325 lines
14 KiB
C++
325 lines
14 KiB
C++
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/*
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* Vulkan Example - Buffer device address
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*
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* This sample shows how to read data from a buffer device address (aka "reference") instead of using uniforms
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* The application passes buffer device addresses to the shader via push constants, and the shader then simply reads the data behind that address
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* See cube.vert for the shader side of things
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*
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* Copyright (C) 2024 by Sascha Willems - www.saschawillems.de
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*
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*/
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#include "vulkanexamplebase.h"
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#include "VulkanglTFModel.h"
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class VulkanExample : public VulkanExampleBase
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{
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public:
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bool animate = true;
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struct Cube {
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glm::mat4 modelMatrix;
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vks::Buffer buffer;
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glm::vec3 rotation;
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VkDeviceAddress bufferDeviceAddress{};
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};
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std::array<Cube, 2> cubes{};
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vks::Texture2D texture;
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vkglTF::Model model;
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// Global matrices
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struct Scene {
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glm::mat4 mvp;
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vks::Buffer buffer;
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VkDeviceAddress bufferDeviceAddress{};
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} scene;
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VkPipeline pipeline{ VK_NULL_HANDLE };
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
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VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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PFN_vkGetBufferDeviceAddressKHR vkGetBufferDeviceAddressKHR{ VK_NULL_HANDLE };
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VkPhysicalDeviceBufferDeviceAddressFeatures enabledBufferDeviceAddresFeatures{};
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// This sample passes the buffer references ("pointer") using push constants, the shader then reads data from that buffer address
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struct PushConstantBlock {
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// Reference to the global matrices
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VkDeviceAddress sceneReference;
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// Reference to the per model matrices
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VkDeviceAddress modelReference;
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};
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VulkanExample() : VulkanExampleBase()
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{
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title = "Buffer device address";
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camera.type = Camera::CameraType::lookat;
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
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camera.setRotation(glm::vec3(0.0f, 0.0f, 0.0f));
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camera.setTranslation(glm::vec3(0.0f, 0.0f, -5.0f));
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enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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enabledInstanceExtensions.push_back(VK_KHR_DEVICE_GROUP_CREATION_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_KHR_DEVICE_GROUP_EXTENSION_NAME);
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enabledBufferDeviceAddresFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES;
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enabledBufferDeviceAddresFeatures.bufferDeviceAddress = VK_TRUE;
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deviceCreatepNextChain = &enabledBufferDeviceAddresFeatures;
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}
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~VulkanExample()
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{
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if (device) {
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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texture.destroy();
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for (auto cube : cubes) {
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cube.buffer.destroy();
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}
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scene.buffer.destroy();
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}
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}
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virtual void getEnabledFeatures()
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{
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if (deviceFeatures.samplerAnisotropy) {
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enabledFeatures.samplerAnisotropy = VK_TRUE;
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};
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}
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void loadAssets()
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{
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const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
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model.loadFromFile(getAssetPath() + "models/cube.gltf", vulkanDevice, queue, glTFLoadingFlags);
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texture.loadFromFile(getAssetPath() + "textures/crate01_color_height_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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}
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// We pass all data via buffer device addresses, so we only allocate descriptors for the images
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void setupDescriptors()
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{
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// Pool
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std::vector<VkDescriptorPoolSize> descriptorPoolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(descriptorPoolSizes, 2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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// Layout
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 0)
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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// Set
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &texture.descriptor)
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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}
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void preparePipelines()
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{
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// The buffer addresses will be passed to the shader using push constants
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// That way it's very easy to do a draw call, change the reference to another buffer (or part of that buffer) and do the next draw call using different data
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VkPushConstantRange pushConstantRange{};
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pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
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pushConstantRange.offset = 0;
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pushConstantRange.size = sizeof(PushConstantBlock);
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VkPipelineLayoutCreateInfo pipelineLayoutCI = vks::initializers::pipelineLayoutCreateInfo();
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pipelineLayoutCI.pushConstantRangeCount = 1;
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pipelineLayoutCI.pPushConstantRanges = &pushConstantRange;
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pipelineLayoutCI.setLayoutCount = 1;
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pipelineLayoutCI.pSetLayouts = &descriptorSetLayout;
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout));
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const std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
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VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), static_cast<uint32_t>(dynamicStateEnables.size()), 0);
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
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loadShader(getShadersPath() + "bufferdeviceaddress/cube.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
