procedural-3d-engine/triangle/triangle.cpp

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/*
* Vulkan Example - Basic indexed triangle rendering
*
* Note :
* This is a "pedal to the metal" example to show off how to get Vulkan up an displaying something
* Contrary to the other examples, this one won't make use of helper functions or initializers
* Except in a few cases (swap chain setup e.g.)
*
* 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>
#include <exception>
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#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
// Set to "true" to enable Vulkan's validation layers
// See vulkandebug.cpp for details
#define ENABLE_VALIDATION false
// Set to "true" to use staging buffers for uploading
// vertex and index data to device local memory
// See "prepareVertices" for details on what's staging
// and on why to use it
#define USE_STAGING true
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class VulkanExample : public VulkanExampleBase
{
public:
struct {
VkBuffer buf;
VkDeviceMemory mem;
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VkPipelineVertexInputStateCreateInfo inputState;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
struct {
int count;
VkBuffer buf;
VkDeviceMemory mem;
} indices;
struct {
VkBuffer buffer;
VkDeviceMemory memory;
VkDescriptorBufferInfo descriptor;
} uniformDataVS;
// For simplicity we use the same uniform block layout as in the shader:
//
// layout(set = 0, binding = 0) uniform UBO
// {
// mat4 projectionMatrix;
// mat4 modelMatrix;
// mat4 viewMatrix;
// } ubo;
//
// This way we can just memcopy the ubo data to the ubo
// Note that you should be using data types that align with the GPU
// in order to avoid manual padding
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struct {
glm::mat4 projectionMatrix;
glm::mat4 modelMatrix;
glm::mat4 viewMatrix;
} uboVS;
// The pipeline (state objects) is a static store for the 3D pipeline states (including shaders)
// Other than OpenGL this makes you setup the render states up-front
// If different render states are required you need to setup multiple pipelines
// and switch between them
// Note that there are a few dynamic states (scissor, viewport, line width) that
// can be set from a command buffer and does not have to be part of the pipeline
// This basic example only uses one pipeline
VkPipeline pipeline;
// The pipeline layout defines the resource binding slots to be used with a pipeline
// This includes bindings for buffes (ubos, ssbos), images and sampler
// A pipeline layout can be used for multiple pipeline (state objects) as long as
// their shaders use the same binding layout
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VkPipelineLayout pipelineLayout;
// The descriptor set stores the resources bound to the binding points in a shader
// It connects the binding points of the different shaders with the buffers and images
// used for those bindings
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VkDescriptorSet descriptorSet;
// The descriptor set layout describes the shader binding points without referencing
// the actual buffers.
// Like the pipeline layout it's pretty much a blueprint and can be used with
// different descriptor sets as long as the binding points (and shaders) match
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VkDescriptorSetLayout descriptorSetLayout;
// Synchronization semaphores
// Semaphores are used to synchronize dependencies between command buffers
// We use them to ensure that we e.g. don't present to the swap chain
// until all rendering has completed
struct {
VkSemaphore presentComplete;
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VkSemaphore renderComplete;
} semaphores;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
width = 1280;
height = 720;
zoom = -2.5f;
title = "Vulkan Example - Basic indexed triangle";
// Values not set here are initialized in the base class constructor
}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
vkDestroyBuffer(device, vertices.buf, nullptr);
vkFreeMemory(device, vertices.mem, nullptr);
vkDestroyBuffer(device, indices.buf, nullptr);
vkFreeMemory(device, indices.mem, nullptr);
vkDestroySemaphore(device, semaphores.presentComplete, nullptr);
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vkDestroySemaphore(device, semaphores.renderComplete, nullptr);
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vkDestroyBuffer(device, uniformDataVS.buffer, nullptr);
vkFreeMemory(device, uniformDataVS.memory, nullptr);
}
// This function is used to request a device memory type that supports all the property flags we request (e.g. device local, host visibile)
// Upon success it will return the index of the memory type that fits our requestes memory properties
// This is necessary as implementations can offer an arbitrary number of memory types with different
// memory properties.
