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triangle.cpp

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  • triangle.cpp 56.89 KiB
    /*
    * Vulkan Example - Basic indexed triangle rendering
    *
    * Note:
    *	This is a "pedal to the metal" example to show off how to get Vulkan up an displaying something
    *	Contrary to the other examples, this one won't make use of helper functions or initializers
    *	Except in a few cases (swap chain setup e.g.)
    *
    * Copyright (C) 2016-2017 by Sascha Willems - www.saschawillems.de
    *
    * This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
    */
    
    #include <stdio.h>
    #include <stdlib.h>
    #include <string.h>
    #include <assert.h>
    #include <fstream>
    #include <vector>
    #include <exception>
    
    #define GLM_FORCE_RADIANS
    #define GLM_FORCE_DEPTH_ZERO_TO_ONE
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp>
    
    #include <vulkan/vulkan.h>
    #include "vulkanexamplebase.h"
    
    // Set to "true" to enable Vulkan's validation layers (see vulkandebug.cpp for details)
    #define ENABLE_VALIDATION false
    // Set to "true" to use staging buffers for uploading vertex and index data to device local memory
    // See "prepareVertices" for details on what's staging and on why to use it
    #define USE_STAGING true
    
    class VulkanExample : public VulkanExampleBase
    {
    public:
    	// Vertex layout used in this example
    	struct Vertex {
    		float position[3];
    		float color[3];
    	};
    
    	// Vertex buffer and attributes
    	struct {
    		VkDeviceMemory memory; // Handle to the device memory for this buffer
    		VkBuffer buffer;       // Handle to the Vulkan buffer object that the memory is bound to
    	} vertices;
    
    	// Index buffer
    	struct {
    		VkDeviceMemory memory;
    		VkBuffer buffer;
    		uint32_t count;
    	} indices;
    
    	// Uniform buffer block object
    	struct {
    		VkDeviceMemory memory;
    		VkBuffer buffer;
    		VkDescriptorBufferInfo descriptor;
    	}  uniformBufferVS;
    
    	// For simplicity we use the same uniform block layout as in the shader:
    	//
    	//	layout(set = 0, binding = 0) uniform UBO
    	//	{
    	//		mat4 projectionMatrix;
    	//		mat4 modelMatrix;
    	//		mat4 viewMatrix;
    	//	} ubo;
    	//
    	// This way we can just memcopy the ubo data to the ubo
    	// Note: You should use data types that align with the GPU in order to avoid manual padding (vec4, mat4)
    	struct {
    		glm::mat4 projectionMatrix;
    		glm::mat4 modelMatrix;
    		glm::mat4 viewMatrix;
    	} uboVS;
    
    	// The pipeline layout is used by a pipeline to access the descriptor sets
    	// It defines interface (without binding any actual data) between the shader stages used by the pipeline and the shader resources
    	// A pipeline layout can be shared among multiple pipelines as long as their interfaces match
    	VkPipelineLayout pipelineLayout;
    
    	// Pipelines (often called "pipeline state objects") are used to bake all states that affect a pipeline
    	// While in OpenGL every state can be changed at (almost) any time, Vulkan requires to layout the graphics (and compute) pipeline states upfront
    	// So for each combination of non-dynamic pipeline states you need a new pipeline (there are a few exceptions to this not discussed here)
    	// Even though this adds a new dimension of planing ahead, it's a great opportunity for performance optimizations by the driver
    	VkPipeline pipeline;
    
    	// The descriptor set layout describes the shader binding layout (without actually referencing descriptor)
    	// Like the pipeline layout it's pretty much a blueprint and can be used with different descriptor sets as long as their layout matches
    	VkDescriptorSetLayout descriptorSetLayout;
    
    	// The descriptor set stores the resources bound to the binding points in a shader
    	// It connects the binding points of the different shaders with the buffers and images used for those bindings
    	VkDescriptorSet descriptorSet;
    
    
    	// Synchronization primitives
    	// Synchronization is an important concept of Vulkan that OpenGL mostly hid away. Getting this right is crucial to using Vulkan.
    
    	// Semaphores
    	// Used to coordinate operations within the graphics queue and ensure correct command ordering
    	VkSemaphore presentCompleteSemaphore;
    	VkSemaphore renderCompleteSemaphore;
    
    	// Fences
    	// Used to check the completion of queue operations (e.g. command buffer execution)
    	std::vector<VkFence> waitFences;
    
    	VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
    	{
    		title = "Vulkan Example - Basic indexed triangle";
    		// To keep things simple, we don't use the UI overlay
    		settings.overlay = false;
    		// Setup a default look-at camera
    		camera.type = Camera::CameraType::lookat;
    		camera.setPosition(glm::vec3(0.0f, 0.0f, -2.5f));
    		camera.setRotation(glm::vec3(0.0f));
    		camera.setPerspective(60.0f, (float)width / (float)height, 1.0f, 256.0f);
    		// Values not set here are initialized in the base class constructor
    	}
    
    	~VulkanExample()
    	{
    		// Clean up used Vulkan resources
    		// Note: Inherited destructor cleans up resources stored in base class
    		vkDestroyPipeline(device, pipeline, nullptr);
    
    		vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
    		vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
    
    		vkDestroyBuffer(device, vertices.buffer, nullptr);
    		vkFreeMemory(device, vertices.memory, nullptr);
    
    		vkDestroyBuffer(device, indices.buffer, nullptr);
    		vkFreeMemory(device, indices.memory, nullptr);
    
    		vkDestroyBuffer(device, uniformBufferVS.buffer, nullptr);
    		vkFreeMemory(device, uniformBufferVS.memory, nullptr);
    
    		vkDestroySemaphore(device, presentCompleteSemaphore, nullptr);
    		vkDestroySemaphore(device, renderCompleteSemaphore, nullptr);
    
    		for (auto& fence : waitFences)
    		{
    			vkDestroyFence(device, fence, nullptr);
    		}
    	}
    
    	// This function is used to request a device memory type that supports all the property flags we request (e.g. device local, host visible)
    	// Upon success it will return the index of the memory type that fits our requested memory properties
    	// This is necessary as implementations can offer an arbitrary number of memory types with different
    	// memory properties.
    	// You can check http://vulkan.gpuinfo.org/ for details on different memory configurations
    	uint32_t getMemoryTypeIndex(uint32_t typeBits, VkMemoryPropertyFlags properties)
    	{
    		// Iterate over all memory types available for the device used in this example
    		for (uint32_t i = 0; i < deviceMemoryProperties.memoryTypeCount; i++)
    		{
    			if ((typeBits & 1) == 1)
    			{
    				if ((deviceMemoryProperties.memoryTypes[i].propertyFlags & properties) == properties)
    				{
    					return i;
    				}
    			}
    			typeBits >>= 1;
    		}
    
    		throw "Could not find a suitable memory type!";
    	}
    
    	// Create the Vulkan synchronization primitives used in this example
    	void prepareSynchronizationPrimitives()
    	{
    		// Semaphores (Used for correct command ordering)
    		VkSemaphoreCreateInfo semaphoreCreateInfo = {};
    		semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
    		semaphoreCreateInfo.pNext = nullptr;
    
