Mercurial > games > semicongine
annotate tests/test_gltf.nim @ 1326:41f3612ef38d
fix: add gamma correction to hex-string-color-converter
| author | sam <sam@basx.dev> |
|---|---|
| date | Sat, 17 Aug 2024 11:34:15 +0700 |
| parents | 3ba2c180e52c |
| children | df3c075e5dea |
| rev | line source |
|---|---|
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1 import std/math |
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2 import std/sequtils |
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3 import std/monotimes |
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4 import std/times |
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5 import std/options |
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6 |
| 1267 | 7 import ../semicongine |
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8 |
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9 proc test_gltf(time: float32) = |
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10 var renderdata = initRenderData() |
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11 |
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12 type |
| 1253 | 13 ObjectData = object |
| 14 transform: Mat4 | |
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15 materialId: int32 |
| 1253 | 16 Camera = object |
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17 view: Mat4 |
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18 normal: Mat4 |
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19 projection: Mat4 |
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20 Material = object |
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21 color: Vec4f = vec4(1, 1, 1, 1) |
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22 # colorTexture: int32 = -1 |
| 1248 | 23 metallic: float32 = 0 |
| 24 roughness: float32 = 0 | |
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25 # metallicRoughnessTexture: int32 = -1 |
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26 # normalTexture: int32 = -1 |
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27 # occlusionTexture: int32 = -1 |
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28 emissive: Vec4f = vec4(0, 0, 0, 0) |
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29 # emissiveTexture: int32 = -1 |
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30 MainDescriptors = object |
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31 materials: array[50, GPUValue[Material, UniformBuffer]] |
| 1253 | 32 camera: GPUValue[Camera, UniformBufferMapped] |
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33 Shader = object |
| 1323 | 34 objectData {.PushConstant.}: ObjectData |
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35 position {.VertexAttribute.}: Vec3f |
| 1254 | 36 color {.VertexAttribute.}: Vec4f |
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37 normal {.VertexAttribute.}: Vec3f |
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38 fragmentPosition {.Pass.}: Vec3f |
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39 fragmentColor {.Pass.}: Vec4f |
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40 fragmentNormal {.Pass.}: Vec3f |
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41 outColor {.ShaderOutput.}: Vec4f |
| 1323 | 42 descriptors {.DescriptorSet: 0.}: MainDescriptors |
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43 # code |
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44 vertexCode: string = """ |
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45 void main() { |
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46 mat4 modelView = objectData.transform * camera.view; |
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47 mat3 normalMat = mat3(transpose(inverse(objectData.transform))); |
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48 vec4 posTransformed = vec4(position, 1) * modelView; |
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49 fragmentPosition = posTransformed.xyz / posTransformed.w; |
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50 fragmentColor = color * materials[objectData.materialId].color; |
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51 fragmentNormal = normal * normalMat; |
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52 gl_Position = vec4(position, 1) * (modelView * camera.projection); |
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53 }""" |
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54 fragmentCode: string = """ |
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55 const vec3 lightPosition = vec3(7, 9, -12); |
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56 const float shininess = 40; |
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57 const vec3 ambientColor = vec3(0, 0, 0); |
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58 const vec3 lightColor = vec3(1, 1, 1); |
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59 // const vec3 specColor = vec3(1, 1, 1); |
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60 const float lightPower = 20; |
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61 void main() { |
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62 // some setup |
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63 vec3 normal = normalize(fragmentNormal); |
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64 vec3 lightDir = lightPosition - fragmentPosition; |
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65 float dist = length(lightDir); |
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66 lightDir = normalize(lightDir); |
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67 |
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68 float lambertian = max(dot(lightDir, normal), 0); |
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69 float specular = 0; |
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70 |
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71 // blinn-phong |
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72 if (lambertian > 0) { |
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73 vec3 viewDir = normalize(-fragmentPosition); |
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74 vec3 halfDir = normalize(lightDir + viewDir); |
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75 float specAngle = max(dot(halfDir, normal), 0.0); |
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76 specular = pow(specAngle, shininess); |
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77 } |
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78 |
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79 vec3 diffuseColor = fragmentColor.rgb; |
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80 vec3 specColor = diffuseColor; |
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81 vec3 color = ambientColor + diffuseColor * lambertian * lightColor * lightPower / dist + specColor * specular * lightColor * lightPower / dist; |
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82 |
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83 outColor = vec4(color, fragmentColor.a); |
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84 }""" |
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85 Mesh = object |
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86 position: GPUArray[Vec3f, VertexBuffer] |
| 1254 | 87 color: GPUArray[Vec4f, VertexBuffer] |
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88 normal: GPUArray[Vec3f, VertexBuffer] |
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89 indices: GPUArray[uint32, IndexBuffer] |
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90 material: int32 |
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91 |
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92 var gltfData = loadMeshes[Mesh, Material]( |
| 1259 | 93 "town.glb", |
| 94 # "forest.glb", | |
| 1248 | 95 MeshAttributeNames( |
| 96 POSITION: "position", | |
| 1254 | 97 COLOR: @["color"], |
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98 NORMAL: "normal", |
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99 indices: "indices", |