// You can check http://vulkan.gpuinfo.org/ for details on different memory configurations
uint32_t getMemoryTypeIndex(uint32_t typeBits, VkMemoryPropertyFlags properties)
{
// Iterate over all memory types available for the device used in this example
for (uint32_t i = 0; i < deviceMemoryProperties.memoryTypeCount; i++)
{
if ((typeBits & 1) == 1)
{
if ((deviceMemoryProperties.memoryTypes[i].propertyFlags & properties) == properties)
{
return i;
}
}
typeBits >>= 1;
}
throw "Could not find a suitable memory type!";
}
// We are going to use several temporary command buffers for setup stuff
// like submitting barriers for layout translations of buffer copies
// This function will allocate a single (primary) command buffer from the
// examples' command buffer pool and if begin is set to true it will
// also start the buffer so we can directly put commands into it
VkCommandBuffer getCommandBuffer(bool begin)
{
VkCommandBuffer cmdBuffer;
VkCommandBufferAllocateInfo cmdBufAllocateInfo = {};
cmdBufAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
cmdBufAllocateInfo.commandPool = cmdPool;
cmdBufAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
cmdBufAllocateInfo.commandBufferCount = 1;
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &cmdBuffer));
// If requested, also start the new command buffer
if (begin)
{
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
VK_CHECK_RESULT(vkBeginCommandBuffer(cmdBuffer, &cmdBufInfo));
}
return cmdBuffer;
}
// This will end the command buffer and submit it to the examples' queue
// Then waits for the queue to become idle so our submission is finished
// and then deletes the command buffer
// For use with setup command buffers created by getCommandBuffer
void flushCommandBuffer(VkCommandBuffer commandBuffer)
{
assert(commandBuffer != VK_NULL_HANDLE);
VK_CHECK_RESULT(vkEndCommandBuffer(commandBuffer));
VkSubmitInfo submitInfo = {};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VK_CHECK_RESULT(vkQueueWaitIdle(queue));
vkFreeCommandBuffers(device, cmdPool, 1, &commandBuffer);
}
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// Build separate command buffers for every framebuffer image
// Unlike in OpenGL all rendering commands are recorded once
// into command buffers that are then resubmitted to the queue
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = {};
cmdBufInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
cmdBufInfo.pNext = NULL;
// Set clear values for all framebuffer attachments with loadOp set to clear
// We use two attachments (color and depth) that are cleared at the
// start of the subpass and as such we need to set clear values for both
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VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = {};
renderPassBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
renderPassBeginInfo.pNext = NULL;
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;
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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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// Start the first sub pass specified in our default render pass setup by the base class
// This will clear the color and depth attachment
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
// Update dynamic viewport state
VkViewport viewport = {};
viewport.height = (float)height;
viewport.width = (float)width;
viewport.minDepth = (float) 0.0f;
viewport.maxDepth = (float) 1.0f;
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
// Update dynamic scissor state
VkRect2D scissor = {};
scissor.extent.width = width;
scissor.extent.height = height;
scissor.offset.x = 0;
scissor.offset.y = 0;
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
// Bind descriptor sets describing shader binding points
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
// Bind the rendering pipeline
// The pipeline (state object) contains all states of the rendering pipeline
// So once we bind a pipeline all states that were set upon creation of that
// pipeline will be set
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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// Bind triangle vertex buffer (contains position and colors)
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VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &vertices.buf, offsets);
// Bind triangle index buffer
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vkCmdBindIndexBuffer(drawCmdBuffers[i], indices.buf, 0, VK_INDEX_TYPE_UINT32);
// Draw indexed triangle
vkCmdDrawIndexed(drawCmdBuffers[i], indices.count, 1, 0, 0, 1);
vkCmdEndRenderPass(drawCmdBuffers[i]);
// Add a present memory barrier to the end of the command buffer
// This will transform the frame buffer color attachment to a
// new layout for presenting it to the windowing system integration
VkImageMemoryBarrier prePresentBarrier = {};
prePresentBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
prePresentBarrier.pNext = NULL;
prePresentBarrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
prePresentBarrier.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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prePresentBarrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
prePresentBarrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
prePresentBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
prePresentBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
prePresentBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
prePresentBarrier.image = swapChain.buffers[i].image;
VkImageMemoryBarrier *pMemoryBarrier = &prePresentBarrier;
vkCmdPipelineBarrier(
drawCmdBuffers[i],
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_FLAGS_NONE,
0, nullptr,
0, nullptr,
1, &prePresentBarrier);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
// Build command buffers for the post present image barrier for each swap chain image
// Note: The command Buffers are allocated in the base class
for (uint32_t i = 0; i < swapChain.imageCount; i++)
{
// Insert a post present image barrier to transform the image back to a