    		// Semaphore used to ensures that image presentation is complete before starting to submit again
    		VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &presentCompleteSemaphore));
    
    		// Semaphore used to ensures that all commands submitted have been finished before submitting the image to the queue
    		VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &renderCompleteSemaphore));
    
    		// Fences (Used to check draw command buffer completion)
    		VkFenceCreateInfo fenceCreateInfo = {};
    		fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
    		// Create in signaled state so we don't wait on first render of each command buffer
    		fenceCreateInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
    		waitFences.resize(drawCmdBuffers.size());
    		for (auto& fence : waitFences)
    		{
    			VK_CHECK_RESULT(vkCreateFence(device, &fenceCreateInfo, nullptr, &fence));
    		}
    	}
    
    	// Get a new command buffer from the command pool
    	// If begin is true, the command buffer is also started so we can start adding commands
    	VkCommandBuffer getCommandBuffer(bool begin)
    	{
    		VkCommandBuffer cmdBuffer;
    
    		VkCommandBufferAllocateInfo cmdBufAllocateInfo = {};
    		cmdBufAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
    		cmdBufAllocateInfo.commandPool = cmdPool;
    		cmdBufAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
    		cmdBufAllocateInfo.commandBufferCount = 1;
    
    		VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &cmdBuffer));
    
    		// If requested, also start the new command buffer
    		if (begin)
    		{
    			VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
    			VK_CHECK_RESULT(vkBeginCommandBuffer(cmdBuffer, &cmdBufInfo));
    		}
    
    		return cmdBuffer;
    	}
    
    	// End the command buffer and submit it to the queue
    	// Uses a fence to ensure command buffer has finished executing before deleting it
    	void flushCommandBuffer(VkCommandBuffer commandBuffer)
    	{
    		assert(commandBuffer != VK_NULL_HANDLE);
    
    		VK_CHECK_RESULT(vkEndCommandBuffer(commandBuffer));
    
    		VkSubmitInfo submitInfo = {};
    		submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
    		submitInfo.commandBufferCount = 1;
    		submitInfo.pCommandBuffers = &commandBuffer;
    
    		// Create fence to ensure that the command buffer has finished executing
    		VkFenceCreateInfo fenceCreateInfo = {};
    		fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
    		fenceCreateInfo.flags = 0;
    		VkFence fence;
    		VK_CHECK_RESULT(vkCreateFence(device, &fenceCreateInfo, nullptr, &fence));
    
    		// Submit to the queue
    		VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, fence));
    		// Wait for the fence to signal that command buffer has finished executing
    		VK_CHECK_RESULT(vkWaitForFences(device, 1, &fence, VK_TRUE, DEFAULT_FENCE_TIMEOUT));
    
    		vkDestroyFence(device, fence, nullptr);
    		vkFreeCommandBuffers(device, cmdPool, 1, &commandBuffer);
    	}
    
    	// Build separate command buffers for every framebuffer image
    	// Unlike in OpenGL all rendering commands are recorded once into command buffers that are then resubmitted to the queue
    	// This allows to generate work upfront and from multiple threads, one of the biggest advantages of Vulkan
    	void buildCommandBuffers()
    	{
    		VkCommandBufferBeginInfo cmdBufInfo = {};
    		cmdBufInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
    		cmdBufInfo.pNext = nullptr;
    
    		// Set clear values for all framebuffer attachments with loadOp set to clear
    		// We use two attachments (color and depth) that are cleared at the start of the subpass and as such we need to set clear values for both
    		VkClearValue clearValues[2];
    		clearValues[0].color = { { 0.0f, 0.0f, 0.2f, 1.0f } };
    		clearValues[1].depthStencil = { 1.0f, 0 };
    
    		VkRenderPassBeginInfo renderPassBeginInfo = {};
    		renderPassBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
    		renderPassBeginInfo.pNext = nullptr;
    		renderPassBeginInfo.renderPass = renderPass;
    		renderPassBeginInfo.renderArea.offset.x = 0;
    		renderPassBeginInfo.renderArea.offset.y = 0;
    		renderPassBeginInfo.renderArea.extent.width = width;
    		renderPassBeginInfo.renderArea.extent.height = height;
    		renderPassBeginInfo.clearValueCount = 2;
    		renderPassBeginInfo.pClearValues = clearValues;
    
    		for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
    		{
    			// Set target frame buffer
    			renderPassBeginInfo.framebuffer = frameBuffers[i];
    
    			VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
    
    			// Start the first sub pass specified in our default render pass setup by the base class
    			// This will clear the color and depth attachment
    			vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
    
    			// Update dynamic viewport state
    			VkViewport viewport = {};
    			viewport.height = (float)height;
    			viewport.width = (float)width;
    			viewport.minDepth = (float) 0.0f;
    			viewport.maxDepth = (float) 1.0f;
    			vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
    
    			// Update dynamic scissor state
    			VkRect2D scissor = {};
    			scissor.extent.width = width;
    			scissor.extent.height = height;
    			scissor.offset.x = 0;
    			scissor.offset.y = 0;
    			vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
    
    			// Bind descriptor sets describing shader binding points
    			vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
    
    			// Bind the rendering pipeline
    			// The pipeline (state object) contains all states of the rendering pipeline, binding it will set all the states specified at pipeline creation time
    			vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
    
    			// Bind triangle vertex buffer (contains position and colors)
    			VkDeviceSize offsets[1] = { 0 };
    			vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &vertices.buffer, offsets);
    
    			// Bind triangle index buffer
    			vkCmdBindIndexBuffer(drawCmdBuffers[i], indices.buffer, 0, VK_INDEX_TYPE_UINT32);
    
    			// Draw indexed triangle
    			vkCmdDrawIndexed(drawCmdBuffers[i], indices.count, 1, 0, 0, 1);
    
    			vkCmdEndRenderPass(drawCmdBuffers[i]);
    
    			// Ending the render pass will add an implicit barrier transitioning the frame buffer color attachment to
    			// VK_IMAGE_LAYOUT_PRESENT_SRC_KHR for presenting it to the windowing system
    
    			VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
    		}
    	}
    
    	void draw()
    	{
    		// Get next image in the swap chain (back/front buffer)
    		VK_CHECK_RESULT(swapChain.acquireNextImage(presentCompleteSemaphore, &currentBuffer));
    
    		// Use a fence to wait until the command buffer has finished execution before using it again
    		VK_CHECK_RESULT(vkWaitForFences(device, 1, &waitFences[currentBuffer], VK_TRUE, UINT64_MAX));
    		VK_CHECK_RESULT(vkResetFences(device, 1, &waitFences[currentBuffer]));
    
