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목차

     

     


     

     

     


    인프런 삼각형님의 '삼각형의 실전! Vulkan 중급' 강의를 참고하였습니다. 

    😎 [삼각형의 실전! Vulkan 중급] 강의 들으러 가기!

     

     

     

     

    Vulkan Descriptor pool


     

     

    리소스 접근을 위한 인터페이스

     

     

    Descriptor set layout은 어떤 리소스가 사용할 수 있다는 것을 정의하지만 실제로어떤 리소스가 바인딩 될지에 대한 정보는 포함하고 있지 않다. 리소스의 실제 바인딩은 Desciptor set을 통해 이루어진다. 이 Descriptor setDescriptor pool로부터 할당 받을 수 있다.

     


     

     

    VkDescriptorPoolCreateInfo 구조체

     

    typedef struct VkDescriptorPoolCreateInfo {
         VkStructureType sType;
         const void* pNext;
         VkDescriptorPoolCreateFlags flags;
         uint32_t maxSets;
         uint32_t poolSizeCount;
         const VkDescriptorPoolSize* pPoolSizes;
    } VkDescriptorPoolCreateInfo;

     

    멤버 변수 설명 
     sType   구조체의 타입
     pNext   NULL 또는 확장 기능 구조체의 포인터
     flags   VkDescriptorPoolCreateFlagBits의 조합 
     maxSets   할당할 수 있는 VkDescriptorSet의 개수
     poolSizeCount   VkDescriptorPoolSize의 개수
     pPoolSizes   VkDescriptorPoolSize 배열의 포인터

     


     

     

    VkDescriptorPoolSize 구조체

     

    typedef struct VkDescriptorPoolSize {
         VkDescriptorType type;
         uint32_t descriptorCount;
    } VkDescriptorPoolSize;

     

    멤버 변수 설명 
     type   VkDescriptorType입니다
     descriptorCount   할당할 수 있는 VkDescriptorType의 개수

     

     

    타입은 유니폼 버퍼, 하나의 유니폼 버퍼만 바인딩 할 것이기 때문에 Descriptor Count를 1로 지정하였다.


     

     

    maxSets과 descriptorCount의 관계

     

    maxSetsdescriptorPool할당할 수 있는 descriptorSet의 최대 개수다. 

     

    descriptorCount각 descriptor 타입에 대해 할당될 수 있는 descriptor의 최대 개수다. 

     

     

    두 번째의 경우 maxSets는 1개지만 descriptorCount가 0이므로 할당이 실패한다.


     

     

    VkDescriptorPoolCreateFlagBits 열거형

     

    typedef enum VkDescriptorPoolCreateFlagBits {
         VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT = 0x00000001,
         // Provided by VK_VERSION_1_2
         VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT = 0x00000002,
         // Provided by VK_EXT_mutable_descriptor_type
         VK_DESCRIPTOR_POOL_CREATE_HOST_ONLY_BIT_EXT = 0x00000004,
         // Provided by VK_NV_descriptor_pool_overallocation
         VK_DESCRIPTOR_POOL_CREATE_ALLOW_OVERALLOCATION_SETS_BIT_NV = 0x00000008,
         // Provided by VK_NV_descriptor_pool_overallocation
         VK_DESCRIPTOR_POOL_CREATE_ALLOW_OVERALLOCATION_POOLS_BIT_NV = 0x00000010,
    } VkDescriptorPoolCreateFlagBits;

     

    DescriptorPool에서 할당받은 DescriptorSet은 개별적으로 해제를 할 수 없다. 해제를 할 수 없기 때문에 할당받은 DescriptorSet을 계속해서 재활용해야 한다. 

     

    FREE_DESCRIPTOR_SET_BIT을 활성화하면 DescriptorSet을 개별적으로 해제할 수 있어 더 유연하게 DescriptorSet을 관리할 수 있다.


     

     

    VkDescriptorPoolCreateInfo 구조체

     

     


     

     

    Vulkan Descriptor pool 생성

     

    VkResult vkCreateDescriptorPool(
         VkDevice device,
         const VkDescriptorPoolCreateInfo* pCreateInfo,
         const VkAllocationCallbacks* pAllocator,
         VkDescriptorPool* pDescriptorPool);

     

    파라미터 설명 
     device   VkDevice
     pCreateInfo   VkDescriptorPoolCreateInfo 변수의 포인터
     pAllocator   일단 NULL을 사용
     pDescriptorPool   VkDescriptorPool 변수의 포인터

     


     

     

    Vulkan Descriptor pool 파괴

     

    void vkDestroyDescriptorPool(
         VkDevice device,
         VkDescriptorPool descriptorPool,
         const VkAllocationCallbacks* pAllocator);

     

    파라미터 설명 
    device   VkDevice
    descriptorPool   VkDescriptorPool
    pAllocator   일단 NULL을 사용

     


     

     

    코드

     

    #include ...
    using namespace std;
    
    VkRenderer::VkRenderer(ANativeWindow *window) {
        // 1. VkInstance 생성
        // 2. VkPhysicalDevice 선택
        // 3. VkPhysicalDeviceMemoryProperties 얻기
        // 4. VkDevice 생성
        // 5. VkSurface 생성
        // 6. VkSwapchain 생성
        
        mSwapchainImageViews.resize(swapchainImageCount); // ImageView를 Swapchain의 개수만큼 생성
        for (auto i = 0; i != swapchainImageCount; ++i) {
            // 7. VkImageView 생성 
        }
        // 8. VkCommandPool 생성
        // 9. VkCommandBuffer 할당
        // 10. VkFence 생성
        // 11. VkSemaphore 생성
        // 12. VkRenderPass 생성
        
        mFramebuffers.resize(swapchainImageCount);
        for (auto i = 0; i != swapchainImageCount; ++i) {
            // 13. VkFramebuffer 생성
        }
       
