Attached depth buffer to KRSurface and enabled depth testing in render pass
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@@ -150,7 +150,9 @@ void KRPresentationThread::renderFrame()
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// TODO - Add error handling...
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}
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VkClearValue clearColor = { {{0.0f, 0.0f, 0.0f, 1.0f}} };
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std::array<VkClearValue, 2> clearValues{};
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clearValues[0].color = { {0.0f, 0.0f, 0.0f, 1.0f} };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassInfo{};
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renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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@@ -158,8 +160,8 @@ void KRPresentationThread::renderFrame()
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renderPassInfo.framebuffer = surface.m_swapChainFramebuffers[frameIndex % surface.m_swapChainFramebuffers.size()];
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renderPassInfo.renderArea.offset = { 0, 0 };
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renderPassInfo.renderArea.extent = surface.m_swapChainExtent;
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renderPassInfo.clearValueCount = 1;
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renderPassInfo.pClearValues = &clearColor;
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renderPassInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
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renderPassInfo.pClearValues = clearValues.data();
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vkCmdBeginRenderPass(commandBuffer, &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);
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