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Added KHRCreateRenderpass2ExtensionName to requiredDeviceExtension to… #266
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@@ -520,13 +520,24 @@ Modifying the structure to suit the fragment shader is easy: | |
| vk::PipelineShaderStageCreateInfo fragShaderStageInfo{ .stage = vk::ShaderStageFlagBits::eFragment, .module = shaderModule, .pName = "fragMain" }; | ||
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| Finish by defining an array that contains these two structs, which we'll later use to reference them in the actual pipeline creation step. | ||
| Defining an array that contains these two structs, which we'll later use to reference them in the actual pipeline creation step. | ||
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| [,c++] | ||
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| vk::PipelineShaderStageCreateInfo shaderStages[] = {vertShaderStageInfo, fragShaderStageInfo}; | ||
| ---- | ||
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| Finish by adding DrawParameters to the deviceExtensions. Otherwise the | ||
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Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. That's not a good explanation. Can you rephrase this so people understand why this is required when using Slang?
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Barely :-) I've just started learning Vulkan - working through the tutorial, fixing things here and there to get it working. What I can offer is to do some more research and come up with a better explanation. However, I can't make it tonight.
Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Might be better to open issues for stuff like that instead. We'll then take a look and add a proper explanation.
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Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. OK, I'll cancel this PR. |
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| validation layers will complain: | ||
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| [,c++] | ||
| ---- | ||
| std::vector<const char*> deviceExtensions = { | ||
| ... | ||
| vk::KHRShaderDrawParametersExtensionName | ||
| }; | ||
| ---- | ||
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| That's all there is describing the programmable stages of the pipeline. | ||
| In the xref:./02_Fixed_functions.adoc[next chapter,] we'll look at the fixed-function stages. | ||
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Only
VK_KHR_shader_draw_parametersshould be required. I don't think we need renderpass2 as that's core since 1.2 and we use 1.4.There was a problem hiding this comment.
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I can remove it, however it was there originally. I'll test if the validation layer complains.
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Sry my bad. If it was there, just leave it in place. I'm addressing extensions in #260