        // 14. Vertex VkShaderModule 생성
        // 15. Fragment VkShaderModule 생성
        // 16. VkDescriptorSetLayout 생성
        // 17. VkPipelineLayout 생성
        // 18. Graphics VkPipeline 생성
        // 19. Vertex VkBuffer 생성
        // 20. Vertex VkBuffer의 VkMemoryRequirements 얻기
        // 21. Vertex VkDeviceMemory를 할당 할 수 있는 메모리 타입 인덱스 얻기
        // 22. Vertex VkDeviceMemory 할당
        // 23. Vertex VkBuffer와 Vertex VkDeviceMemory 바인드
        // 24. Vertex 데이터 복사
        
        // ================================================================================
        // 25. VkDescriptorPool 생성
        // ================================================================================
        VkDescriptorPoolSize descriptorPoolSize{
            .type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
            .descriptorCount = 1
        };
    
        VkDescriptorPoolCreateInfo descriptorPoolCreateInfo{
            .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
            .flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
            .maxSets = 1,
            .poolSizeCount = 1,
            .pPoolSizes = &descriptorPoolSize
        };
    
        VK_CHECK_ERROR(vkCreateDescriptorPool(mDevice,
                                              &descriptorPoolCreateInfo,
                                              nullptr,
                                              &mDescriptorPool));
    }
    
    VkRenderer::~VkRenderer() { 
    	vkDestroyDescriptorPool(mDevice, mDescriptorPool, nullptr);
        ...
    }
    
    void VkRenderer::render() {
        // 1. 화면에 출력할 수 있는 VkImage 얻기
        // 2. VkFence 기다린 후 초기화
        // 3. VkCommandBuffer 초기화
        // 4. VkCommandBuffer 기록 시작
        // 5. VkRenderPass 시작
        // 6. Graphics VkPipeline 바인드
        // 7. Vertex VkBuffer 바인드
        // 8. 삼각형 그리기
        // 9. VkRenderPass 종료
        // 10. VkCommandBuffer 기록 종료
        // 11. VkCommandBuffer 제출
        // 12. VkImage 화면에 출력
    }

     



    전체코드

    더보기
    // MIT License
    //
    // Copyright (c) 2024 Daemyung Jang
    //
    // Permission is hereby granted, free of charge, to any person obtaining a copy
    // of this software and associated documentation files (the "Software"), to deal
    // in the Software without restriction, including without limitation the rights
    // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    // copies of the Software, and to permit persons to whom the Software is
    // furnished to do so, subject to the following conditions:
    //
    // The above copyright notice and this permission notice shall be included in all
    // copies or substantial portions of the Software.
    //
    // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
    // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
    // SOFTWARE.
    
    #include <cassert>
    #include <cstddef>
    #include <array>
    #include <vector>
    #include <iomanip>
    
    #include "VkRenderer.h"
    #include "VkUtil.h"
    #include "AndroidOut.h"
    
    using namespace std;
    
    struct Vector3 {
        union {
            float x;
            float r;
        };
    
        union {
            float y;
            float g;
        };
    
        union {
            float z;
            float b;
        };
    };
    
    struct Vertex {
        Vector3 position;
        Vector3 color;
    };
    
    VkRenderer::VkRenderer(ANativeWindow *window) {
        // ================================================================================
        // 1. VkInstance 생성
        // ================================================================================
        // VkApplicationInfo 구조체 정의
        VkApplicationInfo applicationInfo{
            .sType = VK_STRUCTURE_TYPE_APPLICATION_INFO,
            .pApplicationName = "Practice Vulkan",
            .applicationVersion = VK_MAKE_API_VERSION(0, 0, 1, 0),
            .apiVersion = VK_MAKE_API_VERSION(0, 1, 3, 0)
        };
    
        // 사용할 수 있는 레이어를 얻어온다.
        uint32_t instanceLayerCount;
        VK_CHECK_ERROR(vkEnumerateInstanceLayerProperties(&instanceLayerCount, nullptr));
    
        vector<VkLayerProperties> instanceLayerProperties(instanceLayerCount);
        VK_CHECK_ERROR(vkEnumerateInstanceLayerProperties(&instanceLayerCount,
                                                          instanceLayerProperties.data()));
    
        // 활성화할 레이어의 이름을 배열로 만든다.
        vector<const char*> instanceLayerNames;
        for (const auto &layerProperty : instanceLayerProperties) {
            instanceLayerNames.push_back(layerProperty.layerName);
        }
    
        uint32_t instanceExtensionCount; // 사용 가능한 InstanceExtension 개수
        VK_CHECK_ERROR(vkEnumerateInstanceExtensionProperties(nullptr,
                                                              &instanceExtensionCount,
                                                              nullptr));
    
        vector<VkExtensionProperties> instanceExtensionProperties(instanceExtensionCount);
        VK_CHECK_ERROR(vkEnumerateInstanceExtensionProperties(nullptr,
                                                              &instanceExtensionCount,
                                                              instanceExtensionProperties.data()));
    
        vector<const char *> instanceExtensionNames; // instanceExtensionName을 담는 배열
        for (const auto &properties: instanceExtensionProperties) {
            if (properties.extensionName == string("VK_KHR_surface") ||
                properties.extensionName == string("VK_KHR_android_surface")) {
                instanceExtensionNames.push_back(properties.extensionName);
            }
        }
        assert(instanceExtensionNames.size() == 2); // 반드시 2개의 이름이 필요하기 때문에 확인
    
        // sType: 구조체의 타입, pApplicationInfo: 어플리케이션의 이름
        // enabledLayerCount, ppEnableLayerNames: 사용할 레이어의 정보를 정의
        VkInstanceCreateInfo instanceCreateInfo{
            .sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO,
            .pApplicationInfo = &applicationInfo,
            .enabledLayerCount = static_cast<uint32_t>(instanceLayerNames.size()),
            .ppEnabledLayerNames = instanceLayerNames.data(),
            .enabledExtensionCount = static_cast<uint32_t>(instanceExtensionNames.size()),
            .ppEnabledExtensionNames = instanceExtensionNames.data()
        };
    
