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armorpaint/base/sources/backends/vulkan_gpu.h
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#pragma once
#include <stdbool.h>
#include <stdint.h>
#include <assert.h>
#include <vulkan/vulkan.h>
#include <vulkan/vulkan_core.h>
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typedef struct gpu_pipeline_impl {
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VkPipeline pipeline;
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VkPipelineLayout pipeline_layout;
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} gpu_pipeline_impl_t;
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typedef struct {
char *source;
int length;
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} gpu_shader_impl_t;
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typedef struct {
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VkImage image;
VkDeviceMemory mem;
VkImageView view;
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bool has_storage_bit;
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} gpu_texture_impl_t;
typedef struct {
VkBuffer buf;
VkDeviceMemory mem;
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} gpu_buffer_impl_t;
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typedef struct {
VkPipeline pipeline;
VkPipelineLayout pipeline_layout;
VkDescriptorSet descriptor_set;
VkDescriptorSetLayout descriptor_set_layout;
VkBuffer raygen_shader_binding_table;
VkBuffer miss_shader_binding_table;
VkBuffer hit_shader_binding_table;
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} gpu_raytrace_pipeline_impl_t;
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typedef struct {
VkAccelerationStructureKHR top_level_acceleration_structure;
VkAccelerationStructureKHR bottom_level_acceleration_structure[16];
uint64_t top_level_acceleration_structure_handle;
uint64_t bottom_level_acceleration_structure_handle[16];
VkBuffer bottom_level_buffer[16];
VkDeviceMemory bottom_level_mem[16];
VkBuffer top_level_buffer;
VkDeviceMemory top_level_mem;
VkBuffer instances_buffer;
VkDeviceMemory instances_mem;
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} gpu_raytrace_acceleration_structure_impl_t;