procedural-3d-engine/examples/computeshader/computeshader.cpp

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/*
* Vulkan Example - Compute shader image processing
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <vector>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
// Vertex layout for this example
struct Vertex {
float pos[3];
float uv[2];
};
class VulkanExample : public VulkanExampleBase
{
private:
vks::Texture2D textureColorMap;
vks::Texture2D textureComputeTarget;
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public:
struct {
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
// Resources for the graphics part of the example
struct {
VkDescriptorSetLayout descriptorSetLayout; // Image display shader binding layout
VkDescriptorSet descriptorSetPreCompute; // Image display shader bindings before compute shader image manipulation
VkDescriptorSet descriptorSetPostCompute; // Image display shader bindings after compute shader image manipulation
VkPipeline pipeline; // Image display pipeline
VkPipelineLayout pipelineLayout; // Layout of the graphics pipeline
} graphics;
// Resources for the compute part of the example
struct Compute {
VkQueue queue; // Separate queue for compute commands (queue family may differ from the one used for graphics)
VkCommandPool commandPool; // Use a separate command pool (queue family may differ from the one used for graphics)
VkCommandBuffer commandBuffer; // Command buffer storing the dispatch commands and barriers
VkFence fence; // Synchronization fence to avoid rewriting compute CB if still in use
VkDescriptorSetLayout descriptorSetLayout; // Compute shader binding layout
VkDescriptorSet descriptorSet; // Compute shader bindings
VkPipelineLayout pipelineLayout; // Layout of the compute pipeline
std::vector<VkPipeline> pipelines; // Compute pipelines for image filters
int32_t pipelineIndex = 0; // Current image filtering compute pipeline index
uint32_t queueFamilyIndex; // Family index of the graphics queue, used for barriers
} compute;
vks::Buffer vertexBuffer;
vks::Buffer indexBuffer;
uint32_t indexCount;
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vks::Buffer uniformBufferVS;
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struct {
glm::mat4 projection;
glm::mat4 modelView;
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} uboVS;
int vertexBufferSize;
std::vector<std::string> shaderNames;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
title = "Compute shader image load/store";
camera.type = Camera::CameraType::lookat;
camera.setPosition(glm::vec3(0.0f, 0.0f, -2.0f));
camera.setRotation(glm::vec3(0.0f));
camera.setPerspective(60.0f, (float)width * 0.5f / (float)height, 1.0f, 256.0f);
settings.overlay = true;
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}
~VulkanExample()
{
// Graphics
vkDestroyPipeline(device, graphics.pipeline, nullptr);
vkDestroyPipelineLayout(device, graphics.pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, graphics.descriptorSetLayout, nullptr);
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// Compute
for (auto& pipeline : compute.pipelines)
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{
vkDestroyPipeline(device, pipeline, nullptr);
}
vkDestroyPipelineLayout(device, compute.pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, compute.descriptorSetLayout, nullptr);
vkDestroyFence(device, compute.fence, nullptr);
vkDestroyCommandPool(device, compute.commandPool, nullptr);
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vertexBuffer.destroy();
indexBuffer.destroy();
uniformBufferVS.destroy();
textureColorMap.destroy();
textureComputeTarget.destroy();
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}
// Prepare a texture target that is used to store compute shader calculations
void prepareTextureTarget(vks::Texture *tex, uint32_t width, uint32_t height, VkFormat format)
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{
VkFormatProperties formatProperties;
// Get device properties for the requested texture format
vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
// Check if requested image format supports image storage operations
assert(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT);
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// Prepare blit target texture
tex->width = width;
tex->height = height;
VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo();
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imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = format;
imageCreateInfo.extent = { width, height, 1 };
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
// Image will be sampled in the fragment shader and used as storage target in the compute shader
imageCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT;
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imageCreateInfo.flags = 0;
// Sharing mode exclusive means that ownership of the image does not need to be explicitly transferred between the compute and graphics queue
imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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VkMemoryAllocateInfo memAllocInfo = vks::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &tex->image));
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vkGetImageMemoryRequirements(device, tex->image, &memReqs);
memAllocInfo.allocationSize = memReqs.size;
memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &tex->deviceMemory));
VK_CHECK_RESULT(vkBindImageMemory(device, tex->image, tex->deviceMemory, 0));
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VkCommandBuffer layoutCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
tex->imageLayout = VK_IMAGE_LAYOUT_GENERAL;
vks::tools::setImageLayout(
layoutCmd, tex->image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
tex->imageLayout);
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vulkanDevice->flushCommandBuffer(layoutCmd, queue, true);