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loadShader(getShadersPath() + "bufferdeviceaddress/cube.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
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};
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
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pipelineCI.pRasterizationState = &rasterizationStateCI;
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pipelineCI.pColorBlendState = &colorBlendStateCI;
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pipelineCI.pMultisampleState = &multisampleStateCI;
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pipelineCI.pViewportState = &viewportStateCI;
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pipelineCI.pDepthStencilState = &depthStencilStateCI;
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pipelineCI.pDynamicState = &dynamicStateCI;
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pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCI.pStages = shaderStages.data();
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pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV, vkglTF::VertexComponent::Color });
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
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}
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void prepareBuffers()
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{
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// Note that we don't use this buffer for uniforms but rather pass it's address as a reference to the shader, so isntead of the uniform buffer usage we use a different flag
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &scene.buffer, sizeof(glm::mat4)));
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VK_CHECK_RESULT(scene.buffer.map());
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// Get the device of this buffer that is later on passed to the shader (aka "reference")
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VkBufferDeviceAddressInfo bufferDeviceAdressInfo{};
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bufferDeviceAdressInfo.sType = VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO;
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bufferDeviceAdressInfo.buffer = scene.buffer.buffer;
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scene.bufferDeviceAddress = vkGetBufferDeviceAddressKHR(device, &bufferDeviceAdressInfo);
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for (auto& cube : cubes) {
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// Note that we don't use this buffer for uniforms but rather pass it's address as a reference to the shader, so isntead of the uniform buffer usage we use a different flag
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &cube.buffer, sizeof(glm::mat4)));
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VK_CHECK_RESULT(cube.buffer.map());
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// Get the device of this buffer that is later on passed to the shader (aka "reference")
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bufferDeviceAdressInfo.buffer = cube.buffer.buffer;
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cube.bufferDeviceAddress = vkGetBufferDeviceAddressKHR(device, &bufferDeviceAdressInfo);
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}
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updateBuffers();
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}
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void updateBuffers()
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{
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scene.mvp = camera.matrices.perspective * camera.matrices.view;
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memcpy(scene.buffer.mapped, &scene, sizeof(glm::mat4));
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cubes[0].modelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(-2.0f, 0.0f, 0.0f));
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cubes[1].modelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(1.5f, 0.5f, 0.0f));
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for (auto& cube : cubes) {
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cube.modelMatrix = glm::rotate(cube.modelMatrix, glm::radians(cube.rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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cube.modelMatrix = glm::rotate(cube.modelMatrix, glm::radians(cube.rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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cube.modelMatrix = glm::rotate(cube.modelMatrix, glm::radians(cube.rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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cube.modelMatrix = glm::scale(cube.modelMatrix, glm::vec3(0.25f));
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memcpy(cube.buffer.mapped, &cube.modelMatrix, sizeof(glm::mat4));
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}
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}
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void prepare()
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{
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VulkanExampleBase::prepare();
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// We need this extension function to get the address of a buffer so we can pass it to the shader
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vkGetBufferDeviceAddressKHR = reinterpret_cast<PFN_vkGetBufferDeviceAddressKHR>(vkGetDeviceProcAddr(device, "vkGetBufferDeviceAddressKHR"));
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loadAssets();
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prepareBuffers();
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setupDescriptors();
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preparePipelines();
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buildCommandBuffers();
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prepared = true;
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = defaultClearColor;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.renderArea.offset.x = 0;
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renderPassBeginInfo.renderArea.offset.y = 0;
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renderPassBeginInfo.renderArea.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i) {
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
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model.bindBuffers(drawCmdBuffers[i]);
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// Instead of using descriptors to pass global and per-model matrices to the shader, we can now simply pass buffer references via push constants
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// The reader then simply reads data from the address of that reference
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PushConstantBlock references{};
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// Pass pointer to the global matrix via a buffer device address
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references.sceneReference = scene.bufferDeviceAddress;
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for (auto& cube : cubes) {
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// Pass pointer to this cube's data buffer via a buffer device address
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// So instead of having to bind different descriptors, we only pass a different device address
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// This doesn't have to be an address from a different buffer, but could very well be just another address in the same buffer
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references.modelReference = cube.bufferDeviceAddress;
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vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(PushConstantBlock), &references);
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model.draw(drawCmdBuffers[i]);
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}
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drawUI(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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void draw()
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{
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VulkanExampleBase::prepareFrame();
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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}
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virtual void render()
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{
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if (!prepared)
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return;
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draw();
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if (animate && !paused) {
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|
cubes[0].rotation.x += 2.5f * frameTimer;
|
||
|
|
if (cubes[0].rotation.x > 360.0f)
|
||
|
|
cubes[0].rotation.x -= 360.0f;
|
||
|
|
cubes[1].rotation.y += 2.0f * frameTimer;
|
||
|
|
if (cubes[1].rotation.x > 360.0f)
|
||
|
|
cubes[1].rotation.x -= 360.0f;
|
||
|
|
}
|
||
|
|
if ((camera.updated) || (animate && !paused)) {
|
||
|
|
updateBuffers();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
virtual void OnUpdateUIOverlay(vks::UIOverlay* overlay)
|
||
|
|
{
|
||
|
|
if (overlay->header("Settings")) {
|
||
|
|
overlay->checkBox("Animate", &animate);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
};
|
||
|
|
|
||
|
|
VULKAN_EXAMPLE_MAIN()
|