    		// Pipeline stage at which the queue submission will wait (via pWaitSemaphores)
    		VkPipelineStageFlags waitStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
    		// The submit info structure specifies a command buffer queue submission batch
    		VkSubmitInfo submitInfo = {};
    		submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
    		submitInfo.pWaitDstStageMask = &waitStageMask;               // Pointer to the list of pipeline stages that the semaphore waits will occur at
    		submitInfo.pWaitSemaphores = &presentCompleteSemaphore;      // Semaphore(s) to wait upon before the submitted command buffer starts executing
    		submitInfo.waitSemaphoreCount = 1;                           // One wait semaphore
    		submitInfo.pSignalSemaphores = &renderCompleteSemaphore;     // Semaphore(s) to be signaled when command buffers have completed
    		submitInfo.signalSemaphoreCount = 1;                         // One signal semaphore
    		submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; // Command buffers(s) to execute in this batch (submission)
    		submitInfo.commandBufferCount = 1;                           // One command buffer
    
    		// Submit to the graphics queue passing a wait fence
    		VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, waitFences[currentBuffer]));
    
    		// Present the current buffer to the swap chain
    		// Pass the semaphore signaled by the command buffer submission from the submit info as the wait semaphore for swap chain presentation
    		// This ensures that the image is not presented to the windowing system until all commands have been submitted
    		VkResult present = swapChain.queuePresent(queue, currentBuffer, renderCompleteSemaphore);
    		if (!((present == VK_SUCCESS) || (present == VK_SUBOPTIMAL_KHR))) {
    			VK_CHECK_RESULT(present);
    		}
    
    	}
    
    	// Prepare vertex and index buffers for an indexed triangle
    	// Also uploads them to device local memory using staging and initializes vertex input and attribute binding to match the vertex shader
    	void prepareVertices(bool useStagingBuffers)
    	{
    		// A note on memory management in Vulkan in general:
    		//	This is a very complex topic and while it's fine for an example application to small individual memory allocations that is not
    		//	what should be done a real-world application, where you should allocate large chunks of memory at once instead.
    
    		// Setup vertices
    		std::vector<Vertex> vertexBuffer =
    		{
    			{ {  1.0f,  1.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
    			{ { -1.0f,  1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f } },
    			{ {  0.0f, -1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } }
    		};
    		uint32_t vertexBufferSize = static_cast<uint32_t>(vertexBuffer.size()) * sizeof(Vertex);
    
    		// Setup indices
    		std::vector<uint32_t> indexBuffer = { 0, 1, 2 };
    		indices.count = static_cast<uint32_t>(indexBuffer.size());
    		uint32_t indexBufferSize = indices.count * sizeof(uint32_t);
    
    		VkMemoryAllocateInfo memAlloc = {};
    		memAlloc.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
    		VkMemoryRequirements memReqs;
    
    		void *data;
    
    		if (useStagingBuffers)
    		{
    			// Static data like vertex and index buffer should be stored on the device memory
    			// for optimal (and fastest) access by the GPU
    			//
    			// To achieve this we use so-called "staging buffers" :
    			// - Create a buffer that's visible to the host (and can be mapped)
    			// - Copy the data to this buffer
    			// - Create another buffer that's local on the device (VRAM) with the same size
    			// - Copy the data from the host to the device using a command buffer
    			// - Delete the host visible (staging) buffer
    			// - Use the device local buffers for rendering
    
    			struct StagingBuffer {
    				VkDeviceMemory memory;
    				VkBuffer buffer;
    			};
    
    			struct {
    				StagingBuffer vertices;
    				StagingBuffer indices;
    			} stagingBuffers;
    
    			// Vertex buffer
    			VkBufferCreateInfo vertexBufferInfo = {};
    			vertexBufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
    			vertexBufferInfo.size = vertexBufferSize;
    			// Buffer is used as the copy source
    			vertexBufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
    			// Create a host-visible buffer to copy the vertex data to (staging buffer)
    			VK_CHECK_RESULT(vkCreateBuffer(device, &vertexBufferInfo, nullptr, &stagingBuffers.vertices.buffer));
    			vkGetBufferMemoryRequirements(device, stagingBuffers.vertices.buffer, &memReqs);
    			memAlloc.allocationSize = memReqs.size;
    			// Request a host visible memory type that can be used to copy our data do
    			// Also request it to be coherent, so that writes are visible to the GPU right after unmapping the buffer
    			memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
    			VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &stagingBuffers.vertices.memory));
    			// Map and copy
    			VK_CHECK_RESULT(vkMapMemory(device, stagingBuffers.vertices.memory, 0, memAlloc.allocationSize, 0, &data));
    			memcpy(data, vertexBuffer.data(), vertexBufferSize);
    			vkUnmapMemory(device, stagingBuffers.vertices.memory);
    			VK_CHECK_RESULT(vkBindBufferMemory(device, stagingBuffers.vertices.buffer, stagingBuffers.vertices.memory, 0));
    
    			// Create a device local buffer to which the (host local) vertex data will be copied and which will be used for rendering
    			vertexBufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
    			VK_CHECK_RESULT(vkCreateBuffer(device, &vertexBufferInfo, nullptr, &vertices.buffer));
    			vkGetBufferMemoryRequirements(device, vertices.buffer, &memReqs);
    			memAlloc.allocationSize = memReqs.size;
    			memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
    			VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &vertices.memory));
    			VK_CHECK_RESULT(vkBindBufferMemory(device, vertices.buffer, vertices.memory, 0));
    
    			// Index buffer
    			VkBufferCreateInfo indexbufferInfo = {};
    			indexbufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
    			indexbufferInfo.size = indexBufferSize;
    			indexbufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
    			// Copy index data to a buffer visible to the host (staging buffer)
    			VK_CHECK_RESULT(vkCreateBuffer(device, &indexbufferInfo, nullptr, &stagingBuffers.indices.buffer));
    			vkGetBufferMemoryRequirements(device, stagingBuffers.indices.buffer, &memReqs);
    			memAlloc.allocationSize = memReqs.size;
    			memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
    			VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &stagingBuffers.indices.memory));
    			VK_CHECK_RESULT(vkMapMemory(device, stagingBuffers.indices.memory, 0, indexBufferSize, 0, &data));
    			memcpy(data, indexBuffer.data(), indexBufferSize);
    			vkUnmapMemory(device, stagingBuffers.indices.memory);
    			VK_CHECK_RESULT(vkBindBufferMemory(device, stagingBuffers.indices.buffer, stagingBuffers.indices.memory, 0));
    
    			// Create destination buffer with device only visibility
    			indexbufferInfo.usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
    			VK_CHECK_RESULT(vkCreateBuffer(device, &indexbufferInfo, nullptr, &indices.buffer));
    			vkGetBufferMemoryRequirements(device, indices.buffer, &memReqs);
    			memAlloc.allocationSize = memReqs.size;
    			memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
    			VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &indices.memory));
    			VK_CHECK_RESULT(vkBindBufferMemory(device, indices.buffer, indices.memory, 0));
    
