idk man
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@@ -218,8 +218,8 @@ impl VulkanRenderer {
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let type_str = match (msg.severity.error, msg.severity.warning, msg.severity.information, msg.severity.verbose) {
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(true, _, _, _) => "!!",
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(_, true, _, _) => "!",
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(_, _, _, true) => "i",
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_ => " "
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(_, _, true, _) => "i",
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_ => "v"
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};
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let layer_str = msg.layer_prefix;
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@@ -228,7 +228,7 @@ impl VulkanRenderer {
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}).ok();
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}
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// TODO: Just get the first physical device we find, it's fiiiine...
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// TODO: Create device selector
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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println!("Using device: {} (type: {:?})", physical.name(), physical.ty());
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@@ -236,14 +236,11 @@ impl VulkanRenderer {
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let surface = WindowBuilder::new().build_vk_surface(&events_loop, instance.clone()).unwrap();
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let window = surface.window();
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// TODO: Tutorial says we need more queues
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// In a real-life application, we would probably use at least a graphics queue and a transfers
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// queue to handle data transfers in parallel. In this example we only use one queue.
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// Queue
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let queue_family = physical.queue_families().find(|&q| {
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q.supports_graphics() && surface.is_supported(q).unwrap_or(false)
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}).unwrap();
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// Queue
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let device_ext = DeviceExtensions { khr_swapchain: true, ..DeviceExtensions::none() };
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let (device, mut queues) = Device::new(physical, physical.supported_features(), &device_ext,
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[(queue_family, 0.5)].iter().cloned()).unwrap();
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