// color attachment that our render pass can write to
// We always use undefined image layout as the source as it doesn't actually matter
// what is done with the previous image contents
VkImageMemoryBarrier postPresentBarrier = vkTools::initializers::imageMemoryBarrier();
postPresentBarrier.srcAccessMask = 0;
postPresentBarrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
postPresentBarrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
postPresentBarrier.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
postPresentBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
postPresentBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
postPresentBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
postPresentBarrier.image = swapChain.buffers[i].image;
// Use dedicated command buffer from example base class for submitting the post present barrier
VkCommandBufferBeginInfo cmdBufInfo = {};
cmdBufInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
VK_CHECK_RESULT(vkBeginCommandBuffer(postPresentCmdBuffers[i], &cmdBufInfo));
// Put post present barrier into command buffer
vkCmdPipelineBarrier(
postPresentCmdBuffers[i],
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
VK_FLAGS_NONE,
0, nullptr,
0, nullptr,
1, &postPresentBarrier);
VK_CHECK_RESULT(vkEndCommandBuffer(postPresentCmdBuffers[i]));
}
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}
void draw()
{
// Get next image in the swap chain (back/front buffer)
VK_CHECK_RESULT(swapChain.acquireNextImage(semaphores.presentComplete, &currentBuffer));
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// Submit the post present image barrier to transform the image back to a color attachment
// that can be used to write to by our render pass
VkSubmitInfo submitInfo = {};
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submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &postPresentCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
// Make sure that the image barrier command submitted to the queue
// has finished executing
VK_CHECK_RESULT(vkQueueWaitIdle(queue));
// The submit infor strcuture contains a list of
// command buffers and semaphores to be submitted to a queue
// If you want to submit multiple command buffers, pass an array
VkPipelineStageFlags pipelineStages = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.pWaitDstStageMask = &pipelineStages;
// The wait semaphore ensures that the image is presented
// before we start submitting command buffers agein
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
// Submit the currently active command buffer
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// The signal semaphore is used during queue presentation
// to ensure that the image is not rendered before all
// commands have been submitted
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
// Submit to the graphics queue
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
// Present the current buffer to the swap chain
// We pass the signal semaphore from the submit info
// to ensure that the image is not rendered until
// all commands have been submitted
VK_CHECK_RESULT(swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete));
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}
// Create synchronzation semaphores
void prepareSemaphore()
{
VkSemaphoreCreateInfo semaphoreCreateInfo = {};
semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
semaphoreCreateInfo.pNext = NULL;
// This semaphore ensures that the image is complete
// before starting to submit again
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &semaphores.presentComplete));
// This semaphore ensures that all commands submitted
// have been finished before submitting the image to the queue
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &semaphores.renderComplete));
}
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// Setups vertex and index buffers for an indexed triangle,
// uploads them to the VRAM and sets binding points and attribute
// descriptions to match locations inside the shaders
void prepareVertices(bool useStagingBuffers)
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{
struct Vertex {
float pos[3];
float col[3];
};
// Setup vertices
std::vector<Vertex> vertexBuffer = {
{ { 1.0f, 1.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
{ { -1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f } },
{ { 0.0f, -1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } }
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};
uint32_t vertexBufferSize = static_cast<uint32_t>(vertexBuffer.size()) * sizeof(Vertex);
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// Setup indices
std::vector<uint32_t> indexBuffer = { 0, 1, 2 };
indices.count = static_cast<uint32_t>(indexBuffer.size());
uint32_t indexBufferSize = indices.count * sizeof(uint32_t);
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VkMemoryAllocateInfo memAlloc = {};
memAlloc.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
VkMemoryRequirements memReqs;
void *data;
if (useStagingBuffers)
{
// Static data like vertex and index buffer should be stored on the device memory
// for optimal (and fastest) access by the GPU
//
// To achieve this we use so-called "staging buffers" :
// - Create a buffer that's visible to the host (and can be mapped)
// - Copy the data to this buffer
// - Create another buffer that's local on the device (VRAM) with the same size
// - Copy the data from the host to the device using a command buffer
// - Delete the host visible (staging) buffer
// - Use the device local buffers for rendering
struct StagingBuffer {
VkDeviceMemory memory;
VkBuffer buffer;
};
struct {
StagingBuffer vertices;
StagingBuffer indices;
} stagingBuffers;
// Vertex buffer
VkBufferCreateInfo vertexBufferInfo = {};
vertexBufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
vertexBufferInfo.size = vertexBufferSize;
// Buffer is used as the copy source
vertexBufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
// Create a host-visible buffer to copy the vertex data to (staging buffer)