        // vkCreateInstance로 인스턴스 생성. 생성된 인스턴스가 mInstance에 쓰여진다.
        VK_CHECK_ERROR(vkCreateInstance(&instanceCreateInfo, nullptr, &mInstance));
    
    
        // ================================================================================
        // 2. VkPhysicalDevice 선택
        // ================================================================================
        uint32_t physicalDeviceCount;
        VK_CHECK_ERROR(vkEnumeratePhysicalDevices(mInstance, &physicalDeviceCount, nullptr));
    
        vector<VkPhysicalDevice> physicalDevices(physicalDeviceCount);
        VK_CHECK_ERROR(vkEnumeratePhysicalDevices(mInstance, &physicalDeviceCount, physicalDevices.data()));
    
        // 간단한 예제를 위해 첫 번째 VkPhysicalDevice를 사용
        mPhysicalDevice = physicalDevices[0];
    
        VkPhysicalDeviceProperties physicalDeviceProperties; // 이 구조체 안에 GPU에 필요한 모든 정보가 있다.
        vkGetPhysicalDeviceProperties(mPhysicalDevice, &physicalDeviceProperties);
    
        aout << "Selected Physical Device Information ↓" << endl;
        aout << setw(16) << left << " - Device Name: "
             << string_view(physicalDeviceProperties.deviceName) << endl;
        aout << setw(16) << left << " - Device Type: "
             << vkToString(physicalDeviceProperties.deviceType) << endl;
        aout << std::hex;
        aout << setw(16) << left << " - Device ID: " << physicalDeviceProperties.deviceID << endl;
        aout << setw(16) << left << " - Vendor ID: " << physicalDeviceProperties.vendorID << endl;
        aout << std::dec;
        aout << setw(16) << left << " - API Version: "
             << VK_API_VERSION_MAJOR(physicalDeviceProperties.apiVersion) << "."
             << VK_API_VERSION_MINOR(physicalDeviceProperties.apiVersion);
        aout << setw(16) << left << " - Driver Version: "
             << VK_API_VERSION_MAJOR(physicalDeviceProperties.driverVersion) << "."
             << VK_API_VERSION_MINOR(physicalDeviceProperties.driverVersion);
    
        // ================================================================================
        // 3. VkPhysicalDeviceMemoryProperties 얻기
        // ================================================================================
        vkGetPhysicalDeviceMemoryProperties(mPhysicalDevice, &mPhysicalDeviceMemoryProperties);
    
        // ================================================================================
        // 4. VkDevice 생성
        // ================================================================================
        uint32_t queueFamilyPropertiesCount;
    
        //---------------------------------------------------------------------------------
        //** queueFamily 속성을 조회
        // 사용 가능한 queueFamily의 수(=queueFamilyPropertiesCount)를 얻어온다.
        vkGetPhysicalDeviceQueueFamilyProperties(mPhysicalDevice, &queueFamilyPropertiesCount, nullptr);
    
        vector<VkQueueFamilyProperties> queueFamilyProperties(queueFamilyPropertiesCount);
        // 해당 queueFamily들의 속성을 배열에 얻어온다.
        vkGetPhysicalDeviceQueueFamilyProperties(mPhysicalDevice, &queueFamilyPropertiesCount, queueFamilyProperties.data());
        //---------------------------------------------------------------------------------
    
        // 특정 queueFamilyProperties가 VK_QUEUE_GRAPHICS_BIT를 지원하는지 확인.
        // 지원하는 queueFamilyProperties를 찾으면 break. queueFamily에 대한 정보는 mQueueFamilyIndex에 저장.
        for (mQueueFamilyIndex = 0;
             mQueueFamilyIndex != queueFamilyPropertiesCount; ++mQueueFamilyIndex) {
            if (queueFamilyProperties[mQueueFamilyIndex].queueFlags & VK_QUEUE_GRAPHICS_BIT) {
                break;
            }
        }
    
        // 생성할 큐를 정의
        const vector<float> queuePriorities{1.0};
        VkDeviceQueueCreateInfo deviceQueueCreateInfo{
                .sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO,
                .queueFamilyIndex = mQueueFamilyIndex,      // queueFamilyIndex
                .queueCount = 1,                            // 생성할 큐의 개수
                .pQueuePriorities = queuePriorities.data()  // 큐의 우선순위
        };
    
        uint32_t deviceExtensionCount; // 사용 가능한 deviceExtension 개수
        VK_CHECK_ERROR(vkEnumerateDeviceExtensionProperties(mPhysicalDevice,
                                                            nullptr,
                                                            &deviceExtensionCount,
                                                            nullptr));
    
        vector<VkExtensionProperties> deviceExtensionProperties(deviceExtensionCount);
        VK_CHECK_ERROR(vkEnumerateDeviceExtensionProperties(mPhysicalDevice,
                                                            nullptr,
                                                            &deviceExtensionCount,
                                                            deviceExtensionProperties.data()));
    
        vector<const char *> deviceExtensionNames;
        for (const auto &properties: deviceExtensionProperties) {
            if (properties.extensionName == string("VK_KHR_swapchain")) {
                deviceExtensionNames.push_back(properties.extensionName);
            }
        }
        assert(deviceExtensionNames.size() == 1); // VK_KHR_swapchain이 반드시 필요하기 때문에 확인
    
        // 생성할 Device 정의
        VkDeviceCreateInfo deviceCreateInfo{
                .sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO,
                .queueCreateInfoCount = 1,                   // 큐의 개수
                .pQueueCreateInfos = &deviceQueueCreateInfo, // 생성할 큐의 정보
                .enabledExtensionCount = static_cast<uint32_t>(deviceExtensionNames.size()),
                .ppEnabledExtensionNames = deviceExtensionNames.data() // 활성화하려는 deviceExtension들을 넘겨줌
        };
    
