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Common.cpp 13 KB

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  1. // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Gr/Vulkan/Common.h>
  6. #define VOLK_IMPLEMENTATION
  7. #include <Volk/volk.h>
  8. namespace anki
  9. {
  10. VkCompareOp convertCompareOp(CompareOperation ak)
  11. {
  12. VkCompareOp out = VK_COMPARE_OP_NEVER;
  13. switch(ak)
  14. {
  15. case CompareOperation::ALWAYS:
  16. out = VK_COMPARE_OP_ALWAYS;
  17. break;
  18. case CompareOperation::LESS:
  19. out = VK_COMPARE_OP_LESS;
  20. break;
  21. case CompareOperation::EQUAL:
  22. out = VK_COMPARE_OP_EQUAL;
  23. break;
  24. case CompareOperation::LESS_EQUAL:
  25. out = VK_COMPARE_OP_LESS_OR_EQUAL;
  26. break;
  27. case CompareOperation::GREATER:
  28. out = VK_COMPARE_OP_GREATER;
  29. break;
  30. case CompareOperation::GREATER_EQUAL:
  31. out = VK_COMPARE_OP_GREATER_OR_EQUAL;
  32. break;
  33. case CompareOperation::NOT_EQUAL:
  34. out = VK_COMPARE_OP_NOT_EQUAL;
  35. break;
  36. case CompareOperation::NEVER:
  37. out = VK_COMPARE_OP_NEVER;
  38. break;
  39. default:
  40. ANKI_ASSERT(0);
  41. }
  42. return out;
  43. }
  44. VkPrimitiveTopology convertTopology(PrimitiveTopology ak)
  45. {
  46. VkPrimitiveTopology out = VK_PRIMITIVE_TOPOLOGY_MAX_ENUM;
  47. switch(ak)
  48. {
  49. case PrimitiveTopology::POINTS:
  50. out = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
  51. break;
  52. case PrimitiveTopology::LINES:
  53. out = VK_PRIMITIVE_TOPOLOGY_LINE_LIST;
  54. break;
  55. case PrimitiveTopology::LINE_STRIP:
  56. out = VK_PRIMITIVE_TOPOLOGY_LINE_STRIP;
  57. break;
  58. case PrimitiveTopology::TRIANGLES:
  59. out = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
  60. break;
  61. case PrimitiveTopology::TRIANGLE_STRIP:
  62. out = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
  63. break;
  64. case PrimitiveTopology::PATCHES:
  65. out = VK_PRIMITIVE_TOPOLOGY_PATCH_LIST;
  66. break;
  67. default:
  68. ANKI_ASSERT(0);
  69. }
  70. return out;
  71. }
  72. VkPolygonMode convertFillMode(FillMode ak)
  73. {
  74. VkPolygonMode out = VK_POLYGON_MODE_FILL;
  75. switch(ak)
  76. {
  77. case FillMode::POINTS:
  78. out = VK_POLYGON_MODE_POINT;
  79. break;
  80. case FillMode::WIREFRAME:
  81. out = VK_POLYGON_MODE_LINE;
  82. break;
  83. case FillMode::SOLID:
  84. out = VK_POLYGON_MODE_FILL;
  85. break;
  86. default:
  87. ANKI_ASSERT(0);
  88. }
  89. return out;
  90. }
  91. VkCullModeFlags convertCullMode(FaceSelectionBit ak)
  92. {
  93. VkCullModeFlags out = 0;
  94. switch(ak)
  95. {
  96. case FaceSelectionBit::NONE:
  97. out = VK_CULL_MODE_NONE;
  98. break;
  99. case FaceSelectionBit::FRONT:
  100. out = VK_CULL_MODE_FRONT_BIT;
  101. break;
  102. case FaceSelectionBit::BACK:
  103. out = VK_CULL_MODE_BACK_BIT;
  104. break;
  105. case FaceSelectionBit::FRONT_AND_BACK:
  106. out = VK_CULL_MODE_FRONT_BIT | VK_CULL_MODE_BACK_BIT;
  107. break;
  108. default:
  109. ANKI_ASSERT(0);
  110. }
  111. return out;
  112. }
  113. VkBlendFactor convertBlendFactor(BlendFactor ak)
  114. {
  115. VkBlendFactor out = VK_BLEND_FACTOR_MAX_ENUM;
  116. switch(ak)
  117. {
  118. case BlendFactor::ZERO:
  119. out = VK_BLEND_FACTOR_ZERO;
  120. break;
  121. case BlendFactor::ONE:
  122. out = VK_BLEND_FACTOR_ONE;
  123. break;
  124. case BlendFactor::SRC_COLOR:
  125. out = VK_BLEND_FACTOR_SRC_COLOR;
  126. break;
  127. case BlendFactor::ONE_MINUS_SRC_COLOR:
  128. out = VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
  129. break;
  130. case BlendFactor::DST_COLOR:
  131. out = VK_BLEND_FACTOR_DST_COLOR;
  132. break;
  133. case BlendFactor::ONE_MINUS_DST_COLOR:
  134. out = VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR;
  135. break;
  136. case BlendFactor::SRC_ALPHA:
  137. out = VK_BLEND_FACTOR_SRC_ALPHA;
  138. break;
  139. case BlendFactor::ONE_MINUS_SRC_ALPHA:
  140. out = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  141. break;
  142. case BlendFactor::DST_ALPHA:
  143. out = VK_BLEND_FACTOR_DST_ALPHA;
  144. break;
  145. case BlendFactor::ONE_MINUS_DST_ALPHA:
  146. out = VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA;
  147. break;
  148. case BlendFactor::CONSTANT_COLOR:
  149. out = VK_BLEND_FACTOR_CONSTANT_COLOR;
  150. break;
  151. case BlendFactor::ONE_MINUS_CONSTANT_COLOR:
  152. out = VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR;
  153. break;
  154. case BlendFactor::CONSTANT_ALPHA:
  155. out = VK_BLEND_FACTOR_CONSTANT_ALPHA;
  156. break;
  157. case BlendFactor::ONE_MINUS_CONSTANT_ALPHA:
  158. out = VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA;
  159. break;
  160. case BlendFactor::SRC_ALPHA_SATURATE:
  161. out = VK_BLEND_FACTOR_SRC_ALPHA_SATURATE;
  162. break;
  163. case BlendFactor::SRC1_COLOR:
  164. out = VK_BLEND_FACTOR_SRC1_COLOR;
  165. break;
  166. case BlendFactor::ONE_MINUS_SRC1_COLOR:
  167. out = VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR;
  168. break;
  169. case BlendFactor::SRC1_ALPHA:
  170. out = VK_BLEND_FACTOR_SRC1_ALPHA;
  171. break;
  172. case BlendFactor::ONE_MINUS_SRC1_ALPHA:
  173. out = VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA;
  174. break;
  175. default:
  176. ANKI_ASSERT(0);
  177. }
  178. return out;
  179. }
  180. VkBlendOp convertBlendOperation(BlendOperation ak)
  181. {
  182. VkBlendOp out = VK_BLEND_OP_MAX_ENUM;
  183. switch(ak)
  184. {
  185. case BlendOperation::ADD:
  186. out = VK_BLEND_OP_ADD;
  187. break;
  188. case BlendOperation::SUBTRACT:
  189. out = VK_BLEND_OP_SUBTRACT;
  190. break;
  191. case BlendOperation::REVERSE_SUBTRACT:
  192. out = VK_BLEND_OP_REVERSE_SUBTRACT;
  193. break;
  194. case BlendOperation::MIN:
  195. out = VK_BLEND_OP_MIN;
  196. break;
  197. case BlendOperation::MAX:
  198. out = VK_BLEND_OP_MAX;
  199. break;
  200. default:
  201. ANKI_ASSERT(0);
  202. }
  203. return out;
  204. }
  205. VkAttachmentLoadOp convertLoadOp(AttachmentLoadOperation ak)
  206. {
  207. VkAttachmentLoadOp out = VK_ATTACHMENT_LOAD_OP_MAX_ENUM;
  208. switch(ak)
  209. {
  210. case AttachmentLoadOperation::LOAD:
  211. out = VK_ATTACHMENT_LOAD_OP_LOAD;
  212. break;
  213. case AttachmentLoadOperation::CLEAR:
  214. out = VK_ATTACHMENT_LOAD_OP_CLEAR;
  215. break;
  216. case AttachmentLoadOperation::DONT_CARE:
  217. out = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
  218. break;
  219. default:
  220. ANKI_ASSERT(0);
  221. }
  222. return out;
  223. }
  224. VkAttachmentStoreOp convertStoreOp(AttachmentStoreOperation ak)
  225. {
  226. VkAttachmentStoreOp out = VK_ATTACHMENT_STORE_OP_MAX_ENUM;
  227. switch(ak)
  228. {
  229. case AttachmentStoreOperation::STORE:
  230. out = VK_ATTACHMENT_STORE_OP_STORE;
  231. break;
  232. case AttachmentStoreOperation::DONT_CARE:
  233. out = VK_ATTACHMENT_STORE_OP_DONT_CARE;
  234. break;
  235. default:
  236. ANKI_ASSERT(0);
  237. }
  238. return out;
  239. }
  240. VkBufferUsageFlags convertBufferUsageBit(BufferUsageBit usageMask)
  241. {
  242. VkBufferUsageFlags out = 0;
  243. if(!!(usageMask & BufferUsageBit::ALL_UNIFORM))
  244. {
  245. out |= VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
  246. }
  247. if(!!(usageMask & BufferUsageBit::ALL_STORAGE))
  248. {
  249. out |= VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
  250. }
  251. if(!!(usageMask & BufferUsageBit::INDEX))
  252. {
  253. out |= VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
  254. }
  255. if(!!(usageMask & BufferUsageBit::VERTEX))
  256. {
  257. out |= VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
  258. }
  259. if(!!(usageMask & BufferUsageBit::ALL_INDIRECT))
  260. {
  261. out |= VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
  262. }
  263. if(!!(usageMask & BufferUsageBit::TRANSFER_DESTINATION))
  264. {
  265. out |= VK_BUFFER_USAGE_TRANSFER_DST_BIT;
  266. }
  267. if(!!(usageMask & BufferUsageBit::TRANSFER_SOURCE))
  268. {
  269. out |= VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
  270. }
  271. if(!!(usageMask & (BufferUsageBit::ALL_TEXTURE & BufferUsageBit::ALL_WRITE)))
  272. {
  273. out |= VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
  274. }
  275. if(!!(usageMask & (BufferUsageBit::ALL_TEXTURE & BufferUsageBit::ALL_READ)))
  276. {
  277. out |= VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
  278. }
  279. if(!!(usageMask & BufferUsageBit::ACCELERATION_STRUCTURE_BUILD))
  280. {