VK_CHECK_RESULT(vkCreateBuffer(device, &vertexBufferInfo, nullptr, &stagingBuffers.vertices.buffer));
vkGetBufferMemoryRequirements(device, stagingBuffers.vertices.buffer, &memReqs);
memAlloc.allocationSize = memReqs.size;
// Request a host visible memory type that can be used to copy our data do
// Also request it to be coherent, so that writes are visible to the GPU right after unmapping the buffer
memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &stagingBuffers.vertices.memory));
// Map and copy
VK_CHECK_RESULT(vkMapMemory(device, stagingBuffers.vertices.memory, 0, memAlloc.allocationSize, 0, &data));
memcpy(data, vertexBuffer.data(), vertexBufferSize);
vkUnmapMemory(device, stagingBuffers.vertices.memory);
VK_CHECK_RESULT(vkBindBufferMemory(device, stagingBuffers.vertices.buffer, stagingBuffers.vertices.memory, 0));
// Create the destination buffer with device only visibility
// Buffer will be used as a vertex buffer and is the copy destination
vertexBufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
VK_CHECK_RESULT(vkCreateBuffer(device, &vertexBufferInfo, nullptr, &vertices.buf));
vkGetBufferMemoryRequirements(device, vertices.buf, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &vertices.mem));
VK_CHECK_RESULT(vkBindBufferMemory(device, vertices.buf, vertices.mem, 0));
// Index buffer
VkBufferCreateInfo indexbufferInfo = {};
indexbufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
indexbufferInfo.size = indexBufferSize;
indexbufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
// Copy index data to a buffer visible to the host (staging buffer)
VK_CHECK_RESULT(vkCreateBuffer(device, &indexbufferInfo, nullptr, &stagingBuffers.indices.buffer));
vkGetBufferMemoryRequirements(device, stagingBuffers.indices.buffer, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &stagingBuffers.indices.memory));
VK_CHECK_RESULT(vkMapMemory(device, stagingBuffers.indices.memory, 0, indexBufferSize, 0, &data));
memcpy(data, indexBuffer.data(), indexBufferSize);
vkUnmapMemory(device, stagingBuffers.indices.memory);
VK_CHECK_RESULT(vkBindBufferMemory(device, stagingBuffers.indices.buffer, stagingBuffers.indices.memory, 0));
// Create destination buffer with device only visibility
indexbufferInfo.usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
VK_CHECK_RESULT(vkCreateBuffer(device, &indexbufferInfo, nullptr, &indices.buf));
vkGetBufferMemoryRequirements(device, indices.buf, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &indices.mem));
VK_CHECK_RESULT(vkBindBufferMemory(device, indices.buf, indices.mem, 0));
VkCommandBufferBeginInfo cmdBufferBeginInfo = {};
cmdBufferBeginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
cmdBufferBeginInfo.pNext = NULL;
// Buffer copies have to be submitted to a queue, so we need a command buffer for them
// Note that some devices offer a dedicated transfer queue (with only the transfer bit set)
// If you do lots of copies (especially at runtime) it's advised to use such a queu instead
// of a generalized graphics queue (that also supports transfers)
VkCommandBuffer copyCmd = getCommandBuffer(true);
// Put buffer region copies into command buffer
// Note that the staging buffer must not be deleted before the copies have been submitted and executed
VkBufferCopy copyRegion = {};
// Vertex buffer
copyRegion.size = vertexBufferSize;
vkCmdCopyBuffer(
copyCmd,
stagingBuffers.vertices.buffer,
vertices.buf,
1,
&copyRegion);
// Index buffer
copyRegion.size = indexBufferSize;
vkCmdCopyBuffer(
copyCmd,
stagingBuffers.indices.buffer,
indices.buf,
1,
&copyRegion);
flushCommandBuffer(copyCmd);
// Destroy staging buffers
vkDestroyBuffer(device, stagingBuffers.vertices.buffer, nullptr);
vkFreeMemory(device, stagingBuffers.vertices.memory, nullptr);
vkDestroyBuffer(device, stagingBuffers.indices.buffer, nullptr);
vkFreeMemory(device, stagingBuffers.indices.memory, nullptr);
}
else
{
// Don't use staging
// Create host-visible buffers only and use these for rendering
// This is not advised for real world applications and will
// result in lower performances at least on devices that
// separate between host visible and device local memory
// Vertex buffer
VkBufferCreateInfo vertexBufferInfo = {};
vertexBufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
vertexBufferInfo.size = vertexBufferSize;
vertexBufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
// Copy vertex data to a buffer visible to the host
VK_CHECK_RESULT(vkCreateBuffer(device, &vertexBufferInfo, nullptr, &vertices.buf));
vkGetBufferMemoryRequirements(device, vertices.buf, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &vertices.mem));
VK_CHECK_RESULT(vkMapMemory(device, vertices.mem, 0, memAlloc.allocationSize, 0, &data));
memcpy(data, vertexBuffer.data(), vertexBufferSize);
vkUnmapMemory(device, vertices.mem);
VK_CHECK_RESULT(vkBindBufferMemory(device, vertices.buf, vertices.mem, 0));
// Index buffer
VkBufferCreateInfo indexbufferInfo = {};
indexbufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
indexbufferInfo.size = indexBufferSize;
indexbufferInfo.usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
// Copy index data to a buffer visible to the host
VK_CHECK_RESULT(vkCreateBuffer(device, &indexbufferInfo, nullptr, &indices.buf));
vkGetBufferMemoryRequirements(device, indices.buf, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &indices.mem));
VK_CHECK_RESULT(vkMapMemory(device, indices.mem, 0, indexBufferSize, 0, &data));
memcpy(data, indexBuffer.data(), indexBufferSize);
vkUnmapMemory(device, indices.mem);
VK_CHECK_RESULT(vkBindBufferMemory(device, indices.buf, indices.mem, 0));
}
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// Binding description
vertices.bindingDescriptions.resize(1);
vertices.bindingDescriptions[0].binding = VERTEX_BUFFER_BIND_ID;
vertices.bindingDescriptions[0].stride = sizeof(Vertex);
vertices.bindingDescriptions[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
// Attribute descriptions
// Describes memory layout and shader attribute locations
vertices.attributeDescriptions.resize(2);
// Location 0 : Position