    			// Buffer copies have to be submitted to a queue, so we need a command buffer for them
    			// Note: Some devices offer a dedicated transfer queue (with only the transfer bit set) that may be faster when doing lots of copies
    			VkCommandBuffer copyCmd = getCommandBuffer(true);
    
    			// Put buffer region copies into command buffer
    			VkBufferCopy copyRegion = {};
    
    			// Vertex buffer
    			copyRegion.size = vertexBufferSize;
    			vkCmdCopyBuffer(copyCmd, stagingBuffers.vertices.buffer, vertices.buffer, 1, &copyRegion);
    			// Index buffer
    			copyRegion.size = indexBufferSize;
    			vkCmdCopyBuffer(copyCmd, stagingBuffers.indices.buffer, indices.buffer,	1, &copyRegion);
    
    			// Flushing the command buffer will also submit it to the queue and uses a fence to ensure that all commands have been executed before returning
    			flushCommandBuffer(copyCmd);
    
    			// Destroy staging buffers
    			// Note: Staging buffer must not be deleted before the copies have been submitted and executed
    			vkDestroyBuffer(device, stagingBuffers.vertices.buffer, nullptr);
    			vkFreeMemory(device, stagingBuffers.vertices.memory, nullptr);
    			vkDestroyBuffer(device, stagingBuffers.indices.buffer, nullptr);
    			vkFreeMemory(device, stagingBuffers.indices.memory, nullptr);
    		}
    		else
    		{
    			// Don't use staging
    			// Create host-visible buffers only and use these for rendering. This is not advised and will usually result in lower rendering performance
    
    			// Vertex buffer
    			VkBufferCreateInfo vertexBufferInfo = {};
    			vertexBufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
    			vertexBufferInfo.size = vertexBufferSize;
    			vertexBufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
    
    			// Copy vertex data to a buffer visible to the host
    			VK_CHECK_RESULT(vkCreateBuffer(device, &vertexBufferInfo, nullptr, &vertices.buffer));
    			vkGetBufferMemoryRequirements(device, vertices.buffer, &memReqs);
    			memAlloc.allocationSize = memReqs.size;
    			// VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT is host visible memory, and VK_MEMORY_PROPERTY_HOST_COHERENT_BIT makes sure writes are directly visible
    			memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
    			VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &vertices.memory));
    			VK_CHECK_RESULT(vkMapMemory(device, vertices.memory, 0, memAlloc.allocationSize, 0, &data));
    			memcpy(data, vertexBuffer.data(), vertexBufferSize);
    			vkUnmapMemory(device, vertices.memory);
    			VK_CHECK_RESULT(vkBindBufferMemory(device, vertices.buffer, vertices.memory, 0));
    
    			// Index buffer
    			VkBufferCreateInfo indexbufferInfo = {};
    			indexbufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
    			indexbufferInfo.size = indexBufferSize;
    			indexbufferInfo.usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
    
    			// Copy index data to a buffer visible to the host
    			VK_CHECK_RESULT(vkCreateBuffer(device, &indexbufferInfo, nullptr, &indices.buffer));
    			vkGetBufferMemoryRequirements(device, indices.buffer, &memReqs);
    			memAlloc.allocationSize = memReqs.size;
    			memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
    			VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &indices.memory));
    			VK_CHECK_RESULT(vkMapMemory(device, indices.memory, 0, indexBufferSize, 0, &data));
    			memcpy(data, indexBuffer.data(), indexBufferSize);
    			vkUnmapMemory(device, indices.memory);
    			VK_CHECK_RESULT(vkBindBufferMemory(device, indices.buffer, indices.memory, 0));
    		}
    	}
    
    	void setupDescriptorPool()
    	{
    		// We need to tell the API the number of max. requested descriptors per type
    		VkDescriptorPoolSize typeCounts[1];
    		// This example only uses one descriptor type (uniform buffer) and only requests one descriptor of this type
    		typeCounts[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
    		typeCounts[0].descriptorCount = 1;
    		// For additional types you need to add new entries in the type count list
    		// E.g. for two combined image samplers :
    		// typeCounts[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
    		// typeCounts[1].descriptorCount = 2;
    
    		// Create the global descriptor pool
    		// All descriptors used in this example are allocated from this pool
    		VkDescriptorPoolCreateInfo descriptorPoolInfo = {};
    		descriptorPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
    		descriptorPoolInfo.pNext = nullptr;
    		descriptorPoolInfo.poolSizeCount = 1;
    		descriptorPoolInfo.pPoolSizes = typeCounts;
    		// Set the max. number of descriptor sets that can be requested from this pool (requesting beyond this limit will result in an error)
    		descriptorPoolInfo.maxSets = 1;
    
    		VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
    	}
    
    	void setupDescriptorSetLayout()
    	{
    		// Setup layout of descriptors used in this example
    		// Basically connects the different shader stages to descriptors for binding uniform buffers, image samplers, etc.
    		// So every shader binding should map to one descriptor set layout binding
    
    		// Binding 0: Uniform buffer (Vertex shader)
    		VkDescriptorSetLayoutBinding layoutBinding = {};
    		layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
    		layoutBinding.descriptorCount = 1;
    		layoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
    		layoutBinding.pImmutableSamplers = nullptr;
    
    		VkDescriptorSetLayoutCreateInfo descriptorLayout = {};
    		descriptorLayout.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
    		descriptorLayout.pNext = nullptr;
    		descriptorLayout.bindingCount = 1;
    		descriptorLayout.pBindings = &layoutBinding;
    
    		VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
    
    		// Create the pipeline layout that is used to generate the rendering pipelines that are based on this descriptor set layout
    		// In a more complex scenario you would have different pipeline layouts for different descriptor set layouts that could be reused
    		VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = {};
    		pPipelineLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
    		pPipelineLayoutCreateInfo.pNext = nullptr;
    		pPipelineLayoutCreateInfo.setLayoutCount = 1;
    		pPipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayout;
    
    		VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
    	}
    
    	void setupDescriptorSet()
    	{
    		// Allocate a new descriptor set from the global descriptor pool
    		VkDescriptorSetAllocateInfo allocInfo = {};
    		allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
    		allocInfo.descriptorPool = descriptorPool;
    		allocInfo.descriptorSetCount = 1;
    		allocInfo.pSetLayouts = &descriptorSetLayout;
    
    		VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
    
    		// Update the descriptor set determining the shader binding points
    		// For every binding point used in a shader there needs to be one
    		// descriptor set matching that binding point
    
    		VkWriteDescriptorSet writeDescriptorSet = {};
    