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// Create sampler
VkSamplerCreateInfo sampler = vks::initializers::samplerCreateInfo();
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sampler.magFilter = VK_FILTER_LINEAR;
sampler.minFilter = VK_FILTER_LINEAR;
sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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sampler.addressModeV = sampler.addressModeU;
sampler.addressModeW = sampler.addressModeU;
sampler.mipLodBias = 0.0f;
sampler.maxAnisotropy = 1.0f;
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sampler.compareOp = VK_COMPARE_OP_NEVER;
sampler.minLod = 0.0f;
sampler.maxLod = tex->mipLevels;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &tex->sampler));
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// Create image view
VkImageViewCreateInfo view = vks::initializers::imageViewCreateInfo();
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view.image = VK_NULL_HANDLE;
view.viewType = VK_IMAGE_VIEW_TYPE_2D;
view.format = format;
view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
view.image = tex->image;
VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &tex->view));
// Initialize a descriptor for later use
tex->descriptor.imageLayout = tex->imageLayout;
tex->descriptor.imageView = tex->view;
tex->descriptor.sampler = tex->sampler;
tex->device = vulkanDevice;
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}
void loadAssets()
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{
textureColorMap.loadFromFile(getAssetPath() + "textures/vulkan_11_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue, VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT, VK_IMAGE_LAYOUT_GENERAL);
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}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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// Image memory barrier to make sure that compute shader writes are finished before sampling from the texture
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VkImageMemoryBarrier imageMemoryBarrier = {};
imageMemoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
// We won't be changing the layout of the image
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imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL;
imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
imageMemoryBarrier.image = textureComputeTarget.image;
imageMemoryBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
imageMemoryBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
imageMemoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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vkCmdPipelineBarrier(
drawCmdBuffers[i],
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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VK_FLAGS_NONE,
0, nullptr,
0, nullptr,
1, &imageMemoryBarrier);
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width * 0.5f, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &vertexBuffer.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
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// Left (pre compute)
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipelineLayout, 0, 1, &graphics.descriptorSetPreCompute, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipeline);
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vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
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// Right (post compute)
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipelineLayout, 0, 1, &graphics.descriptorSetPostCompute, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipeline);
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viewport.x = (float)width / 2.0f;
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
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drawUI(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
}
void buildComputeCommandBuffer()
{
// Flush the queue if we're rebuilding the command buffer after a pipeline change to ensure it's not currently in use
vkQueueWaitIdle(compute.queue);
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VK_CHECK_RESULT(vkBeginCommandBuffer(compute.commandBuffer, &cmdBufInfo));
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vkCmdBindPipeline(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelines[compute.pipelineIndex]);
vkCmdBindDescriptorSets(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineLayout, 0, 1, &compute.descriptorSet, 0, 0);
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vkCmdDispatch(compute.commandBuffer, textureComputeTarget.width / 16, textureComputeTarget.height / 16, 1);
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vkEndCommandBuffer(compute.commandBuffer);
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}
// Setup vertices for a single uv-mapped quad
void generateQuad()
{
// Setup vertices for a single uv-mapped quad made from two triangles
std::vector<Vertex> vertices =
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{
{ { 1.0f, 1.0f, 0.0f }, { 1.0f, 1.0f } },
{ { -1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f } },
{ { -1.0f, -1.0f, 0.0f }, { 0.0f, 0.0f } },
{ { 1.0f, -1.0f, 0.0f }, { 1.0f, 0.0f } }
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};
// Setup indices
std::vector<uint32_t> indices = { 0,1,2, 2,3,0 };
indexCount = static_cast<uint32_t>(indices.size());
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// Create buffers
// For the sake of simplicity we won't stage the vertex data to the gpu memory
// Vertex buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&vertexBuffer,
vertices.size() * sizeof(Vertex),
vertices.data()));
// Index buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&indexBuffer,
indices.size() * sizeof(uint32_t),
indices.data()));
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}
