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Patch triangle fixes into occlusion

master
Brian Ho 5 年之前
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4e653cfd62
共有 4 個文件被更改,包括 4 次插入11 次删除
  1. 2
    5
      Makefile
  2. 2
    2
      occlusion.cc
  3. 0
    1
      occlusion.frag
  4. 0
    3
      occlusion.vert

+ 2
- 5
Makefile 查看文件

@@ -50,12 +50,9 @@ shaders:
@glslc -c ${NAME}.frag

clean: check
@rm -f ${NAME}
@rm -f ${NAME}.png
@rm -f ${NAME}.vert.spv
@rm -f ${NAME}.frag.spv
@rm -f ${NAME} ${NAME}.png ${NAME}.vert.spv ${NAME}.frag.spv
ifneq ($(target), local)
@ssh $(SSH_DUT) 'rm -f ~/${NAME} ~/${NAME}.png'
@ssh $(SSH_DUT) 'rm -f ~/${NAME} ~/${NAME}.png ~/${NAME}.vert.spv ~/${NAME}.frag.spv'
endif

check:

+ 2
- 2
occlusion.cc 查看文件

@@ -393,7 +393,7 @@ uint32_t FindMemoryType(uint32_t valid_image_memory_types,
VkMemoryPropertyFlags memory_property_flags) {
for (uint32_t i = 0; i < device_memory_properties.memoryTypeCount; i++) {
// We don't care about performance, so just choose the first mappable memory type.
if ((valid_image_memory_types % (1 << i)) &&
if ((valid_image_memory_types & (1 << i)) &&
((device_memory_properties.memoryTypes[i].propertyFlags & memory_property_flags) ==
memory_property_flags)) {
return i;
@@ -432,7 +432,7 @@ VkDeviceMemory AllocateAndBindMemory(VkPhysicalDevice physical_device, VkDevice

inline VkDeviceMemory AllocateAndBindRenderMemory(VkPhysicalDevice physical_device,
VkDevice device, VkImage image) {
return AllocateAndBindMemory(physical_device, device, image, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);
return AllocateAndBindMemory(physical_device, device, image, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
}

inline VkDeviceMemory AllocateAndBindScanoutMemory(VkPhysicalDevice physical_device,

+ 0
- 1
occlusion.frag 查看文件

@@ -1,5 +1,4 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(location = 0) out vec4 outColor;


+ 0
- 3
occlusion.vert 查看文件

@@ -1,7 +1,4 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(location = 0) out vec3 fragColor;

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

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