    		// Binding 0 : Uniform buffer
    		writeDescriptorSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
    		writeDescriptorSet.dstSet = descriptorSet;
    		writeDescriptorSet.descriptorCount = 1;
    		writeDescriptorSet.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
    		writeDescriptorSet.pBufferInfo = &uniformBufferVS.descriptor;
    		// Binds this uniform buffer to binding point 0
    		writeDescriptorSet.dstBinding = 0;
    
    		vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
    	}
    
    	// Create the depth (and stencil) buffer attachments used by our framebuffers
    	// Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare
    	void setupDepthStencil()
    	{
    		// Create an optimal image used as the depth stencil attachment
    		VkImageCreateInfo image = {};
    		image.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
    		image.imageType = VK_IMAGE_TYPE_2D;
    		image.format = depthFormat;
    		// Use example's height and width
    		image.extent = { width, height, 1 };
    		image.mipLevels = 1;
    		image.arrayLayers = 1;
    		image.samples = VK_SAMPLE_COUNT_1_BIT;
    		image.tiling = VK_IMAGE_TILING_OPTIMAL;
    		image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
    		image.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
    		VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &depthStencil.image));
    
    		// Allocate memory for the image (device local) and bind it to our image
    		VkMemoryAllocateInfo memAlloc = {};
    		memAlloc.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
    		VkMemoryRequirements memReqs;
    		vkGetImageMemoryRequirements(device, depthStencil.image, &memReqs);
    		memAlloc.allocationSize = memReqs.size;
    		memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
    		VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &depthStencil.mem));
    		VK_CHECK_RESULT(vkBindImageMemory(device, depthStencil.image, depthStencil.mem, 0));
    
    		// Create a view for the depth stencil image
    		// Images aren't directly accessed in Vulkan, but rather through views described by a subresource range
    		// This allows for multiple views of one image with differing ranges (e.g. for different layers)
    		VkImageViewCreateInfo depthStencilView = {};
    		depthStencilView.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
    		depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
    		depthStencilView.format = depthFormat;
    		depthStencilView.subresourceRange = {};
    		depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
    		depthStencilView.subresourceRange.baseMipLevel = 0;
    		depthStencilView.subresourceRange.levelCount = 1;
    		depthStencilView.subresourceRange.baseArrayLayer = 0;
    		depthStencilView.subresourceRange.layerCount = 1;
    		depthStencilView.image = depthStencil.image;
    		VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &depthStencil.view));
    	}
    
    	// Create a frame buffer for each swap chain image
    	// Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare
    	void setupFrameBuffer()
    	{
    		// Create a frame buffer for every image in the swapchain
    		frameBuffers.resize(swapChain.imageCount);
    		for (size_t i = 0; i < frameBuffers.size(); i++)
    		{
    			std::array<VkImageView, 2> attachments;
    			attachments[0] = swapChain.buffers[i].view; // Color attachment is the view of the swapchain image
    			attachments[1] = depthStencil.view;         // Depth/Stencil attachment is the same for all frame buffers
    
    			VkFramebufferCreateInfo frameBufferCreateInfo = {};
    			frameBufferCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
    			// All frame buffers use the same renderpass setup
    			frameBufferCreateInfo.renderPass = renderPass;
    			frameBufferCreateInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
    			frameBufferCreateInfo.pAttachments = attachments.data();
    			frameBufferCreateInfo.width = width;
    			frameBufferCreateInfo.height = height;
    			frameBufferCreateInfo.layers = 1;
    			// Create the framebuffer
    			VK_CHECK_RESULT(vkCreateFramebuffer(device, &frameBufferCreateInfo, nullptr, &frameBuffers[i]));
    		}
    	}
    
    	// Render pass setup
    	// Render passes are a new concept in Vulkan. They describe the attachments used during rendering and may contain multiple subpasses with attachment dependencies
    	// This allows the driver to know up-front what the rendering will look like and is a good opportunity to optimize especially on tile-based renderers (with multiple subpasses)
    	// Using sub pass dependencies also adds implicit layout transitions for the attachment used, so we don't need to add explicit image memory barriers to transform them
    	// Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare
    	void setupRenderPass()
    	{
    		// This example will use a single render pass with one subpass
    
    		// Descriptors for the attachments used by this renderpass
    		std::array<VkAttachmentDescription, 2> attachments = {};
    
    		// Color attachment
    		attachments[0].format = swapChain.colorFormat;                                  // Use the color format selected by the swapchain
    		attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;                                 // We don't use multi sampling in this example
    		attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;                            // Clear this attachment at the start of the render pass
    		attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;                          // Keep its contents after the render pass is finished (for displaying it)
    		attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;                 // We don't use stencil, so don't care for load
    		attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;               // Same for store
    		attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;                       // Layout at render pass start. Initial doesn't matter, so we use undefined
    		attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;                   // Layout to which the attachment is transitioned when the render pass is finished
    		                                                                                // As we want to present the color buffer to the swapchain, we transition to PRESENT_KHR
    		// Depth attachment
    		attachments[1].format = depthFormat;                                           // A proper depth format is selected in the example base
    		attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
    		attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;                           // Clear depth at start of first subpass
    		attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;                     // We don't need depth after render pass has finished (DONT_CARE may result in better performance)
    		attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;                // No stencil
    		attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;              // No Stencil
    		attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;                      // Layout at render pass start. Initial doesn't matter, so we use undefined
    		attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Transition to depth/stencil attachment
    
    		// Setup attachment references
    		VkAttachmentReference colorReference = {};
    		colorReference.attachment = 0;                                    // Attachment 0 is color
    		colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; // Attachment layout used as color during the subpass
    
    		VkAttachmentReference depthReference = {};
    		depthReference.attachment = 1;                                            // Attachment 1 is color
    		depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Attachment used as depth/stencil used during the subpass
    
    		// Setup a single subpass reference
    		VkSubpassDescription subpassDescription = {};
    		subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
    		subpassDescription.colorAttachmentCount = 1;                            // Subpass uses one color attachment
    		subpassDescription.pColorAttachments = &colorReference;                 // Reference to the color attachment in slot 0
    		subpassDescription.pDepthStencilAttachment = &depthReference;           // Reference to the depth attachment in slot 1
    		subpassDescription.inputAttachmentCount = 0;                            // Input attachments can be used to sample from contents of a previous subpass
    		subpassDescription.pInputAttachments = nullptr;                         // (Input attachments not used by this example)
    		subpassDescription.preserveAttachmentCount = 0;                         // Preserved attachments can be used to loop (and preserve) attachments through subpasses
    		subpassDescription.pPreserveAttachments = nullptr;                      // (Preserve attachments not used by this example)
    		subpassDescription.pResolveAttachments = nullptr;                       // Resolve attachments are resolved at the end of a sub pass and can be used for e.g. multi sampling
    