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100 material: "material", |
| 1254 | 101 ), |
| 1248 | 102 MaterialAttributeNames( |
| 103 baseColorFactor: "color", | |
| 104 baseColorTexture: "colorTexture", | |
| 105 metallicFactor: "metallic", | |
| 106 roughnessFactor: "roughness", | |
| 107 metallicRoughnessTexture: "metallicRoughnessTexture", | |
| 108 normalTexture: "normalTexture", | |
| 109 occlusionTexture: "occlusionTexture", | |
| 110 emissiveTexture: "emissiveTexture", | |
| 111 emissiveFactor: "emissive", | |
| 112 ) | |
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113 ) |
| 1323 | 114 var descriptors = asDescriptorSetData( |
| 1253 | 115 MainDescriptors( |
| 116 camera: asGPUValue(Camera( | |
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117 view: Unit4, |
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118 normal: Unit4, |
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119 projection: Unit4, |
| 1254 | 120 ), UniformBufferMapped) |
| 121 ) | |
| 1253 | 122 ) |
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123 for i in 0 ..< gltfData.materials.len: |
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124 descriptors.data.materials[i] = asGPUValue(gltfData.materials[i], UniformBuffer) |
| 1251 | 125 for mesh in mitems(gltfData.meshes): |
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126 for primitive in mitems(mesh): |
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127 primitive[0].color = asGPUArray(newSeqWith(primitive[0].position.data.len, vec4(1, 1, 1, 1)), VertexBuffer) |
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128 renderdata.assignBuffers(primitive[0]) |
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129 renderdata.assignBuffers(descriptors) |
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130 |
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131 var pipeline = createPipeline[Shader](renderPass = vulkan.swapchain.renderPass, cullMode=[]) |
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132 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], descriptors) |
| 1254 | 133 |
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134 renderdata.flushAllMemory() |
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135 |
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136 proc drawNode(commandbuffer: VkCommandBuffer, pipeline: Pipeline, nodeId: int, transform: Mat4) = |
| 1251 | 137 let nodeTransform = gltfData.nodes[nodeId].transform * transform |
| 138 if gltfData.nodes[nodeId].mesh >= 0: | |
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139 for primitive in gltfData.meshes[gltfData.nodes[nodeId].mesh].mitems: |
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140 renderWithPushConstant( |
| 1254 | 141 commandbuffer = commandbuffer, |
| 142 pipeline = pipeline, | |
| 143 mesh = primitive[0], | |
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144 pushConstant = ObjectData(transform: nodeTransform, materialId: primitive[0].material) |
| 1254 | 145 ) |
| 1251 | 146 for childNode in gltfData.nodes[nodeId].children: |
| 147 drawNode(commandbuffer = commandbuffer, pipeline = pipeline, nodeId = childNode, transform = nodeTransform) | |
| 148 | |
| 1254 | 149 var camPos: Vec3f |
| 150 var camYaw: float32 | |
| 151 var camPitch: float32 | |
| 152 | |
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153 discard updateInputs() # clear inputs, otherwise MouseMove will have stuff |
| 1251 | 154 |
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155 var start = getMonoTime() |
| 1254 | 156 var lastT = getMonoTime() |
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157 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time and updateInputs(): |
| 1254 | 158 let dt = ((getMonoTime() - lastT).inNanoseconds().int / 1_000_000_000).float32 |
| 159 lastT = getMonoTime() | |
| 160 | |
| 1306 | 161 camYaw += mouseMove().x.float32 / 1000'f32 |
| 162 camPitch += mouseMove().y.float32 / 1000'f32 | |
| 1254 | 163 var |
| 164 forward = 0'f32 | |
| 165 sideward = 0'f32 | |
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166 if keyIsDown(W): forward += 2 |
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167 if keyIsDown(S): forward -= 2 |
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168 if keyIsDown(A): sideward -= 2 |
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169 if keyIsDown(D): sideward += 2 |
| 1254 | 170 |
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171 let camDir = (rotate(camYaw, Y) * rotate(camPitch, X)) * Z |
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172 let camDirSide = camDir.cross(-Y).normalized |
| 1254 | 173 camPos += camDir * forward * dt |
| 174 camPos += camDirSide * sideward * dt | |
| 175 | |
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176 let view = rotate(-camPitch, X) * rotate(-camYaw, Y) * translate(-camPos) |
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177 descriptors.data.camera.data.view = view |
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178 descriptors.data.camera.data.normal = view |
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179 descriptors.data.camera.data.projection = projection(PI / 2, aspect = getAspectRatio(), zNear = 0.01, zFar = 20) |
| 1254 | 180 |
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181 updateGPUBuffer(descriptors.data.camera) |
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182 |
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183 withNextFrame(framebuffer, commandbuffer): |
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184 |
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185 withRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, vec4(0, 0, 0, 0)): |
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186 |
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187 withPipeline(commandbuffer, pipeline): |
| 1323 | 188 bindDescriptorSet(commandbuffer, descriptors, 0, pipeline) |
| 189 for nodeId in gltfData.scenes[0]: | |
| 190 drawNode( | |
| 191 commandbuffer = commandbuffer, | |
| 192 pipeline = pipeline, | |
| 193 nodeId = nodeId, | |
| 194 transform = rotate(PI / 2, Z) | |
| 195 ) | |
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196 |
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197 # cleanup |
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198 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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199 destroyPipeline(pipeline) |
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200 destroyRenderData(renderdata) |
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201 |
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202 when isMainModule: |
| 1254 | 203 var time = 1000'f32 |
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204 initVulkan() |
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205 |
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206 var renderpass = createDirectPresentationRenderPass(depthBuffer = true, samples = VK_SAMPLE_COUNT_4_BIT) |
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207 setupSwapchain(renderpass = renderpass) |
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208 lockMouse(true) |
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209 # showSystemCursor(false) |
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210 |
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211 # tests a simple triangle with minimalistic shader and vertex format |
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212 test_gltf(time) |
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213 |
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214 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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215 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil) |
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216 clearSwapchain() |
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217 |
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218 destroyVulkan() |