  281. out |= VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR;
  282. }
  283. if(!!(usageMask & PrivateBufferUsageBit::ACCELERATION_STRUCTURE_BUILD_SCRATCH))
  284. {
  285. out |= VK_BUFFER_USAGE_STORAGE_BUFFER_BIT; // Spec says that this will be enough
  286. }
  287. if(!!(usageMask & PrivateBufferUsageBit::ACCELERATION_STRUCTURE))
  288. {
  289. out |= VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_STORAGE_BIT_KHR;
  290. }
  291. if(!!(usageMask & BufferUsageBit::SBT))
  292. {
  293. out |= VK_BUFFER_USAGE_SHADER_BINDING_TABLE_BIT_KHR;
  294. }
  295. ANKI_ASSERT(out);
  296. return out;
  297. }
  298. VkImageType convertTextureType(TextureType ak)
  299. {
  300. VkImageType out = VK_IMAGE_TYPE_MAX_ENUM;
  301. switch(ak)
  302. {
  303. case TextureType::CUBE:
  304. case TextureType::CUBE_ARRAY:
  305. case TextureType::_2D:
  306. case TextureType::_2D_ARRAY:
  307. out = VK_IMAGE_TYPE_2D;
  308. break;
  309. case TextureType::_3D:
  310. out = VK_IMAGE_TYPE_3D;
  311. break;
  312. case TextureType::_1D:
  313. out = VK_IMAGE_TYPE_1D;
  314. break;
  315. default:
  316. ANKI_ASSERT(0);
  317. }
  318. return out;
  319. }
  320. VkImageViewType convertTextureViewType(TextureType ak)
  321. {
  322. VkImageViewType out = VK_IMAGE_VIEW_TYPE_MAX_ENUM;
  323. switch(ak)
  324. {
  325. case TextureType::_1D:
  326. out = VK_IMAGE_VIEW_TYPE_1D;
  327. break;
  328. case TextureType::_2D:
  329. out = VK_IMAGE_VIEW_TYPE_2D;
  330. break;
  331. case TextureType::_2D_ARRAY:
  332. out = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
  333. break;
  334. case TextureType::_3D:
  335. out = VK_IMAGE_VIEW_TYPE_3D;
  336. break;
  337. case TextureType::CUBE:
  338. out = VK_IMAGE_VIEW_TYPE_CUBE;
  339. break;
  340. case TextureType::CUBE_ARRAY:
  341. out = VK_IMAGE_VIEW_TYPE_CUBE_ARRAY;
  342. break;
  343. default:
  344. ANKI_ASSERT(0);
  345. }
  346. return out;
  347. }
  348. VkImageUsageFlags convertTextureUsage(const TextureUsageBit ak, const Format format)
  349. {
  350. VkImageUsageFlags out = 0;
  351. if(!!(ak & TextureUsageBit::ALL_SAMPLED))
  352. {
  353. out |= VK_IMAGE_USAGE_SAMPLED_BIT;
  354. }
  355. if(!!(ak & TextureUsageBit::ALL_IMAGE))
  356. {
  357. out |= VK_IMAGE_USAGE_STORAGE_BIT;
  358. }
  359. if(!!(ak & (TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE)))
  360. {
  361. if(formatIsDepthStencil(format))
  362. {
  363. out |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  364. }
  365. else
  366. {
  367. out |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
  368. }
  369. }
  370. if(!!(ak & TextureUsageBit::TRANSFER_DESTINATION))
  371. {
  372. out |= VK_IMAGE_USAGE_TRANSFER_DST_BIT;
  373. }
  374. if(!!(ak & TextureUsageBit::GENERATE_MIPMAPS))
  375. {
  376. out |= VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