    		// Setup subpass dependencies
    		// These will add the implicit attachment layout transitions specified by the attachment descriptions
    		// The actual usage layout is preserved through the layout specified in the attachment reference
    		// Each subpass dependency will introduce a memory and execution dependency between the source and dest subpass described by
    		// srcStageMask, dstStageMask, srcAccessMask, dstAccessMask (and dependencyFlags is set)
    		// Note: VK_SUBPASS_EXTERNAL is a special constant that refers to all commands executed outside of the actual renderpass)
    		std::array<VkSubpassDependency, 2> dependencies;
    
    		// First dependency at the start of the renderpass
    		// Does the transition from final to initial layout
    		dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;                             // Producer of the dependency
    		dependencies[0].dstSubpass = 0;                                               // Consumer is our single subpass that will wait for the execution dependency
    		dependencies[0].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // Match our pWaitDstStageMask when we vkQueueSubmit
    		dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // is a loadOp stage for color attachments
    		dependencies[0].srcAccessMask = 0;                                            // semaphore wait already does memory dependency for us
    		dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;         // is a loadOp CLEAR access mask for color attachments
    		dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
    
    		// Second dependency at the end the renderpass
    		// Does the transition from the initial to the final layout
    		// Technically this is the same as the implicit subpass dependency, but we are gonna state it explicitly here
    		dependencies[1].srcSubpass = 0;                                               // Producer of the dependency is our single subpass
    		dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;                             // Consumer are all commands outside of the renderpass
    		dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // is a storeOp stage for color attachments
    		dependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;          // Do not block any subsequent work
    		dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;         // is a storeOp `STORE` access mask for color attachments
    		dependencies[1].dstAccessMask = 0;
    		dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
    
    		// Create the actual renderpass
    		VkRenderPassCreateInfo renderPassInfo = {};
    		renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
    		renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size());  // Number of attachments used by this render pass
    		renderPassInfo.pAttachments = attachments.data();                            // Descriptions of the attachments used by the render pass
    		renderPassInfo.subpassCount = 1;                                             // We only use one subpass in this example
    		renderPassInfo.pSubpasses = &subpassDescription;                             // Description of that subpass
    		renderPassInfo.dependencyCount = static_cast<uint32_t>(dependencies.size()); // Number of subpass dependencies
    		renderPassInfo.pDependencies = dependencies.data();                          // Subpass dependencies used by the render pass
    
    		VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass));
    	}
    
    	// Vulkan loads its shaders from an immediate binary representation called SPIR-V
    	// Shaders are compiled offline from e.g. GLSL using the reference glslang compiler
    	// This function loads such a shader from a binary file and returns a shader module structure
    	VkShaderModule loadSPIRVShader(std::string filename)
    	{
    		size_t shaderSize;
    		char* shaderCode = NULL;
    
    #if defined(__ANDROID__)
    		// Load shader from compressed asset
    		AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, filename.c_str(), AASSET_MODE_STREAMING);
    		assert(asset);
    		shaderSize = AAsset_getLength(asset);
    		assert(shaderSize > 0);
    
    		shaderCode = new char[shaderSize];
    		AAsset_read(asset, shaderCode, shaderSize);
    		AAsset_close(asset);
    #else
    		std::ifstream is(filename, std::ios::binary | std::ios::in | std::ios::ate);
    
    		if (is.is_open())
    		{
    			shaderSize = is.tellg();
    			is.seekg(0, std::ios::beg);
    			// Copy file contents into a buffer
    			shaderCode = new char[shaderSize];
    			is.read(shaderCode, shaderSize);
    			is.close();
    			assert(shaderSize > 0);
    		}
    #endif
    		if (shaderCode)
    		{
    			// Create a new shader module that will be used for pipeline creation
    			VkShaderModuleCreateInfo moduleCreateInfo{};
    			moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
    			moduleCreateInfo.codeSize = shaderSize;
    			moduleCreateInfo.pCode = (uint32_t*)shaderCode;
    
    			VkShaderModule shaderModule;
    			VK_CHECK_RESULT(vkCreateShaderModule(device, &moduleCreateInfo, NULL, &shaderModule));
    
    			delete[] shaderCode;
    
    			return shaderModule;
    		}
    		else
    		{
    			std::cerr << "Error: Could not open shader file \"" << filename << "\"" << std::endl;
    			return VK_NULL_HANDLE;
    		}
    	}
    
    	void preparePipelines()
    	{
    		// Create the graphics pipeline used in this example
    		// Vulkan uses the concept of rendering pipelines to encapsulate fixed states, replacing OpenGL's complex state machine
    		// A pipeline is then stored and hashed on the GPU making pipeline changes very fast
    		// Note: There are still a few dynamic states that are not directly part of the pipeline (but the info that they are used is)
    
    		VkGraphicsPipelineCreateInfo pipelineCreateInfo = {};
    		pipelineCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
    		// The layout used for this pipeline (can be shared among multiple pipelines using the same layout)
    		pipelineCreateInfo.layout = pipelineLayout;
    		// Renderpass this pipeline is attached to
    		pipelineCreateInfo.renderPass = renderPass;
    
    		// Construct the different states making up the pipeline
    
    		// Input assembly state describes how primitives are assembled
    		// This pipeline will assemble vertex data as a triangle lists (though we only use one triangle)
    		VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = {};
    		inputAssemblyState.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
    		inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
    
    		// Rasterization state
    		VkPipelineRasterizationStateCreateInfo rasterizationState = {};
    		rasterizationState.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
    		rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
    		rasterizationState.cullMode = VK_CULL_MODE_NONE;
    		rasterizationState.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
    		rasterizationState.depthClampEnable = VK_FALSE;
    		rasterizationState.rasterizerDiscardEnable = VK_FALSE;
    		rasterizationState.depthBiasEnable = VK_FALSE;
    		rasterizationState.lineWidth = 1.0f;
    
    		// Color blend state describes how blend factors are calculated (if used)
    		// We need one blend attachment state per color attachment (even if blending is not used)
    		VkPipelineColorBlendAttachmentState blendAttachmentState[1] = {};
    		blendAttachmentState[0].colorWriteMask = 0xf;
    		blendAttachmentState[0].blendEnable = VK_FALSE;
    		VkPipelineColorBlendStateCreateInfo colorBlendState = {};
    		colorBlendState.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
    		colorBlendState.attachmentCount = 1;
    		colorBlendState.pAttachments = blendAttachmentState;
    
    		// Viewport state sets the number of viewports and scissor used in this pipeline
    		// Note: This is actually overridden by the dynamic states (see below)
    		VkPipelineViewportStateCreateInfo viewportState = {};
    		viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
    		viewportState.viewportCount = 1;
    		viewportState.scissorCount = 1;
    
