90 lines
2.9 KiB
C++
90 lines
2.9 KiB
C++
// This file is part of the FidelityFX SDK.
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//
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// Copyright (c) 2022 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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// stdafx.h : include file for standard system include files,
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// or project specific include files that are used frequently, but
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// are changed infrequently
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//
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#pragma once
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#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
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// Windows Header Files:
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#include <windows.h>
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#include <windowsx.h>
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// C RunTime Header Files
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#include <malloc.h>
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#include <map>
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#include <vector>
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#include <mutex>
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#include <fstream>
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#include "vulkan/vulkan.h"
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// Pull in math library
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#include "../../libs/vectormath/vectormath.hpp"
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// TODO: reference additional headers your program requires here
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#include "Base/Imgui.h"
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#include "Base/ImguiHelper.h"
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#include "Base/Device.h"
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#include "Base/Helper.h"
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#include "Base/Texture.h"
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#include "Base/FrameworkWindows.h"
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#include "Base/FreeSyncHDR.h"
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#include "Base/SwapChain.h"
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#include "Base/UploadHeap.h"
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#include "Base/GPUTimeStamps.h"
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#include "Base/CommandListRing.h"
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#include "Base/StaticBufferPool.h"
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#include "Base/DynamicBufferRing.h"
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#include "Base/ResourceViewHeaps.h"
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#include "Base/ShaderCompilerCache.h"
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#include "Base/ShaderCompilerHelper.h"
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#include "GLTF/GltfPbrPass.h"
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#include "GLTF/GltfBBoxPass.h"
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#include "GLTF/GltfDepthPass.h"
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#include "Misc/Misc.h"
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#include "Misc/Camera.h"
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#include "PostProc/TAA.h"
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#include "PostProc/Bloom.h"
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#include "PostProc/BlurPS.h"
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#include "PostProc/SkyDome.h"
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#include "PostProc/ToneMapping.h"
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#include "PostProc/ToneMappingCS.h"
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#include "PostProc/ColorConversionPS.h"
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#include "PostProc/SkyDomeProc.h"
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#include "PostProc/DownSamplePS.h"
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#include "Widgets/Axis.h"
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#include "Widgets/CheckerBoardFloor.h"
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#include "Widgets/WireframeBox.h"
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#include "Widgets/WireframeSphere.h"
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using namespace CAULDRON_VK;
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