  377. }
  378. ANKI_ASSERT(out);
  379. return out;
  380. }
  381. VkStencilOp convertStencilOp(StencilOperation ak)
  382. {
  383. VkStencilOp out = VK_STENCIL_OP_MAX_ENUM;
  384. switch(ak)
  385. {
  386. case StencilOperation::KEEP:
  387. out = VK_STENCIL_OP_KEEP;
  388. break;
  389. case StencilOperation::ZERO:
  390. out = VK_STENCIL_OP_ZERO;
  391. break;
  392. case StencilOperation::REPLACE:
  393. out = VK_STENCIL_OP_REPLACE;
  394. break;
  395. case StencilOperation::INCREMENT_AND_CLAMP:
  396. out = VK_STENCIL_OP_INCREMENT_AND_CLAMP;
  397. break;
  398. case StencilOperation::DECREMENT_AND_CLAMP:
  399. out = VK_STENCIL_OP_DECREMENT_AND_CLAMP;
  400. break;
  401. case StencilOperation::INVERT:
  402. out = VK_STENCIL_OP_INVERT;
  403. break;
  404. case StencilOperation::INCREMENT_AND_WRAP:
  405. out = VK_STENCIL_OP_INCREMENT_AND_WRAP;
  406. break;
  407. case StencilOperation::DECREMENT_AND_WRAP:
  408. out = VK_STENCIL_OP_DECREMENT_AND_WRAP;
  409. break;
  410. default:
  411. ANKI_ASSERT(0);
  412. }
  413. return out;
  414. }
  415. VkShaderStageFlags convertShaderTypeBit(ShaderTypeBit bit)
  416. {
  417. ANKI_ASSERT(bit != ShaderTypeBit::NONE);
  418. VkShaderStageFlags out = 0;
  419. if(!!(bit & ShaderTypeBit::VERTEX))
  420. {
  421. out |= VK_SHADER_STAGE_VERTEX_BIT;
  422. }
  423. if(!!(bit & ShaderTypeBit::TESSELLATION_CONTROL))
  424. {
  425. out |= VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT;
  426. }
  427. if(!!(bit & ShaderTypeBit::TESSELLATION_EVALUATION))
  428. {
  429. out |= VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT;
  430. }
  431. if(!!(bit & ShaderTypeBit::GEOMETRY))
  432. {
  433. out |= VK_SHADER_STAGE_GEOMETRY_BIT;
  434. }
  435. if(!!(bit & ShaderTypeBit::FRAGMENT))
  436. {
  437. out |= VK_SHADER_STAGE_FRAGMENT_BIT;
  438. }
  439. if(!!(bit & ShaderTypeBit::COMPUTE))
  440. {
  441. out |= VK_SHADER_STAGE_COMPUTE_BIT;
  442. }
  443. if(!!(bit & ShaderTypeBit::RAY_GEN))
  444. {
  445. out |= VK_SHADER_STAGE_RAYGEN_BIT_KHR;
  446. }
  447. if(!!(bit & ShaderTypeBit::ANY_HIT))
  448. {
  449. out |= VK_SHADER_STAGE_ANY_HIT_BIT_KHR;
  450. }
  451. if(!!(bit & ShaderTypeBit::CLOSEST_HIT))
  452. {
  453. out |= VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR;
  454. }
  455. if(!!(bit & ShaderTypeBit::MISS))
  456. {
  457. out |= VK_SHADER_STAGE_MISS_BIT_KHR;
  458. }
  459. if(!!(bit & ShaderTypeBit::INTERSECTION))
  460. {
  461. out |= VK_SHADER_STAGE_INTERSECTION_BIT_KHR;
  462. }
  463. if(!!(bit & ShaderTypeBit::CALLABLE))
  464. {
  465. out |= VK_SHADER_STAGE_CALLABLE_BIT_KHR;
  466. }
  467. ANKI_ASSERT(out != 0);
  468. ANKI_ASSERT(__builtin_popcount(U32(bit)) == __builtin_popcount(out));
  469. return out;
  470. }
  471. const char* vkResultToString(VkResult res)
  472. {
  473. const char* out;