    		// Enable dynamic states
    		// Most states are baked into the pipeline, but there are still a few dynamic states that can be changed within a command buffer
    		// To be able to change these we need do specify which dynamic states will be changed using this pipeline. Their actual states are set later on in the command buffer.
    		// For this example we will set the viewport and scissor using dynamic states
    		std::vector<VkDynamicState> dynamicStateEnables;
    		dynamicStateEnables.push_back(VK_DYNAMIC_STATE_VIEWPORT);
    		dynamicStateEnables.push_back(VK_DYNAMIC_STATE_SCISSOR);
    		VkPipelineDynamicStateCreateInfo dynamicState = {};
    		dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
    		dynamicState.pDynamicStates = dynamicStateEnables.data();
    		dynamicState.dynamicStateCount = static_cast<uint32_t>(dynamicStateEnables.size());
    
    		// Depth and stencil state containing depth and stencil compare and test operations
    		// We only use depth tests and want depth tests and writes to be enabled and compare with less or equal
    		VkPipelineDepthStencilStateCreateInfo depthStencilState = {};
    		depthStencilState.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
    		depthStencilState.depthTestEnable = VK_TRUE;
    		depthStencilState.depthWriteEnable = VK_TRUE;
    		depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
    		depthStencilState.depthBoundsTestEnable = VK_FALSE;
    		depthStencilState.back.failOp = VK_STENCIL_OP_KEEP;
    		depthStencilState.back.passOp = VK_STENCIL_OP_KEEP;
    		depthStencilState.back.compareOp = VK_COMPARE_OP_ALWAYS;
    		depthStencilState.stencilTestEnable = VK_FALSE;
    		depthStencilState.front = depthStencilState.back;
    
    		// Multi sampling state
    		// This example does not make use of multi sampling (for anti-aliasing), the state must still be set and passed to the pipeline
    		VkPipelineMultisampleStateCreateInfo multisampleState = {};
    		multisampleState.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
    		multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
    		multisampleState.pSampleMask = nullptr;
    
    		// Vertex input descriptions
    		// Specifies the vertex input parameters for a pipeline
    
    		// Vertex input binding
    		// This example uses a single vertex input binding at binding point 0 (see vkCmdBindVertexBuffers)
    		VkVertexInputBindingDescription vertexInputBinding = {};
    		vertexInputBinding.binding = 0;
    		vertexInputBinding.stride = sizeof(Vertex);
    		vertexInputBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
    
    		// Input attribute bindings describe shader attribute locations and memory layouts
    		std::array<VkVertexInputAttributeDescription, 2> vertexInputAttributs;
    		// These match the following shader layout (see triangle.vert):
    		//	layout (location = 0) in vec3 inPos;
    		//	layout (location = 1) in vec3 inColor;
    		// Attribute location 0: Position
    		vertexInputAttributs[0].binding = 0;
    		vertexInputAttributs[0].location = 0;
    		// Position attribute is three 32 bit signed (SFLOAT) floats (R32 G32 B32)
    		vertexInputAttributs[0].format = VK_FORMAT_R32G32B32_SFLOAT;
    		vertexInputAttributs[0].offset = offsetof(Vertex, position);
    		// Attribute location 1: Color
    		vertexInputAttributs[1].binding = 0;
    		vertexInputAttributs[1].location = 1;
    		// Color attribute is three 32 bit signed (SFLOAT) floats (R32 G32 B32)
    		vertexInputAttributs[1].format = VK_FORMAT_R32G32B32_SFLOAT;
    		vertexInputAttributs[1].offset = offsetof(Vertex, color);
    
    		// Vertex input state used for pipeline creation
    		VkPipelineVertexInputStateCreateInfo vertexInputState = {};
    		vertexInputState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
    		vertexInputState.vertexBindingDescriptionCount = 1;
    		vertexInputState.pVertexBindingDescriptions = &vertexInputBinding;
    		vertexInputState.vertexAttributeDescriptionCount = 2;
    		vertexInputState.pVertexAttributeDescriptions = vertexInputAttributs.data();
    
    		// Shaders
    		std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages{};
    
    		// Vertex shader
    		shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
    		// Set pipeline stage for this shader
    		shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
    		// Load binary SPIR-V shader
    		shaderStages[0].module = loadSPIRVShader(getShadersPath() + "triangle/triangle.vert.spv");
    		// Main entry point for the shader
    		shaderStages[0].pName = "main";
    		assert(shaderStages[0].module != VK_NULL_HANDLE);
    
    		// Fragment shader
    		shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
    		// Set pipeline stage for this shader
    		shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
    		// Load binary SPIR-V shader
    		shaderStages[1].module = loadSPIRVShader(getShadersPath() + "triangle/triangle.frag.spv");
    		// Main entry point for the shader
    		shaderStages[1].pName = "main";
    		assert(shaderStages[1].module != VK_NULL_HANDLE);
    
    		// Set pipeline shader stage info
    		pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
    		pipelineCreateInfo.pStages = shaderStages.data();
    
    		// Assign the pipeline states to the pipeline creation info structure
    		pipelineCreateInfo.pVertexInputState = &vertexInputState;
    		pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
    		pipelineCreateInfo.pRasterizationState = &rasterizationState;
    		pipelineCreateInfo.pColorBlendState = &colorBlendState;
    		pipelineCreateInfo.pMultisampleState = &multisampleState;
    		pipelineCreateInfo.pViewportState = &viewportState;
    		pipelineCreateInfo.pDepthStencilState = &depthStencilState;
    		pipelineCreateInfo.pDynamicState = &dynamicState;
    
    		// Create rendering pipeline using the specified states
    		VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
    
    		// Shader modules are no longer needed once the graphics pipeline has been created
    		vkDestroyShaderModule(device, shaderStages[0].module, nullptr);
    		vkDestroyShaderModule(device, shaderStages[1].module, nullptr);
    	}
    
    	void prepareUniformBuffers()
    	{
    		// Prepare and initialize a uniform buffer block containing shader uniforms
    		// Single uniforms like in OpenGL are no longer present in Vulkan. All Shader uniforms are passed via uniform buffer blocks
    		VkMemoryRequirements memReqs;
    
    		// Vertex shader uniform buffer block
    		VkBufferCreateInfo bufferInfo = {};
    		VkMemoryAllocateInfo allocInfo = {};
    		allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
    		allocInfo.pNext = nullptr;
    		allocInfo.allocationSize = 0;
    		allocInfo.memoryTypeIndex = 0;
    
    		bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
    		bufferInfo.size = sizeof(uboVS);
    		// This buffer will be used as a uniform buffer
    		bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
    
    		// Create a new buffer
    		VK_CHECK_RESULT(vkCreateBuffer(device, &bufferInfo, nullptr, &uniformBufferVS.buffer));
    		// Get memory requirements including size, alignment and memory type
    		vkGetBufferMemoryRequirements(device, uniformBufferVS.buffer, &memReqs);
    		allocInfo.allocationSize = memReqs.size;
    		// Get the memory type index that supports host visible memory access
    		// Most implementations offer multiple memory types and selecting the correct one to allocate memory from is crucial
    		// We also want the buffer to be host coherent so we don't have to flush (or sync after every update.
    		// Note: This may affect performance so you might not want to do this in a real world application that updates buffers on a regular base
    		allocInfo.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
    		// Allocate memory for the uniform buffer
    		VK_CHECK_RESULT(vkAllocateMemory(device, &allocInfo, nullptr, &(uniformBufferVS.memory)));
    		// Bind memory to buffer
    		VK_CHECK_RESULT(vkBindBufferMemory(device, uniformBufferVS.buffer, uniformBufferVS.memory, 0));
    
