first little steps
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2 changed files with 28 additions and 22 deletions
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@ -25,6 +25,7 @@ import Devices
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import Types
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import Memory
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import Util
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import Control.Exception (bracket, bracket_)
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frameOverlap :: Int
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frameOverlap = 2
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@ -275,7 +276,8 @@ recordCommandBuffer
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deviceProps
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scenePointer <- VMA.mapMemory allocator (bufferAllocation sceneParameterBuffer)
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liftIO $ VMA.withMappedMemory allocator (bufferAllocation sceneParameterBuffer) bracket $
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\scenePointer ->
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-- dataPointer <- liftIO $ new scenePointer
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@ -298,7 +300,7 @@ recordCommandBuffer
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-- test <- peek (castPtr scenePointer :: Ptr GPUSceneData)
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-- print test
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VMA.unmapMemory allocator (bufferAllocation sceneParameterBuffer)
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-- VMA.unmapMemory allocator (bufferAllocation sceneParameterBuffer)
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renderObjects <- (liftIO . STM.atomically . STM.readTMVar) =<< asks renderables
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meshMap <- (liftIO . STM.atomically . STM.readTMVar) =<< asks meshLibrary
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@ -330,11 +332,15 @@ recordCommandBuffer
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mesh = meshMap M.! meshID
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material = materialMap M.! materialID
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memoryPointer <- VMA.mapMemory allocator (bufferAllocation $ frameCameraBuffer frame)
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liftIO $ VMA.withMappedMemory
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allocator
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(bufferAllocation $ frameCameraBuffer frame)
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bracket
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$ \memoryPointer ->
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liftIO $ poke (castPtr memoryPointer) cameraData
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VMA.unmapMemory allocator (bufferAllocation $ frameCameraBuffer frame)
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-- VMA.unmapMemory allocator (bufferAllocation $ frameCameraBuffer frame)
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Vk.cmdBindPipeline commandBuffer Vk.PIPELINE_BIND_POINT_GRAPHICS (materialPipeline material)
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@ -203,7 +203,7 @@ initDescriptors device = do
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0
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sceneBind = descriptorsetLayoutBinding
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Vk.DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
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(Vk.SHADER_STAGE_VERTEX_BIT .|. Vk.SHADER_STAGE_FRAGMENT_BIT)
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Vk.SHADER_STAGE_FRAGMENT_BIT
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1
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objectBind = descriptorsetLayoutBinding
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Vk.DESCRIPTOR_TYPE_STORAGE_BUFFER
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