        // vkCreateDevice를 호출하여 Device 생성(= mDevice 생성)
        VK_CHECK_ERROR(vkCreateDevice(mPhysicalDevice, &deviceCreateInfo, nullptr, &mDevice));
        // 생성된 Device(= mDevice)로부터 큐를 vkGetDeviceQueue를 호출하여 얻어온다.
        vkGetDeviceQueue(mDevice, mQueueFamilyIndex, 0, &mQueue);
    
    
        // ================================================================================
        // 5. VkSurface 생성
        // ================================================================================
        VkAndroidSurfaceCreateInfoKHR surfaceCreateInfo{
                .sType = VK_STRUCTURE_TYPE_ANDROID_SURFACE_CREATE_INFO_KHR,
                .window = window
        };
    
        // surface 생성.
        VK_CHECK_ERROR(vkCreateAndroidSurfaceKHR(mInstance, &surfaceCreateInfo, nullptr, &mSurface));
    
        VkBool32 supported; // surface 지원 여부
        VK_CHECK_ERROR(vkGetPhysicalDeviceSurfaceSupportKHR(mPhysicalDevice,
                                                            mQueueFamilyIndex,
                                                            mSurface,
                                                            &supported)); // 지원 여부를 받아옴.
        assert(supported);
    
    
        // ================================================================================
        // 6. VkSwapchain 생성
        // ================================================================================
        VkSurfaceCapabilitiesKHR surfaceCapabilities;
        VK_CHECK_ERROR(vkGetPhysicalDeviceSurfaceCapabilitiesKHR(mPhysicalDevice,
                                                                 mSurface,
                                                                 &surfaceCapabilities));
    
        VkCompositeAlphaFlagBitsKHR compositeAlpha = VK_COMPOSITE_ALPHA_FLAG_BITS_MAX_ENUM_KHR;
        for (auto i = 0; i <= 4; ++i) {
            if (auto flag = 0x1u << i; surfaceCapabilities.supportedCompositeAlpha & flag) {
                compositeAlpha = static_cast<VkCompositeAlphaFlagBitsKHR>(flag);
                break;
            }
        }
        assert(compositeAlpha != VK_COMPOSITE_ALPHA_FLAG_BITS_MAX_ENUM_KHR);
    
        VkImageUsageFlags swapchainImageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
        assert(surfaceCapabilities.supportedUsageFlags & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
    
        uint32_t surfaceFormatCount = 0;
        VK_CHECK_ERROR(vkGetPhysicalDeviceSurfaceFormatsKHR(mPhysicalDevice,
                                                            mSurface,
                                                            &surfaceFormatCount,
                                                            nullptr));
    
        vector<VkSurfaceFormatKHR> surfaceFormats(surfaceFormatCount);
        VK_CHECK_ERROR(vkGetPhysicalDeviceSurfaceFormatsKHR(mPhysicalDevice,
                                                            mSurface,
                                                            &surfaceFormatCount,
                                                            surfaceFormats.data()));
    
        uint32_t surfaceFormatIndex = VK_FORMAT_MAX_ENUM;
        for (auto i = 0; i != surfaceFormatCount; ++i) {
            if (surfaceFormats[i].format == VK_FORMAT_R8G8B8A8_UNORM) {
                surfaceFormatIndex = i;
                break;
            }
        }
        assert(surfaceFormatIndex != VK_FORMAT_MAX_ENUM);
    
        uint32_t presentModeCount;
        VK_CHECK_ERROR(vkGetPhysicalDeviceSurfacePresentModesKHR(mPhysicalDevice,
                                                                 mSurface,
                                                                 &presentModeCount,
                                                                 nullptr));
    
        vector<VkPresentModeKHR> presentModes(presentModeCount);
        VK_CHECK_ERROR(vkGetPhysicalDeviceSurfacePresentModesKHR(mPhysicalDevice,
                                                                 mSurface,
                                                                 &presentModeCount,
                                                                 presentModes.data()));
    
        uint32_t presentModeIndex = VK_PRESENT_MODE_MAX_ENUM_KHR;
        for (auto i = 0; i != presentModeCount; ++i) {
            if (presentModes[i] == VK_PRESENT_MODE_FIFO_KHR) {
                presentModeIndex = i;
                break;
            }
        }
        assert(presentModeIndex != VK_PRESENT_MODE_MAX_ENUM_KHR);
    
        VkSwapchainCreateInfoKHR swapchainCreateInfo{
                .sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR,
                .surface = mSurface,
                .minImageCount = surfaceCapabilities.minImageCount,
                .imageFormat = surfaceFormats[surfaceFormatIndex].format,
                .imageColorSpace = surfaceFormats[surfaceFormatIndex].colorSpace,
                .imageExtent = mSwapchainImageExtent,
                .imageArrayLayers = 1,
                .imageUsage = swapchainImageUsage,
                .imageSharingMode = VK_SHARING_MODE_EXCLUSIVE,
                .preTransform = surfaceCapabilities.currentTransform,
                .compositeAlpha = compositeAlpha,
                .presentMode = presentModes[presentModeIndex]
        };
    
