mirror of
https://github.com/opus-tango/IntroductionToVulkan.git
synced 2026-03-20 12:05:20 +00:00
Added tutorials "06 - Descriptor Sets" and "07 - Uniform Buffers". Added functions for projection matrices generation to Tools. Added function for loading images from files (with stb_image library). Updated README.md file with description of Tutorial06.
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Project/Tutorial07/Data07/frag.spv
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Project/Tutorial07/Data07/frag.spv
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Project/Tutorial07/Data07/frag.spv.txt
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Project/Tutorial07/Data07/frag.spv.txt
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Tutorial07/Data07/shader.frag
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Warning, version 430 is not yet complete; most version-specific features are present, but some are missing.
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Linked fragment stage:
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 20
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 9 17
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ExecutionMode 4 OriginLowerLeft
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Source GLSL 430
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Name 4 "main"
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Name 9 "o_Color"
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Name 13 "u_Texture"
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Name 17 "v_Texcoord"
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Decorate 9(o_Color) Location 0
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Decorate 13(u_Texture) DescriptorSet 0
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Decorate 13(u_Texture) Binding 0
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Decorate 17(v_Texcoord) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Output 7(fvec4)
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9(o_Color): 8(ptr) Variable Output
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10: TypeImage 6(float) 2D sampled format:Unknown
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11: TypeSampledImage 10
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12: TypePointer UniformConstant 11
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13(u_Texture): 12(ptr) Variable UniformConstant
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15: TypeVector 6(float) 2
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16: TypePointer Input 15(fvec2)
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17(v_Texcoord): 16(ptr) Variable Input
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4(main): 2 Function None 3
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5: Label
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14: 11 Load 13(u_Texture)
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18: 15(fvec2) Load 17(v_Texcoord)
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19: 7(fvec4) ImageSampleImplicitLod 14 18
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Store 9(o_Color) 19
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Return
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FunctionEnd
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Project/Tutorial07/Data07/shader.frag
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Project/Tutorial07/Data07/shader.frag
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// Copyright 2016 Intel Corporation All Rights Reserved
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//
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// Intel makes no representations about the suitability of this software for any purpose.
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// THIS SOFTWARE IS PROVIDED ""AS IS."" INTEL SPECIFICALLY DISCLAIMS ALL WARRANTIES,
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// EXPRESS OR IMPLIED, AND ALL LIABILITY, INCLUDING CONSEQUENTIAL AND OTHER INDIRECT DAMAGES,
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// FOR THE USE OF THIS SOFTWARE, INCLUDING LIABILITY FOR INFRINGEMENT OF ANY PROPRIETARY
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// RIGHTS, AND INCLUDING THE WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
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// Intel does not assume any responsibility for any errors which may appear in this software
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// nor any responsibility to update it.
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#version 430
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layout(set=0, binding=0) uniform sampler2D u_Texture;
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layout(location = 0) in vec2 v_Texcoord;
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layout(location = 0) out vec4 o_Color;
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void main() {
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o_Color = texture( u_Texture, v_Texcoord );
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}
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Project/Tutorial07/Data07/shader.vert
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Project/Tutorial07/Data07/shader.vert
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// Copyright 2016 Intel Corporation All Rights Reserved
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//
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// Intel makes no representations about the suitability of this software for any purpose.
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// THIS SOFTWARE IS PROVIDED ""AS IS."" INTEL SPECIFICALLY DISCLAIMS ALL WARRANTIES,
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// EXPRESS OR IMPLIED, AND ALL LIABILITY, INCLUDING CONSEQUENTIAL AND OTHER INDIRECT DAMAGES,
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// FOR THE USE OF THIS SOFTWARE, INCLUDING LIABILITY FOR INFRINGEMENT OF ANY PROPRIETARY
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// RIGHTS, AND INCLUDING THE WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
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// Intel does not assume any responsibility for any errors which may appear in this software
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// nor any responsibility to update it.
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#version 450
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layout(set=0, binding=1) uniform u_UniformBuffer {
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mat4 u_ProjectionMatrix;
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};
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layout(location = 0) in vec4 i_Position;
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layout(location = 1) in vec2 i_Texcoord;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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layout(location = 0) out vec2 v_Texcoord;
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void main() {
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gl_Position = u_ProjectionMatrix * i_Position;
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v_Texcoord = i_Texcoord;
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}
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Project/Tutorial07/Data07/texture.png
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Project/Tutorial07/Data07/vert.spv
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Project/Tutorial07/Data07/vert.spv.txt
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Project/Tutorial07/Data07/vert.spv.txt
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Tutorial07/Data07/shader.vert
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Warning, version 450 is not yet complete; most version-specific features are present, but some are missing.
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Linked vertex stage:
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 32
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 4 "main" 10 21 28 30
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Source GLSL 450
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Name 4 "main"
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Name 8 "gl_PerVertex"
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MemberName 8(gl_PerVertex) 0 "gl_Position"
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Name 10 ""
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Name 14 "u_UniformBuffer"
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MemberName 14(u_UniformBuffer) 0 "u_ProjectionMatrix"
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Name 16 ""
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Name 21 "i_Position"
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Name 28 "v_Texcoord"
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Name 30 "i_Texcoord"
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MemberDecorate 8(gl_PerVertex) 0 BuiltIn Position
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Decorate 8(gl_PerVertex) Block
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MemberDecorate 14(u_UniformBuffer) 0 ColMajor
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MemberDecorate 14(u_UniformBuffer) 0 Offset 0
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MemberDecorate 14(u_UniformBuffer) 0 MatrixStride 16
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Decorate 14(u_UniformBuffer) Block
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Decorate 16 DescriptorSet 0
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Decorate 16 Binding 1
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Decorate 21(i_Position) Location 0
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Decorate 28(v_Texcoord) Location 0
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Decorate 30(i_Texcoord) Location 1
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8(gl_PerVertex): TypeStruct 7(fvec4)
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9: TypePointer Output 8(gl_PerVertex)
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10: 9(ptr) Variable Output
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11: TypeInt 32 1
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12: 11(int) Constant 0
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13: TypeMatrix 7(fvec4) 4
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14(u_UniformBuffer): TypeStruct 13
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15: TypePointer Uniform 14(u_UniformBuffer)
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16: 15(ptr) Variable Uniform
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17: TypePointer Uniform 13
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20: TypePointer Input 7(fvec4)
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21(i_Position): 20(ptr) Variable Input
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24: TypePointer Output 7(fvec4)
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26: TypeVector 6(float) 2
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27: TypePointer Output 26(fvec2)
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28(v_Texcoord): 27(ptr) Variable Output
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29: TypePointer Input 26(fvec2)
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30(i_Texcoord): 29(ptr) Variable Input
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4(main): 2 Function None 3
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5: Label
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18: 17(ptr) AccessChain 16 12
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19: 13 Load 18
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22: 7(fvec4) Load 21(i_Position)
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23: 7(fvec4) MatrixTimesVector 19 22
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25: 24(ptr) AccessChain 10 12
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Store 25 23
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31: 26(fvec2) Load 30(i_Texcoord)
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Store 28(v_Texcoord) 31
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Return
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FunctionEnd
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