::ClearDepthStencilValue {
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let clear_values = [
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vk::ClearValue {
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color: vk::ClearColorValue {
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float32: [0.0, 0.0, 0.0, 0.0],
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},
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},
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vk::ClearValue {
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depth: vk::ClearDepthStencilValue {
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depth: 1.0,
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stencil: 0,
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})];
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},
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},
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];
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let render_pass_begin_info = vk::RenderPassBeginInfo {
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s_type: vk::StructureType::RenderPassBeginInfo,
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@ -484,37 +491,51 @@ fn main() {
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clear_value_count: clear_values.len() as u32,
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p_clear_values: clear_values.as_ptr(),
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};
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record_submit_commandbuffer(&base.device,
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record_submit_commandbuffer(
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&base.device,
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base.draw_command_buffer,
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base.present_queue,
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&[vk::PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT],
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&[base.present_complete_semaphore],
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&[base.rendering_complete_semaphore],
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|device, draw_command_buffer| {
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device.cmd_begin_render_pass(draw_command_buffer,
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device.cmd_begin_render_pass(
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draw_command_buffer,
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&render_pass_begin_info,
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vk::SubpassContents::Inline);
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device.cmd_bind_pipeline(draw_command_buffer,
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vk::SubpassContents::Inline,
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);
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device.cmd_bind_pipeline(
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draw_command_buffer,
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vk::PipelineBindPoint::Graphics,
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graphic_pipeline);
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graphic_pipeline,
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);
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device.cmd_set_viewport(draw_command_buffer, 0, &viewports);
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device.cmd_set_scissor(draw_command_buffer, &scissors);
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device
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.cmd_bind_vertex_buffers(draw_command_buffer, 0, &[vertex_input_buffer], &[0]);
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device.cmd_bind_index_buffer(draw_command_buffer,
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device.cmd_bind_vertex_buffers(
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draw_command_buffer,
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0,
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&[vertex_input_buffer],
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&[0],
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);
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device.cmd_bind_index_buffer(
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draw_command_buffer,
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index_buffer,
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0,
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vk::IndexType::Uint32);
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device.cmd_draw_indexed(draw_command_buffer,
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vk::IndexType::Uint32,
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);
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device.cmd_draw_indexed(
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draw_command_buffer,
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index_buffer_data.len() as u32,
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1,
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0,
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0,
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1);
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1,
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);
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// Or draw without the index buffer
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// device.cmd_draw(draw_command_buffer, 3, 1, 0, 0);
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device.cmd_end_render_pass(draw_command_buffer);
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});
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},
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);
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//let mut present_info_err = mem::uninitialized();
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let present_info = vk::PresentInfoKHR {
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s_type: vk::StructureType::PresentInfoKhr,
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@ -536,14 +557,10 @@ fn main() {
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base.device.destroy_pipeline(pipeline, None);
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}
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base.device.destroy_pipeline_layout(pipeline_layout, None);
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base.device.destroy_shader_module(
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vertex_shader_module,
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None,
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);
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base.device.destroy_shader_module(
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fragment_shader_module,
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None,
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);
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base.device
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.destroy_shader_module(vertex_shader_module, None);
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base.device
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.destroy_shader_module(fragment_shader_module, None);
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base.device.free_memory(index_buffer_memory, None);
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base.device.destroy_buffer(index_buffer, None);
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base.device.free_memory(vertex_input_buffer_memory, None);
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