  474. switch(res)
  475. {
  476. case VK_SUCCESS:
  477. out = "VK_SUCCESS";
  478. break;
  479. case VK_NOT_READY:
  480. out = "VK_NOT_READY";
  481. break;
  482. case VK_TIMEOUT:
  483. out = "VK_TIMEOUT";
  484. break;
  485. case VK_EVENT_SET:
  486. out = "VK_EVENT_SET";
  487. break;
  488. case VK_EVENT_RESET:
  489. out = "VK_EVENT_RESET";
  490. break;
  491. case VK_INCOMPLETE:
  492. out = "VK_INCOMPLETE";
  493. break;
  494. case VK_ERROR_OUT_OF_HOST_MEMORY:
  495. out = "VK_ERROR_OUT_OF_HOST_MEMORY";
  496. break;
  497. case VK_ERROR_OUT_OF_DEVICE_MEMORY:
  498. out = "VK_ERROR_OUT_OF_DEVICE_MEMORY";
  499. break;
  500. case VK_ERROR_INITIALIZATION_FAILED:
  501. out = "VK_ERROR_INITIALIZATION_FAILED";
  502. break;
  503. case VK_ERROR_DEVICE_LOST:
  504. out = "VK_ERROR_DEVICE_LOST";
  505. break;
  506. case VK_ERROR_MEMORY_MAP_FAILED:
  507. out = "VK_ERROR_MEMORY_MAP_FAILED";
  508. break;
  509. case VK_ERROR_LAYER_NOT_PRESENT:
  510. out = "VK_ERROR_LAYER_NOT_PRESENT";
  511. break;
  512. case VK_ERROR_EXTENSION_NOT_PRESENT:
  513. out = "VK_ERROR_EXTENSION_NOT_PRESENT";
  514. break;
  515. case VK_ERROR_FEATURE_NOT_PRESENT:
  516. out = "VK_ERROR_FEATURE_NOT_PRESENT";
  517. break;
  518. case VK_ERROR_INCOMPATIBLE_DRIVER:
  519. out = "VK_ERROR_INCOMPATIBLE_DRIVER";
  520. break;
  521. case VK_ERROR_TOO_MANY_OBJECTS:
  522. out = "VK_ERROR_TOO_MANY_OBJECTS";
  523. break;
  524. case VK_ERROR_FORMAT_NOT_SUPPORTED:
  525. out = "VK_ERROR_FORMAT_NOT_SUPPORTED";
  526. break;
  527. case VK_ERROR_FRAGMENTED_POOL:
  528. out = "VK_ERROR_FRAGMENTED_POOL";
  529. break;
  530. case VK_ERROR_OUT_OF_POOL_MEMORY:
  531. out = "VK_ERROR_OUT_OF_POOL_MEMORY";
  532. break;
  533. case VK_ERROR_INVALID_EXTERNAL_HANDLE:
  534. out = "VK_ERROR_INVALID_EXTERNAL_HANDLE";
  535. break;
  536. case VK_ERROR_SURFACE_LOST_KHR:
  537. out = "VK_ERROR_SURFACE_LOST_KHR";
  538. break;
  539. case VK_ERROR_NATIVE_WINDOW_IN_USE_KHR:
  540. out = "VK_ERROR_NATIVE_WINDOW_IN_USE_KHR";
  541. break;
  542. case VK_SUBOPTIMAL_KHR:
  543. out = "VK_SUBOPTIMAL_KHR";
  544. break;
  545. case VK_ERROR_OUT_OF_DATE_KHR:
  546. out = "VK_ERROR_OUT_OF_DATE_KHR";
  547. break;
  548. case VK_ERROR_INCOMPATIBLE_DISPLAY_KHR:
  549. out = "VK_ERROR_INCOMPATIBLE_DISPLAY_KHR";
  550. break;
  551. case VK_ERROR_VALIDATION_FAILED_EXT:
  552. out = "VK_ERROR_VALIDATION_FAILED_EXT";
  553. break;
  554. case VK_ERROR_INVALID_SHADER_NV:
  555. out = "VK_ERROR_INVALID_SHADER_NV";
  556. break;
  557. case VK_ERROR_FRAGMENTATION_EXT:
  558. out = "VK_ERROR_FRAGMENTATION_EXT";
  559. break;
  560. case VK_ERROR_NOT_PERMITTED_EXT:
  561. out = "VK_ERROR_NOT_PERMITTED_EXT";
  562. break;
  563. default:
  564. out = "Unknown VkResult";
  565. break;
  566. }
  567. return out;
  568. }
  569. } // end namespace anki