vertices.attributeDescriptions[0].binding = VERTEX_BUFFER_BIND_ID;
vertices.attributeDescriptions[0].location = 0;
vertices.attributeDescriptions[0].format = VK_FORMAT_R32G32B32_SFLOAT;
vertices.attributeDescriptions[0].offset = 0;
// Location 1 : Color
vertices.attributeDescriptions[1].binding = VERTEX_BUFFER_BIND_ID;
vertices.attributeDescriptions[1].location = 1;
vertices.attributeDescriptions[1].format = VK_FORMAT_R32G32B32_SFLOAT;
vertices.attributeDescriptions[1].offset = sizeof(float) * 3;
// Assign to vertex input state
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vertices.inputState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertices.inputState.pNext = NULL;
vertices.inputState.flags = VK_FLAGS_NONE;
vertices.inputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertices.bindingDescriptions.size());
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vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertices.attributeDescriptions.size());
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vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
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}
void setupDescriptorPool()
{
// We need to tell the API the number of max. requested descriptors per type
VkDescriptorPoolSize typeCounts[1];
// This example only uses one descriptor type (uniform buffer) and only
// requests one descriptor of this type
typeCounts[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
typeCounts[0].descriptorCount = 1;
// For additional types you need to add new entries in the type count list
// E.g. for two combined image samplers :
// typeCounts[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
// typeCounts[1].descriptorCount = 2;
// Create the global descriptor pool
// All descriptors used in this example are allocated from this pool
VkDescriptorPoolCreateInfo descriptorPoolInfo = {};
descriptorPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
descriptorPoolInfo.pNext = NULL;
descriptorPoolInfo.poolSizeCount = 1;
descriptorPoolInfo.pPoolSizes = typeCounts;
// Set the max. number of sets that can be requested
// Requesting descriptors beyond maxSets will result in an error
descriptorPoolInfo.maxSets = 1;
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
void setupDescriptorSetLayout()
{
// Setup layout of descriptors used in this example
// Basically connects the different shader stages to descriptors
// for binding uniform buffers, image samplers, etc.
// So every shader binding should map to one descriptor set layout
// binding
// Binding 0 : Uniform buffer (Vertex shader)
VkDescriptorSetLayoutBinding layoutBinding = {};
layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
layoutBinding.descriptorCount = 1;
layoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
layoutBinding.pImmutableSamplers = NULL;
VkDescriptorSetLayoutCreateInfo descriptorLayout = {};
descriptorLayout.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
descriptorLayout.pNext = NULL;
descriptorLayout.bindingCount = 1;
descriptorLayout.pBindings = &layoutBinding;
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, NULL, &descriptorSetLayout));
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// Create the pipeline layout that is used to generate the rendering pipelines that
// are based on this descriptor set layout
// In a more complex scenario you would have different pipeline layouts for different
// descriptor set layouts that could be reused
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = {};
pPipelineLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pPipelineLayoutCreateInfo.pNext = NULL;
pPipelineLayoutCreateInfo.setLayoutCount = 1;
pPipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayout;
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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}
void setupDescriptorSet()
{
// Allocate a new descriptor set from the global descriptor pool
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VkDescriptorSetAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
allocInfo.descriptorPool = descriptorPool;
allocInfo.descriptorSetCount = 1;
allocInfo.pSetLayouts = &descriptorSetLayout;
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
// Update the descriptor set determining the shader binding points
// For every binding point used in a shader there needs to be one
// descriptor set matching that binding point
VkWriteDescriptorSet writeDescriptorSet = {};
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// Binding 0 : Uniform buffer
writeDescriptorSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeDescriptorSet.dstSet = descriptorSet;
writeDescriptorSet.descriptorCount = 1;
writeDescriptorSet.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
writeDescriptorSet.pBufferInfo = &uniformDataVS.descriptor;
// Binds this uniform buffer to binding point 0
writeDescriptorSet.dstBinding = 0;
vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, NULL);
}
// Create the depth (and stencil) buffer attachments used by our framebuffers
// Note : Override of virtual function in the base class and called from within VulkanExampleBase::prepare
void setupDepthStencil()
{
// Create an optimal image used as the depth stencil attachment
VkImageCreateInfo image = {};
image.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
image.imageType = VK_IMAGE_TYPE_2D;
image.format = depthFormat;
// Use example's height and width
image.extent = { width, height, 1 };
image.mipLevels = 1;
image.arrayLayers = 1;
image.samples = VK_SAMPLE_COUNT_1_BIT;
image.tiling = VK_IMAGE_TILING_OPTIMAL;
image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
image.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &depthStencil.image));
// Allocate memory for the image (device local) and bind it to our image
VkMemoryAllocateInfo memAlloc = {};
memAlloc.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
VkMemoryRequirements memReqs;
vkGetImageMemoryRequirements(device, depthStencil.image, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &depthStencil.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, depthStencil.image, depthStencil.mem, 0));