        VK_CHECK_ERROR(vkCreateSwapchainKHR(mDevice, &swapchainCreateInfo, nullptr, &mSwapchain));
    
        uint32_t swapchainImageCount;
        VK_CHECK_ERROR(vkGetSwapchainImagesKHR(mDevice, mSwapchain, &swapchainImageCount, nullptr));
    
        mSwapchainImages.resize(swapchainImageCount);
        VK_CHECK_ERROR(vkGetSwapchainImagesKHR(mDevice,
                                               mSwapchain,
                                               &swapchainImageCount,
                                               mSwapchainImages.data()));
    
    
        mSwapchainImageViews.resize(swapchainImageCount); // ImageView를 Swapchain의 개수만큼 생성
        for (auto i = 0; i != swapchainImageCount; ++i) {
            // ================================================================================
            // 7. VkImageView 생성
            // ================================================================================
            VkImageViewCreateInfo imageViewCreateInfo{ // 생성할 ImageView를 정의
                    .sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
                    .image = mSwapchainImages[i],
                    .viewType = VK_IMAGE_VIEW_TYPE_2D,
                    .format = surfaceFormats[surfaceFormatIndex].format, // Swapchain 이미지 포맷과 동일한 포맷으로 설정
                    .components = {
                            .r = VK_COMPONENT_SWIZZLE_R,
                            .g = VK_COMPONENT_SWIZZLE_G,
                            .b = VK_COMPONENT_SWIZZLE_B,
                            .a = VK_COMPONENT_SWIZZLE_A,
                    },
                    .subresourceRange = { // 모든 이미지에 대해서 이 이미지 뷰가 접근할 수 있도록 설정
                            .aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
                            .baseMipLevel = 0,
                            .levelCount = 1,
                            .baseArrayLayer = 0,
                            .layerCount = 1
                    }
            };
    
            VK_CHECK_ERROR(vkCreateImageView(mDevice,
                                             &imageViewCreateInfo,
                                             nullptr,
                                             &mSwapchainImageViews[i])); // mSwapchainImageViews[i] 생성
        }
    
        // ================================================================================
        // 8. VkCommandPool 생성
        // ================================================================================
        VkCommandPoolCreateInfo commandPoolCreateInfo{
                .sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
                .flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT |           // command buffer가 자주 변경될 것임을 알려줌
                         VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT, // command buffer를 개별적으로 초기화 가능하게 설정
                .queueFamilyIndex = mQueueFamilyIndex
        };
    
        VK_CHECK_ERROR(vkCreateCommandPool(mDevice, &commandPoolCreateInfo, nullptr, &mCommandPool)); // mCommandPool 생성
    
        // ================================================================================
        // 9. VkCommandBuffer 할당
        // ================================================================================
        VkCommandBufferAllocateInfo commandBufferAllocateInfo{ // 할당하려는 command buffer 정의
                .sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO,
                .commandPool = mCommandPool,
                .level = VK_COMMAND_BUFFER_LEVEL_PRIMARY,
                .commandBufferCount = 1
        };
    
        VK_CHECK_ERROR(vkAllocateCommandBuffers(mDevice, &commandBufferAllocateInfo, &mCommandBuffer));
    
    
        // ================================================================================
        // 10. VkFence 생성
        // ================================================================================
        VkFenceCreateInfo fenceCreateInfo{
            .sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO
        }; // 생성할 Fence의 정보를 해당 구조체에서 정의
    
        VK_CHECK_ERROR(vkCreateFence(mDevice, &fenceCreateInfo, nullptr, &mFence)); // mFence 생성. flag에 아무것도 넣어주지 않았기 때문에 생성된 Fence의 초기 상태는 Unsignal 상태다.
    
    
        // ================================================================================
        // 11. VkSemaphore 생성
        // ================================================================================
        VkSemaphoreCreateInfo semaphoreCreateInfo{
                .sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO,
        };
    
        VK_CHECK_ERROR(vkCreateSemaphore(mDevice, &semaphoreCreateInfo, nullptr, &mSemaphore));
    
    
        // ================================================================================
        // 12. VkRenderPass 생성
        // ================================================================================
        VkAttachmentDescription attachmentDescription{
                .format = surfaceFormats[surfaceFormatIndex].format,
                .samples = VK_SAMPLE_COUNT_1_BIT,
                .loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR,
                .storeOp = VK_ATTACHMENT_STORE_OP_STORE,
                .initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
                .finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR
        };
    
        VkAttachmentReference attachmentReference{
                .attachment = 0,
                .layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
        };
    
        VkSubpassDescription subpassDescription{
                .pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
                .colorAttachmentCount = 1,
                .pColorAttachments = &attachmentReference
        };
    
        VkRenderPassCreateInfo renderPassCreateInfo{
                .sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
                .attachmentCount = 1,
                .pAttachments = &attachmentDescription,
                .subpassCount = 1,
                .pSubpasses = &subpassDescription
        };
    
        VK_CHECK_ERROR(vkCreateRenderPass(mDevice, &renderPassCreateInfo, nullptr, &mRenderPass)); // mRenderPass 생성.
    
        mFramebuffers.resize(swapchainImageCount);
        for (auto i = 0; i != swapchainImageCount; ++i) {
            // ================================================================================
            // 13. VkFramebuffer 생성
            // ================================================================================
            VkFramebufferCreateInfo framebufferCreateInfo{
                    .sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
                    .renderPass = mRenderPass,
                    .attachmentCount = 1,
                    .pAttachments = &mSwapchainImageViews[i], // ImageView
                    .width = mSwapchainImageExtent.width,
                    .height = mSwapchainImageExtent.height,
                    .layers = 1
            };
    
            VK_CHECK_ERROR(vkCreateFramebuffer(mDevice, &framebufferCreateInfo, nullptr, &mFramebuffers[i]));// mFramebuffers[i] 생성
        }
    
    
        // ================================================================================
        // 14. Vertex VkShaderModule 생성
        // ================================================================================
        string_view vertexShaderCode = {
                "#version 310 es                                        \n"
                "                                                       \n"
                "layout(location = 0) in vec3 inPosition;               \n"
                "layout(location = 1) in vec3 inColor;                  \n"
                "                                                       \n"
                "layout(location = 0) out vec3 outColor;                \n"
                "                                                       \n"
                "void main() {                                          \n"
                "    gl_Position = vec4(inPosition, 1.0);               \n"
                "    outColor = inColor;                                \n"
                "}                                                      \n"
        };
    
        std::vector<uint32_t> vertexShaderBinary;
        // VKSL을 SPIR-V로 변환.
        VK_CHECK_ERROR(vkCompileShader(vertexShaderCode,
                                       VK_SHADER_TYPE_VERTEX,
                                       &vertexShaderBinary));
    
        VkShaderModuleCreateInfo vertexShaderModuleCreateInfo{
                .sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
                .codeSize = vertexShaderBinary.size() * sizeof(uint32_t), // 바이트 단위.
                .pCode = vertexShaderBinary.data()
        };
    
        VK_CHECK_ERROR(vkCreateShaderModule(mDevice,
                                            &vertexShaderModuleCreateInfo,
                                            nullptr,
                                            &mVertexShaderModule)); // mVertexShaderModule 생성.
    
