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// Create and Allocate a Buffer
static int CreateBuffer(uint64_t size, VkBufferUsageFlagBits usage, VkBuffer* pBuffer, VkDeviceMemory* pDevMemory)
{
	// Setup The Buffer information
	VkBufferCreateInfo bufferInfo = {};
	bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
	bufferInfo.usage = usage;
	bufferInfo.size = size;
	bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;

	// Create a Buffer
	VkBuffer buffer;
	VkResult res = vkCreateBuffer(_VkSystem.device, &bufferInfo, 0, &buffer);
	if (res != VK_SUCCESS)
		return 1;

	// Get the Memory Requirements for the buffer
	VkMemoryRequirements memoryReq;
	vkGetBufferMemoryRequirements(_VkSystem.device, buffer, &memoryReq);

	uint32_t typeIndex = FindMemoryType(memoryReq.memoryTypeBits, (VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT));
	if (typeIndex == -1)
		DebugBreak();

	// Setup Memory Allocation Information
	VkMemoryAllocateInfo allocInfo = {};
	allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
	allocInfo.allocationSize = memoryReq.size;
	allocInfo.memoryTypeIndex = typeIndex;

	// Allocate device memory
	VkDeviceMemory devMemory = {};
	res = vkAllocateMemory(_VkSystem.device, &allocInfo, 0, &devMemory);
	if (res != VK_SUCCESS)
		return 1;

	// Bind the Buffer to our Device Memory
	res = vkBindBufferMemory(_VkSystem.device, buffer, devMemory, 0);
	if (res != VK_SUCCESS)
		return 1;

	*pBuffer = buffer;
	*pDevMemory = devMemory;

	return res;
}




----------------------

#version 450

// vertices
layout(location=0)in vec2 pos;
// offset (position basically)
//layout(location=1)in vec2 offset;

#if 0
// uv
layout(location=2)in vec2 uvIn;
layout(location=5)out vec2 uv;
// texIdx
layout(location=3)in float texIdx;
layout(location=6)out float texIdxOut;
// size
layout(location=4)in vec2 size;
#endif
layout (set=0, binding = 0) uniform Block
{
// camera
vec2 camera;
// resolution (for scaling from pixels to NDC)
//vec2 pixelsToNdc;
};


vec2 positions[3] = vec2[](
vec2(0.0,-0.5),
vec2(0.5,0.5),
vec2(-0.5,0.5)
);

void main()
{
#if 0
    texIdxOut = texIdx;
    // set UV
    uv = uvIn;
    // set size of the object (square only)
	vec2 newPos = (pos.xy*(vec2(64,64)*0.5));
    //make 0,0 be the Top Left of the object drawn
	newPos.xy -= vec2(-64,64)*0.5;
    // offset position
     newPos += vec2(offset.x,offset.y);
    // offset camera
	 newPos += camera;
    // scale to the resolution (so positions can be in pixels)
	newPos *= pixelsToNdc;
    // make (0,0) Top Left
	newPos -= vec2(1,-1);
    gl_Position = vec4(newPos,1.0,1.0);
	#endif
    vec2 test = pos + camera;
	gl_Position = vec4(test,1,1);
}