// We need to do an initial layout transition before we can use this image as the depth (and stencil) attachment
// Note that this may be ignored by implementations that don't care about image layout
// transitions, but it's crucial for those that do
VkCommandBuffer layoutCmd = getCommandBuffer(true);
VkImageMemoryBarrier imageMemoryBarrier = {};
imageMemoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
imageMemoryBarrier.srcAccessMask = VK_FLAGS_NONE;
imageMemoryBarrier.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
// Transform layout from undefined (initial) to depth/stencil attachment (usage)
imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
imageMemoryBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
imageMemoryBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
imageMemoryBarrier.subresourceRange = { VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, 0, 1, 0, 1 };
imageMemoryBarrier.image = depthStencil.image;
vkCmdPipelineBarrier(
layoutCmd,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
VK_FLAGS_NONE,
0, nullptr,
0, nullptr,
1, &imageMemoryBarrier);
flushCommandBuffer(layoutCmd);
// Create a view for ourt depth stencil image
// In Vulkan we can't access the images directly, but rather through views
// that describe a sub resource range
// So you can actually have multiple views for a single image if required
VkImageViewCreateInfo depthStencilView = {};
depthStencilView.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
depthStencilView.format = depthFormat;
depthStencilView.subresourceRange = {};
depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
depthStencilView.subresourceRange.baseMipLevel = 0;
depthStencilView.subresourceRange.levelCount = 1;
depthStencilView.subresourceRange.baseArrayLayer = 0;
depthStencilView.subresourceRange.layerCount = 1;
depthStencilView.image = depthStencil.image;
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &depthStencil.view));
}
// Create a frame buffer for each swap chain image
// Note : Override of virtual function in the base class and called from within VulkanExampleBase::prepare
void setupFrameBuffer()
{
// Create a frame buffers for every image in our swapchain
frameBuffers.resize(swapChain.imageCount);
for (size_t i = 0; i < frameBuffers.size(); i++)
{
std::array<VkImageView, 2> attachments;
// Color attachment is the view of the swapchain image
attachments[0] = swapChain.buffers[i].view;
// Depth/Stencil attachment is the same for all frame buffers
attachments[1] = depthStencil.view;
VkFramebufferCreateInfo frameBufferCreateInfo = {};
frameBufferCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
// All frame buffers use the same renderpass setu<74>
frameBufferCreateInfo.renderPass = renderPass;
frameBufferCreateInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
frameBufferCreateInfo.pAttachments = attachments.data();
frameBufferCreateInfo.width = width;
frameBufferCreateInfo.height = height;
frameBufferCreateInfo.layers = 1;
// Create the framebuffer
VK_CHECK_RESULT(vkCreateFramebuffer(device, &frameBufferCreateInfo, nullptr, &frameBuffers[i]));
}
}
// Render pass setup for this example
// Note : Override of virtual function in the base class and called from within VulkanExampleBase::prepare
void setupRenderPass()
{
// Render passes are a new concept in Vulkan
// They describe the attachments used during rendering
// and may contain multiple subpasses with attachment
// dependencies
// This allows the driver to know up-front how the
// rendering will look like and is a good opportunity to
// optimize, especially on tile-based renderers (with multiple subpasses)
// This example will use a single render pass with
// one subpass, which is the minimum setup
// Two attachments
// Basic setup with a color and a depth attachments
std::array<VkAttachmentDescription, 2> attachments = {};
// Color attachment
attachments[0].format = colorformat;
// We don't use multi sampling
// Multi sampling requires a setup with resolve attachments
// See the multisampling example for more details
attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
// loadOp describes what happens with the attachment content at the beginning of the subpass
// We want the color buffer to be cleared
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
// storeOp describes what happens with the attachment content after the subpass is finished
// As we want to display the color attachment after rendering is done we have to store it
attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
// We don't use stencil and DONT_CARE allows the driver to discard the result
attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
// Set the initial image layout for the color atttachment
attachments[0].initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachments[0].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
// Depth attachment
attachments[1].format = depthFormat;
attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
// Clear depth at the beginnging of the subpass
attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
// We don't need the contents of the depth buffer after the sub pass
// anymore, so let the driver discard it
attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
// Don't care for stencil
attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
// Set the initial image layout for the depth attachment
attachments[1].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
// Setup references to our attachments for the sub pass
VkAttachmentReference colorReference = {};
colorReference.attachment = 0;
colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference depthReference = {};
depthReference.attachment = 1;
depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
// Setup a single subpass that references our color and depth attachments
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
// Input attachments can be used to sample from contents of attachments
// written to by previous sub passes in a setup with multiple sub passes