        // ================================================================================
        // 15. Fragment VkShaderModule 생성
        // ================================================================================
        string_view fragmentShaderCode = {
                "#version 310 es                                        \n"
                "precision mediump float;                               \n"
                "                                                       \n"
                "layout(location = 0) in vec3 inColor;                  \n"
                "                                                       \n"
                "layout(location = 0) out vec4 outColor;                \n"
                "                                                       \n"
                "void main() {                                          \n"
                "    outColor = vec4(inColor, 1.0);                     \n"
                "}                                                      \n"
        };
    
        std::vector<uint32_t> fragmentShaderBinary;
        VK_CHECK_ERROR(vkCompileShader(fragmentShaderCode,
                                       VK_SHADER_TYPE_FRAGMENT,
                                       &fragmentShaderBinary));
    
        VkShaderModuleCreateInfo fragmentShaderModuleCreateInfo{
                .sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
                .codeSize = fragmentShaderBinary.size() * sizeof(uint32_t),
                .pCode = fragmentShaderBinary.data()
        };
    
        VK_CHECK_ERROR(vkCreateShaderModule(mDevice,
                                            &fragmentShaderModuleCreateInfo,
                                            nullptr,
                                            &mFragmentShaderModule));
    
        // ================================================================================
        // 16. VkDescriptorSetLayout 생성
        // ================================================================================
        VkDescriptorSetLayoutBinding descriptorSetLayoutBinding{
                .binding = 0,
                .descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
                .descriptorCount = 1,
                .stageFlags = VK_SHADER_STAGE_VERTEX_BIT
        };
    
        VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo{
                .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
                .bindingCount = 1,
                .pBindings = &descriptorSetLayoutBinding
        };
    
        VK_CHECK_ERROR(vkCreateDescriptorSetLayout(mDevice,
                                                   &descriptorSetLayoutCreateInfo,
                                                   nullptr,
                                                   &mDescriptorSetLayout)); // mDescriptorSetLayout 생성
    
        // ================================================================================
        // 17. VkPipelineLayout 생성
        // ================================================================================
        VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{
                .sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO
        };
    
        VK_CHECK_ERROR(vkCreatePipelineLayout(mDevice,
                                              &pipelineLayoutCreateInfo,
                                              nullptr,
                                              &mPipelineLayout));
    
        // ================================================================================
        // 18. Graphics VkPipeline 생성
        // ================================================================================
        array<VkPipelineShaderStageCreateInfo, 2> pipelineShaderStageCreateInfos{
                VkPipelineShaderStageCreateInfo{
                        .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
                        .stage = VK_SHADER_STAGE_VERTEX_BIT,
                        .module = mVertexShaderModule,
                        .pName = "main"
                },
                VkPipelineShaderStageCreateInfo{
                        .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
                        .stage = VK_SHADER_STAGE_FRAGMENT_BIT,
                        .module = mFragmentShaderModule,
                        .pName = "main"
                }
        };
    
        VkVertexInputBindingDescription vertexInputBindingDescription{
                .binding = 0,
                .stride = sizeof(Vertex),
                .inputRate = VK_VERTEX_INPUT_RATE_VERTEX
        };
    
        array<VkVertexInputAttributeDescription, 2> vertexInputAttributeDescriptions{
                VkVertexInputAttributeDescription{
                        .location = 0,
                        .binding = 0,
                        .format = VK_FORMAT_R32G32B32_SFLOAT,
                        .offset = offsetof(Vertex, position)
                },
                VkVertexInputAttributeDescription{
                        .location = 1,
                        .binding = 0,
                        .format = VK_FORMAT_R32G32B32_SFLOAT,
                        .offset = offsetof(Vertex, color)
                }
        };
    
        VkPipelineVertexInputStateCreateInfo pipelineVertexInputStateCreateInfo{
                .sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
                .vertexBindingDescriptionCount = 1,
                .pVertexBindingDescriptions = &vertexInputBindingDescription,
                .vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributeDescriptions.size()),
                .pVertexAttributeDescriptions = vertexInputAttributeDescriptions.data()
        };
    
        VkPipelineInputAssemblyStateCreateInfo pipelineInputAssemblyStateCreateInfo{
                .sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
                .topology =VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST
        };
    
        VkViewport viewport{
                .width = static_cast<float>(mSwapchainImageExtent.width),
                .height = static_cast<float>(mSwapchainImageExtent.height),
                .maxDepth = 1.0f
        };
    
        VkRect2D scissor{
                .extent = mSwapchainImageExtent
        };
    
        VkPipelineViewportStateCreateInfo pipelineViewportStateCreateInfo{
                .sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
                .viewportCount = 1,
                .pViewports = &viewport,
                .scissorCount = 1,
                .pScissors = &scissor
        };
    
        VkPipelineRasterizationStateCreateInfo pipelineRasterizationStateCreateInfo{
                .sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
                .polygonMode = VK_POLYGON_MODE_FILL,
                .cullMode = VK_CULL_MODE_NONE,
                .lineWidth = 1.0f
        };
    
        VkPipelineMultisampleStateCreateInfo pipelineMultisampleStateCreateInfo{
                .sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
                .rasterizationSamples = VK_SAMPLE_COUNT_1_BIT
        };
    