void setupVertexDescriptions()
{
// Binding description
vertices.bindingDescriptions = {
vks::initializers::vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX)
};
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// Attribute descriptions
// Describes memory layout and shader positions
vertices.attributeDescriptions = {
// Location 0: Position
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, pos)),
// Location 1: Texture coordinates
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32_SFLOAT, offsetof(Vertex, uv)),
};
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// Assign to vertex buffer
vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
}
void setupDescriptorPool()
{
std::vector<VkDescriptorPoolSize> poolSizes = {
// Graphics pipelines uniform buffers
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
// Graphics pipelines image samplers for displaying compute output image
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2),
// Compute pipelines uses a storage image for image reads and writes
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 2),
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};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 3);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0: Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
// Binding 1: Fragment shader input image
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1)
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};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &graphics.descriptorSetLayout));
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&graphics.descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &graphics.pipelineLayout));
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}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(descriptorPool, &graphics.descriptorSetLayout, 1);
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// Input image (before compute post processing)
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSetPreCompute));
std::vector<VkWriteDescriptorSet> baseImageWriteDescriptorSets = {
vks::initializers::writeDescriptorSet(graphics.descriptorSetPreCompute, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBufferVS.descriptor),
vks::initializers::writeDescriptorSet(graphics.descriptorSetPreCompute, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textureColorMap.descriptor)
};
vkUpdateDescriptorSets(device, baseImageWriteDescriptorSets.size(), baseImageWriteDescriptorSets.data(), 0, nullptr);
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// Final image (after compute shader processing)
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSetPostCompute));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
vks::initializers::writeDescriptorSet(graphics.descriptorSetPostCompute, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBufferVS.descriptor),
vks::initializers::writeDescriptorSet(graphics.descriptorSetPostCompute, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textureComputeTarget.descriptor)
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};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, nullptr);
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}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vks::initializers::pipelineInputAssemblyStateCreateInfo(
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vks::initializers::pipelineRasterizationStateCreateInfo(
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VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
VK_FRONT_FACE_COUNTER_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vks::initializers::pipelineColorBlendAttachmentState(
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0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vks::initializers::pipelineColorBlendStateCreateInfo(
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1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vks::initializers::pipelineDepthStencilStateCreateInfo(
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VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState =
vks::initializers::pipelineMultisampleStateCreateInfo(
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VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vks::initializers::pipelineDynamicStateCreateInfo(
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dynamicStateEnables.data(),
dynamicStateEnables.size(),
0);
// Rendering pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
shaderStages[0] = loadShader(getShadersPath() + "computeshader/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "computeshader/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(
graphics.pipelineLayout,
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renderPass,
0);
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = shaderStages.size();
pipelineCreateInfo.pStages = shaderStages.data();
pipelineCreateInfo.renderPass = renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &graphics.pipeline));
}
// Find and create a compute capable device queue
void getComputeQueue()
{
uint32_t queueFamilyCount;
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyCount, NULL);
assert(queueFamilyCount >= 1);
std::vector<VkQueueFamilyProperties> queueFamilyProperties;
queueFamilyProperties.resize(queueFamilyCount);
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyCount, queueFamilyProperties.data());
// Some devices have dedicated compute queues, so we first try to find a queue that supports compute and not graphics
bool computeQueueFound = false;
for (uint32_t i = 0; i < static_cast<uint32_t>(queueFamilyProperties.size()); i++)
{
if ((queueFamilyProperties[i].queueFlags & VK_QUEUE_COMPUTE_BIT) && ((queueFamilyProperties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) == 0))
{
compute.queueFamilyIndex = i;
computeQueueFound = true;
break;
}