// This example doesn't make use of this
subpass.inputAttachmentCount = 0;
subpass.pInputAttachments = nullptr;
// Preserved attachments can be used to loop (and preserve) attachments
// through a sub pass that does not actually use them
// This example doesn't make use of this
subpass.preserveAttachmentCount = 0;
subpass.pPreserveAttachments = nullptr;
// Resoluve attachments are resolved at the end of a sub pass and can be
// used for e.g. multi sampling
// This example doesn't make use of this
subpass.pResolveAttachments = nullptr;
// Reference to the color attachment
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorReference;
// Reference to the depth attachment
subpass.pDepthStencilAttachment = &depthReference;
// Setup the render pass
VkRenderPassCreateInfo renderPassInfo = {};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
// Set attachments used in our renderpass
renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
renderPassInfo.pAttachments = attachments.data();
// We only use one subpass
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpass;
// As we only use one subpass we don't have any subpass dependencies
renderPassInfo.dependencyCount = 0;
renderPassInfo.pDependencies = nullptr;
// Create the renderpass
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass));
}
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void preparePipelines()
{
// Create our rendering pipeline used in this example
// Vulkan uses the concept of rendering pipelines to encapsulate
// fixed states
// This replaces OpenGL's huge (and cumbersome) state machine
// A pipeline is then stored and hashed on the GPU making
// pipeline changes much faster than having to set dozens of
// states
// In a real world application you'd have dozens of pipelines
// for every shader set used in a scene
// Note that there are a few states that are not stored with
// the pipeline. These are called dynamic states and the
// pipeline only stores that they are used with this pipeline,
// but not their states
VkGraphicsPipelineCreateInfo pipelineCreateInfo = {};
pipelineCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
// The layout used for this pipeline
pipelineCreateInfo.layout = pipelineLayout;
// Renderpass this pipeline is attached to
pipelineCreateInfo.renderPass = renderPass;
// Vertex input state
// Describes the topoloy used with this pipeline
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = {};
inputAssemblyState.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
// This pipeline renders vertex data as triangle lists
inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
// Rasterization state
VkPipelineRasterizationStateCreateInfo rasterizationState = {};
rasterizationState.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
// Solid polygon mode
rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
// No culling
rasterizationState.cullMode = VK_CULL_MODE_NONE;
rasterizationState.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
rasterizationState.depthClampEnable = VK_FALSE;
rasterizationState.rasterizerDiscardEnable = VK_FALSE;
rasterizationState.depthBiasEnable = VK_FALSE;
rasterizationState.lineWidth = 1.0f;
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// Color blend state
// Describes blend modes and color masks
VkPipelineColorBlendStateCreateInfo colorBlendState = {};
colorBlendState.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
// One blend attachment state
// Blending is not used in this example
VkPipelineColorBlendAttachmentState blendAttachmentState[1] = {};
blendAttachmentState[0].colorWriteMask = 0xf;
blendAttachmentState[0].blendEnable = VK_FALSE;
colorBlendState.attachmentCount = 1;
colorBlendState.pAttachments = blendAttachmentState;
// Viewport state
VkPipelineViewportStateCreateInfo viewportState = {};
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
// One viewport
viewportState.viewportCount = 1;
// One scissor rectangle
viewportState.scissorCount = 1;
// Enable dynamic states
// Describes the dynamic states to be used with this pipeline
// Dynamic states can be set even after the pipeline has been created
// So there is no need to create new pipelines just for changing
// a viewport's dimensions or a scissor box
VkPipelineDynamicStateCreateInfo dynamicState = {};
// The dynamic state properties themselves are stored in the command buffer
std::vector<VkDynamicState> dynamicStateEnables;
dynamicStateEnables.push_back(VK_DYNAMIC_STATE_VIEWPORT);
dynamicStateEnables.push_back(VK_DYNAMIC_STATE_SCISSOR);
dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamicState.pDynamicStates = dynamicStateEnables.data();
dynamicState.dynamicStateCount = static_cast<uint32_t>(dynamicStateEnables.size());
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// Depth and stencil state
// Describes depth and stenctil test and compare ops
VkPipelineDepthStencilStateCreateInfo depthStencilState = {};
// Basic depth compare setup with depth writes and depth test enabled
// No stencil used
depthStencilState.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
depthStencilState.depthTestEnable = VK_TRUE;
depthStencilState.depthWriteEnable = VK_TRUE;
depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
depthStencilState.depthBoundsTestEnable = VK_FALSE;
depthStencilState.back.failOp = VK_STENCIL_OP_KEEP;
depthStencilState.back.passOp = VK_STENCIL_OP_KEEP;
depthStencilState.back.compareOp = VK_COMPARE_OP_ALWAYS;
depthStencilState.stencilTestEnable = VK_FALSE;
depthStencilState.front = depthStencilState.back;
// Multi sampling state
VkPipelineMultisampleStateCreateInfo multisampleState = {};
multisampleState.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampleState.pSampleMask = NULL;
// No multi sampling used in this example
multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
// Load shaders
// Shaders are loaded from the SPIR-V format, which can be generated from glsl
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std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/triangle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/triangle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Assign states