        VkPipelineDepthStencilStateCreateInfo pipelineDepthStencilStateCreateInfo{
                .sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO
        };
    
        VkPipelineColorBlendAttachmentState pipelineColorBlendAttachmentState{
                .colorWriteMask = VK_COLOR_COMPONENT_R_BIT |
                                  VK_COLOR_COMPONENT_G_BIT |
                                  VK_COLOR_COMPONENT_B_BIT |
                                  VK_COLOR_COMPONENT_A_BIT
        };
    
        VkPipelineColorBlendStateCreateInfo pipelineColorBlendStateCreateInfo{
                .sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
                .attachmentCount = 1,
                .pAttachments = &pipelineColorBlendAttachmentState
        };
    
        VkGraphicsPipelineCreateInfo graphicsPipelineCreateInfo{
                .sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
                .stageCount = pipelineShaderStageCreateInfos.size(),
                .pStages = pipelineShaderStageCreateInfos.data(),
                .pVertexInputState = &pipelineVertexInputStateCreateInfo,
                .pInputAssemblyState = &pipelineInputAssemblyStateCreateInfo,
                .pViewportState = &pipelineViewportStateCreateInfo,
                .pRasterizationState = &pipelineRasterizationStateCreateInfo,
                .pMultisampleState = &pipelineMultisampleStateCreateInfo,
                .pDepthStencilState = &pipelineDepthStencilStateCreateInfo,
                .pColorBlendState = &pipelineColorBlendStateCreateInfo,
                .layout = mPipelineLayout,
                .renderPass = mRenderPass
        };
    
        VK_CHECK_ERROR(vkCreateGraphicsPipelines(mDevice,
                                                 VK_NULL_HANDLE,
                                                 1,
                                                 &graphicsPipelineCreateInfo,
                                                 nullptr,
                                                 &mPipeline));
    
        // ================================================================================
        // 19. Vertex VkBuffer 생성
        // ================================================================================
        constexpr array<Vertex, 3> vertices{
                Vertex{
                        .position{0.0, -0.5, 0.0},
                        .color{1.0, 0.0, 0.0}
                },
                Vertex{
                        .position{0.5, 0.5, 0.0},
                        .color{0.0, 1.0, 0.0}
                },
                Vertex{
                        .position{-0.5, 0.5, 0.0},
                        .color{0.0, 0.0, 1.0}
                },
        };
        constexpr VkDeviceSize vertexDataSize{vertices.size() * sizeof(Vertex)};
    
        VkBufferCreateInfo vertexBufferCreateInfo{
                .sType =VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
                .size = vertexDataSize,
                .usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT
        };
    
        VK_CHECK_ERROR(vkCreateBuffer(mDevice, &vertexBufferCreateInfo, nullptr, &mVertexBuffer));
    
        // ================================================================================
        // 20. Vertex VkBuffer의 VkMemoryRequirements 얻기
        // ================================================================================
        VkMemoryRequirements vertexMemoryRequirements;
        vkGetBufferMemoryRequirements(mDevice, mVertexBuffer, &vertexMemoryRequirements);
    
        // ================================================================================
        // 21. Vertex VkDeviceMemory를 할당 할 수 있는 메모리 타입 인덱스 얻기
        // ================================================================================
        uint32_t vertexMemoryTypeIndex;
        VK_CHECK_ERROR(vkGetMemoryTypeIndex(mPhysicalDeviceMemoryProperties,
                                            vertexMemoryRequirements,
                                            VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
                                            VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
                                            &vertexMemoryTypeIndex));
    
        // ================================================================================
        // 22. Vertex VkDeviceMemory 할당
        // ================================================================================
        VkMemoryAllocateInfo vertexMemoryAllocateInfo{
                .sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
                .allocationSize = vertexMemoryRequirements.size,
                .memoryTypeIndex = vertexMemoryTypeIndex
        };
    
        VK_CHECK_ERROR(vkAllocateMemory(mDevice, &vertexMemoryAllocateInfo, nullptr, &mVertexMemory));
    
        // ================================================================================
        // 23. Vertex VkBuffer와 Vertex VkDeviceMemory 바인드
        // ================================================================================
        VK_CHECK_ERROR(vkBindBufferMemory(mDevice, mVertexBuffer, mVertexMemory, 0));
    
        // ================================================================================
        // 24. Vertex 데이터 복사
        // ================================================================================
        void* vertexData;
        VK_CHECK_ERROR(vkMapMemory(mDevice, mVertexMemory, 0, vertexDataSize, 0, &vertexData));
        memcpy(vertexData, vertices.data(), vertexDataSize);
        vkUnmapMemory(mDevice, mVertexMemory);
    
        // ================================================================================
        // 25. VkDescriptorPool 생성
        // ================================================================================
        VkDescriptorPoolSize descriptorPoolSize{
                .type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
                .descriptorCount = 1
        };
    
        VkDescriptorPoolCreateInfo descriptorPoolCreateInfo{
                .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
                .flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
                .maxSets = 1,
                .poolSizeCount = 1,
                .pPoolSizes = &descriptorPoolSize
        };
    
        VK_CHECK_ERROR(vkCreateDescriptorPool(mDevice,
                                              &descriptorPoolCreateInfo,
                                              nullptr,
                                              &mDescriptorPool));
    }
    