    		// Store information in the uniform's descriptor that is used by the descriptor set
    		uniformBufferVS.descriptor.buffer = uniformBufferVS.buffer;
    		uniformBufferVS.descriptor.offset = 0;
    		uniformBufferVS.descriptor.range = sizeof(uboVS);
    
    		updateUniformBuffers();
    	}
    
    	void updateUniformBuffers()
    	{
    		// Pass matrices to the shaders
    		uboVS.projectionMatrix = camera.matrices.perspective;
    		uboVS.viewMatrix = camera.matrices.view;
    		uboVS.modelMatrix = glm::mat4(1.0f);
    
    		// Map uniform buffer and update it
    		uint8_t *pData;
    		VK_CHECK_RESULT(vkMapMemory(device, uniformBufferVS.memory, 0, sizeof(uboVS), 0, (void **)&pData));
    		memcpy(pData, &uboVS, sizeof(uboVS));
    		// Unmap after data has been copied
    		// Note: Since we requested a host coherent memory type for the uniform buffer, the write is instantly visible to the GPU
    		vkUnmapMemory(device, uniformBufferVS.memory);
    	}
    
    	void prepare()
    	{
    		VulkanExampleBase::prepare();
    		prepareSynchronizationPrimitives();
    		prepareVertices(USE_STAGING);
    		prepareUniformBuffers();
    		setupDescriptorSetLayout();
    		preparePipelines();
    		setupDescriptorPool();
    		setupDescriptorSet();
    		buildCommandBuffers();
    		prepared = true;
    	}
    
    	virtual void render()
    	{
    		if (!prepared)
    			return;
    		draw();
    	}
    
    	virtual void viewChanged()
    	{
    		// This function is called by the base example class each time the view is changed by user input
    		updateUniformBuffers();
    	}
    };
    
    // OS specific macros for the example main entry points
    // Most of the code base is shared for the different supported operating systems, but stuff like message handling differs
    
    #if defined(_WIN32)
    // Windows entry point
    VulkanExample *vulkanExample;
    LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
    {
    	if (vulkanExample != NULL)
    	{
    		vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
    	}
    	return (DefWindowProc(hWnd, uMsg, wParam, lParam));
    }
    int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
    {
    	for (size_t i = 0; i < __argc; i++) { VulkanExample::args.push_back(__argv[i]); };
    	vulkanExample = new VulkanExample();
    	vulkanExample->initVulkan();
    	vulkanExample->setupWindow(hInstance, WndProc);
    	vulkanExample->prepare();
    	vulkanExample->renderLoop();
    	delete(vulkanExample);
    	return 0;
    }
    
    #elif defined(__ANDROID__)
    // Android entry point
    VulkanExample *vulkanExample;
    void android_main(android_app* state)
    {
    	vulkanExample = new VulkanExample();
    	state->userData = vulkanExample;
    	state->onAppCmd = VulkanExample::handleAppCommand;
    	state->onInputEvent = VulkanExample::handleAppInput;
    	androidApp = state;
    	vulkanExample->renderLoop();
    	delete(vulkanExample);
    }
    #elif defined(_DIRECT2DISPLAY)
    
    // Linux entry point with direct to display wsi
    // Direct to Displays (D2D) is used on embedded platforms
    VulkanExample *vulkanExample;
    static void handleEvent()
    {
    }
    int main(const int argc, const char *argv[])
    {
    	for (size_t i = 0; i < argc; i++) { VulkanExample::args.push_back(argv[i]); };
    	vulkanExample = new VulkanExample();
    	vulkanExample->initVulkan();
    	vulkanExample->prepare();
    	vulkanExample->renderLoop();
    	delete(vulkanExample);
    	return 0;
    }
    #elif defined(VK_USE_PLATFORM_DIRECTFB_EXT)
    VulkanExample *vulkanExample;
    static void handleEvent(const DFBWindowEvent *event)
    {
    	if (vulkanExample != NULL)
    	{
    		vulkanExample->handleEvent(event);
    	}
    }
    int main(const int argc, const char *argv[])
    {
    	for (size_t i = 0; i < argc; i++) { VulkanExample::args.push_back(argv[i]); };
    	vulkanExample = new VulkanExample();
    	vulkanExample->initVulkan();
    	vulkanExample->setupWindow();
    	vulkanExample->prepare();
    	vulkanExample->renderLoop();
    	delete(vulkanExample);
    	return 0;
    }
    #elif defined(VK_USE_PLATFORM_WAYLAND_KHR)
    VulkanExample *vulkanExample;
    int main(const int argc, const char *argv[])
    {
    	for (size_t i = 0; i < argc; i++) { VulkanExample::args.push_back(argv[i]); };
    	vulkanExample = new VulkanExample();
    	vulkanExample->initVulkan();
    	vulkanExample->setupWindow();
    	vulkanExample->prepare();
    	vulkanExample->renderLoop();
    	delete(vulkanExample);
    	return 0;
    }
    #elif defined(__linux__) || defined(__FreeBSD__)
    
    // Linux entry point
    VulkanExample *vulkanExample;
    #if defined(VK_USE_PLATFORM_XCB_KHR)
    static void handleEvent(const xcb_generic_event_t *event)
    {
    	if (vulkanExample != NULL)
    	{
    		vulkanExample->handleEvent(event);
    	}
    }
    #else
    static void handleEvent()
    {
    }
    #endif
    int main(const int argc, const char *argv[])
    {
    	for (size_t i = 0; i < argc; i++) { VulkanExample::args.push_back(argv[i]); };
    	vulkanExample = new VulkanExample();
    	vulkanExample->initVulkan();
    	vulkanExample->setupWindow();
    	vulkanExample->prepare();
    	vulkanExample->renderLoop();
    	delete(vulkanExample);
    	return 0;
    }
    #elif (defined(VK_USE_PLATFORM_MACOS_MVK) && defined(VK_EXAMPLE_XCODE_GENERATED))
    VulkanExample *vulkanExample;
    int main(const int argc, const char *argv[])
    {
    	@autoreleasepool
    	{
    		for (size_t i = 0; i < argc; i++) { VulkanExample::args.push_back(argv[i]); };
    		vulkanExample = new VulkanExample();
    		vulkanExample->initVulkan();
    		vulkanExample->setupWindow(nullptr);
    		vulkanExample->prepare();
    		vulkanExample->renderLoop();
    		delete(vulkanExample);
    	}
    	return 0;
    }
    #endif