// Assign pipeline state create information
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCreateInfo.pStages = shaderStages.data();
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pipelineCreateInfo.pVertexInputState = &vertices.inputState;
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pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.renderPass = renderPass;
pipelineCreateInfo.pDynamicState = &dynamicState;
// Create rendering pipeline
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
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}
void prepareUniformBuffers()
{
// Prepare and initialize a uniform buffer block containing shader uniforms
// In Vulkan there are no more single uniforms like in GL
// All shader uniforms are passed as uniform buffer blocks
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VkMemoryRequirements memReqs;
// Vertex shader uniform buffer block
VkBufferCreateInfo bufferInfo = {};
VkMemoryAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.pNext = NULL;
allocInfo.allocationSize = 0;
allocInfo.memoryTypeIndex = 0;
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.size = sizeof(uboVS);
bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
// Create a new buffer
VK_CHECK_RESULT(vkCreateBuffer(device, &bufferInfo, nullptr, &uniformDataVS.buffer));
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// Get memory requirements including size, alignment and memory type
vkGetBufferMemoryRequirements(device, uniformDataVS.buffer, &memReqs);
allocInfo.allocationSize = memReqs.size;
// Get the memory type index that supports host visibile memory access
// Most implementations offer multiple memory tpyes and selecting the
// correct one to allocate memory from is important
// We also want the buffer to be host coherent so we don't have to flush
// after every update.
// Note that this may affect performance so you might not want to do this
// in a real world application that updates buffers on a regular base
allocInfo.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
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// Allocate memory for the uniform buffer
VK_CHECK_RESULT(vkAllocateMemory(device, &allocInfo, nullptr, &(uniformDataVS.memory)));
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// Bind memory to buffer
VK_CHECK_RESULT(vkBindBufferMemory(device, uniformDataVS.buffer, uniformDataVS.memory, 0));
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// Store information in the uniform's descriptor
uniformDataVS.descriptor.buffer = uniformDataVS.buffer;
uniformDataVS.descriptor.offset = 0;
uniformDataVS.descriptor.range = sizeof(uboVS);
updateUniformBuffers();
}
void updateUniformBuffers()
{
// Update matrices
uboVS.projectionMatrix = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f);
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uboVS.viewMatrix = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, zoom));
uboVS.modelMatrix = glm::mat4();
uboVS.modelMatrix = glm::rotate(uboVS.modelMatrix, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.modelMatrix = glm::rotate(uboVS.modelMatrix, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
uboVS.modelMatrix = glm::rotate(uboVS.modelMatrix, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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// Map uniform buffer and update it
uint8_t *pData;
VK_CHECK_RESULT(vkMapMemory(device, uniformDataVS.memory, 0, sizeof(uboVS), 0, (void **)&pData));
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memcpy(pData, &uboVS, sizeof(uboVS));
vkUnmapMemory(device, uniformDataVS.memory);
}
void prepare()
{
VulkanExampleBase::prepare();
prepareSemaphore();
prepareVertices(USE_STAGING);
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prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
}
virtual void viewChanged()
{
// This function is called by the base example class
// each time the view is changed by user input
updateUniformBuffers();
}
};
VulkanExample *vulkanExample;
#if defined(_WIN32)
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LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (vulkanExample != NULL)
{
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
}
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
}
#elif defined(__linux__) && !defined(__ANDROID__)
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static void handleEvent(const xcb_generic_event_t *event)
{
if (vulkanExample != NULL)
{
vulkanExample->handleEvent(event);
}
}
#endif
// Main entry point
#if defined(_WIN32)
// Windows entry point
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int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
#elif defined(__ANDROID__)
// Android entry point
void android_main(android_app* state)
#elif defined(__linux__)
// Linux entry point
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int main(const int argc, const char *argv[])
#endif
{
#if defined(__ANDROID__)
// Removing this may cause the compiler to omit the main entry point
// which would make the application crash at start
app_dummy();
#endif
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vulkanExample = new VulkanExample();
#if defined(_WIN32)
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vulkanExample->setupWindow(hInstance, WndProc);
#elif defined(__ANDROID__)
// Attach vulkan example to global android application state
state->userData = vulkanExample;
state->onAppCmd = VulkanExample::handleAppCommand;
state->onInputEvent = VulkanExample::handleAppInput;
vulkanExample->androidApp = state;
#elif defined(__linux__)
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vulkanExample->setupWindow();
#endif
#if !defined(__ANDROID__)
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vulkanExample->initSwapchain();
vulkanExample->prepare();
#endif
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vulkanExample->renderLoop();
delete(vulkanExample);
#if !defined(__ANDROID__)
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return 0;
#endif
}