    VkRenderer::~VkRenderer() {
        vkDestroyDescriptorPool(mDevice, mDescriptorPool, nullptr);
        vkFreeMemory(mDevice, mVertexMemory, nullptr);
        vkDestroyBuffer(mDevice, mVertexBuffer, nullptr);
        vkDestroyDescriptorSetLayout(mDevice, mDescriptorSetLayout, nullptr);
        vkDestroyPipelineLayout(mDevice, mPipelineLayout, nullptr);
        vkDestroyPipeline(mDevice, mPipeline, nullptr);
        vkDestroyShaderModule(mDevice, mVertexShaderModule, nullptr);
        vkDestroyShaderModule(mDevice, mFragmentShaderModule, nullptr);
        for (auto framebuffer : mFramebuffers) {
            vkDestroyFramebuffer(mDevice, framebuffer, nullptr);
        }
        mFramebuffers.clear();
        vkDestroyRenderPass(mDevice, mRenderPass, nullptr);
        for (auto imageView : mSwapchainImageViews) {
            vkDestroyImageView(mDevice, imageView, nullptr);
        }
        mSwapchainImageViews.clear();
        vkDestroySemaphore(mDevice, mSemaphore, nullptr);
        vkDestroyFence(mDevice, mFence, nullptr);
        vkFreeCommandBuffers(mDevice, mCommandPool, 1, &mCommandBuffer);
        vkDestroyCommandPool(mDevice, mCommandPool, nullptr);
        vkDestroySwapchainKHR(mDevice, mSwapchain, nullptr);
        vkDestroySurfaceKHR(mInstance, mSurface, nullptr);
        vkDestroyDevice(mDevice, nullptr); // Device 파괴. queue의 경우 Device를 생성하면서 생겼기 때문에 따로 파괴하는 API가 존재하지 않는다.
        vkDestroyInstance(mInstance, nullptr);
    }
    
    void VkRenderer::render() {
        // ================================================================================
        // 1. 화면에 출력할 수 있는 VkImage 얻기
        // ================================================================================
        uint32_t swapchainImageIndex;
        VK_CHECK_ERROR(vkAcquireNextImageKHR(mDevice,
                                             mSwapchain,
                                             UINT64_MAX,
                                             VK_NULL_HANDLE,
                                             mFence,                 // Fence 설정
                                             &swapchainImageIndex)); // 사용 가능한 이미지 변수에 담기
        //auto swapchainImage = mSwapchainImages[swapchainImageIndex]; // swapchainImage에 더 이상 직접 접근하지 않으므로 이제 사용X
        auto framebuffer = mFramebuffers[swapchainImageIndex];
    
        // ================================================================================
        // 2. VkFence 기다린 후 초기화
        // ================================================================================
        // mFence가 Signal 될 때까지 기다린다.
        VK_CHECK_ERROR(vkWaitForFences(mDevice, 1, &mFence, VK_TRUE, UINT64_MAX));
        // mFence가 Siganl이 되면 vkResetFences를 호출해서 Fence의 상태를 다시 초기화한다.
        // 초기화하는 이유: vkAcquireNextImageKHR을 호출할 때 이 Fence의 상태는 항상 Unsignal 상태여야 하기 때문이다.
        VK_CHECK_ERROR(vkResetFences(mDevice, 1, &mFence));
    
        // ================================================================================
        // 3. VkCommandBuffer 초기화
        // ================================================================================
        vkResetCommandBuffer(mCommandBuffer, 0);
    
        // ================================================================================
        // 4. VkCommandBuffer 기록 시작
        // ================================================================================
        VkCommandBufferBeginInfo commandBufferBeginInfo{
                .sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
                .flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT // 한 번만 기록되고 다시 리셋 될 것이라는 의미
        };
    
        // mCommandBuffer를 기록중인 상태로 변경.
        VK_CHECK_ERROR(vkBeginCommandBuffer(mCommandBuffer, &commandBufferBeginInfo));
    
    
        // ================================================================================
        // 5. VkRenderPass 시작
        // ================================================================================
        VkRenderPassBeginInfo renderPassBeginInfo{
                .sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
                .renderPass = mRenderPass,
                .framebuffer = framebuffer,
                .renderArea{
                        .extent = mSwapchainImageExtent
                },
                .clearValueCount = 1,
                .pClearValues = &mClearValue
        };
    
        vkCmdBeginRenderPass(mCommandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
    
        // ================================================================================
        // 6. Graphics VkPipeline 바인드
        // ================================================================================
        vkCmdBindPipeline(mCommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, mPipeline);
    
        // ================================================================================
        // 7. Vertex VkBuffer 바인드
        // ================================================================================
        VkDeviceSize vertexBufferOffset{0};
        vkCmdBindVertexBuffers(mCommandBuffer, 0, 1, &mVertexBuffer, &vertexBufferOffset);
    
        // ================================================================================
        // 8. 삼각형 그리기
        // ================================================================================
        vkCmdDraw(mCommandBuffer, 3, 1, 0, 0);
    
        // ================================================================================
        // 9. VkRenderPass 종료
        // ================================================================================
        vkCmdEndRenderPass(mCommandBuffer);
    
        // ================================================================================
        // 10. VkCommandBuffer 기록 종료
        // ================================================================================
        VK_CHECK_ERROR(vkEndCommandBuffer(mCommandBuffer)); // mCommandBuffer는 Executable 상태가 된다.
    
        // ================================================================================
        // 11. VkCommandBuffer 제출
        // ================================================================================
        VkSubmitInfo submitInfo{
                .sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
                .commandBufferCount = 1,
                .pCommandBuffers = &mCommandBuffer,
                .signalSemaphoreCount = 1,
                .pSignalSemaphores = &mSemaphore
        };
    
        // submitInfo 구조체를 넘김으로써 commandBuffer 정보를 queue에 제출
        VK_CHECK_ERROR(vkQueueSubmit(mQueue, 1, &submitInfo, VK_NULL_HANDLE));
    
        // ================================================================================
        // 12. VkImage 화면에 출력
        // ================================================================================
        VkPresentInfoKHR presentInfo{
                .sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR,
                .waitSemaphoreCount = 1,
                .pWaitSemaphores = &mSemaphore,
                .swapchainCount = 1,
                .pSwapchains = &mSwapchain,
                .pImageIndices = &swapchainImageIndex
        };
    
        VK_CHECK_ERROR(vkQueuePresentKHR(mQueue, &presentInfo)); // 화면에 출력.
        VK_CHECK_ERROR(vkQueueWaitIdle(mQueue));
    }