}
// If there is no dedicated compute queue, just find the first queue family that supports compute
if (!computeQueueFound)
{
for (uint32_t i = 0; i < static_cast<uint32_t>(queueFamilyProperties.size()); i++)
{
if (queueFamilyProperties[i].queueFlags & VK_QUEUE_COMPUTE_BIT)
{
compute.queueFamilyIndex = i;
computeQueueFound = true;
break;
}
}
}
// Compute is mandatory in Vulkan, so there must be at least one queue family that supports compute
assert(computeQueueFound);
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// Get a compute queue from the device
vkGetDeviceQueue(device, compute.queueFamilyIndex, 0, &compute.queue);
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}
void prepareCompute()
{
getComputeQueue();
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// Create compute pipeline
// Compute pipelines are created separate from graphics pipelines even if they use the same queue
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0: Input image (read-only)
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 0),
// Binding 1: Output image (write)
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 1),
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};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &compute.descriptorSetLayout));
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vks::initializers::pipelineLayoutCreateInfo(&compute.descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &compute.pipelineLayout));
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VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(descriptorPool, &compute.descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSet));
std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets = {
vks::initializers::writeDescriptorSet(compute.descriptorSet, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 0, &textureColorMap.descriptor),
vks::initializers::writeDescriptorSet(compute.descriptorSet, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, &textureComputeTarget.descriptor)
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};
vkUpdateDescriptorSets(device, computeWriteDescriptorSets.size(), computeWriteDescriptorSets.data(), 0, NULL);
// Create compute shader pipelines
VkComputePipelineCreateInfo computePipelineCreateInfo =
vks::initializers::computePipelineCreateInfo(compute.pipelineLayout, 0);
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// One pipeline for each effect
shaderNames = { "emboss", "edgedetect", "sharpen" };
for (auto& shaderName : shaderNames) {
std::string fileName = getShadersPath() + "computeshader/" + shaderName + ".comp.spv";
computePipelineCreateInfo.stage = loadShader(fileName, VK_SHADER_STAGE_COMPUTE_BIT);
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VkPipeline pipeline;
VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &pipeline));
compute.pipelines.push_back(pipeline);
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}
// Separate command pool as queue family for compute may be different than graphics
VkCommandPoolCreateInfo cmdPoolInfo = {};
cmdPoolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
cmdPoolInfo.queueFamilyIndex = compute.queueFamilyIndex;
cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &compute.commandPool));
// Create a command buffer for compute operations
VkCommandBufferAllocateInfo cmdBufAllocateInfo =
vks::initializers::commandBufferAllocateInfo(
compute.commandPool,
VK_COMMAND_BUFFER_LEVEL_PRIMARY,
1);
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &compute.commandBuffer));
// Fence for compute CB sync
VkFenceCreateInfo fenceCreateInfo = vks::initializers::fenceCreateInfo(VK_FENCE_CREATE_SIGNALED_BIT);
VK_CHECK_RESULT(vkCreateFence(device, &fenceCreateInfo, nullptr, &compute.fence));
// Build a single command buffer containing the compute dispatch commands
buildComputeCommandBuffer();
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}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Vertex shader uniform buffer block
VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBufferVS,
sizeof(uboVS)));
// Map persistent
VK_CHECK_RESULT(uniformBufferVS.map());
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updateUniformBuffers();
}
void updateUniformBuffers()
{
uboVS.projection = camera.matrices.perspective;
uboVS.modelView = camera.matrices.view;
memcpy(uniformBufferVS.mapped, &uboVS, sizeof(uboVS));
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}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
// Submit compute commands
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// Use a fence to ensure that the compute command buffer has finished executing before using it again
vkWaitForFences(device, 1, &compute.fence, VK_TRUE, UINT64_MAX);
vkResetFences(device, 1, &compute.fence);
VkSubmitInfo computeSubmitInfo = vks::initializers::submitInfo();
computeSubmitInfo.commandBufferCount = 1;
computeSubmitInfo.pCommandBuffers = &compute.commandBuffer;
VK_CHECK_RESULT(vkQueueSubmit(compute.queue, 1, &computeSubmitInfo, compute.fence));
}
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void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
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generateQuad();
setupVertexDescriptions();
prepareUniformBuffers();
prepareTextureTarget(&textureComputeTarget, textureColorMap.width, textureColorMap.height, VK_FORMAT_R8G8B8A8_UNORM);
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
prepareCompute();
buildCommandBuffers();
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prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
}
virtual void viewChanged()
{
updateUniformBuffers();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Settings")) {
if (overlay->comboBox("Shader", &compute.pipelineIndex, shaderNames)) {
buildComputeCommandBuffer();
}
}
}
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};
VULKAN_EXAMPLE_MAIN()