Use compute queue (and separate CB) for compute dispatch (Refs #211), heavy refactor, moved graphics and compute into two structs to make things clearer
This commit is contained in:
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364c36e270
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04dffbadf3
1 changed files with 184 additions and 236 deletions
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@ -27,7 +27,7 @@
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#define ENABLE_VALIDATION false
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#if defined(__ANDROID__)
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// Lower particle count on Android for performance reasons
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#define PARTICLE_COUNT 64 * 1024
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#define PARTICLE_COUNT 128 * 1024
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#else
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#define PARTICLE_COUNT 256 * 1024
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#endif
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@ -50,44 +50,41 @@ public:
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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} vertices;
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// Resources for the graphics part of the example
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struct {
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VkPipeline postCompute;
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// Compute pipelines are separated from
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// graphics pipelines in Vulkan
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VkPipeline compute;
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} pipelines;
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VkQueue computeQueue;
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//VkCommandBuffer computeCmdBuffer;
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VkPipelineLayout computePipelineLayout;
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VkDescriptorSet computeDescriptorSet;
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VkDescriptorSetLayout computeDescriptorSetLayout;
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vkTools::UniformData computeStorageBuffer;
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VkDescriptorSetLayout descriptorSetLayout; // Particle system rendering shader binding layout
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VkDescriptorSet descriptorSet; // Particle system rendering shader bindings
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VkPipelineLayout pipelineLayout; // Layout of the graphics pipeline
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VkPipeline pipeline; // Particle rendering pipeline
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} graphics;
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// Resources for the compute part of the example
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struct {
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vk::Buffer storageBuffer; // (Shader) storage buffer object containing the particles
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vk::Buffer uniformBuffer; // Uniform buffer object containing particle system parameters
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VkQueue queue; // Separate queue for compute commands (queue family may differ from the one used for graphics)
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VkCommandPool commandPool; // Use a separate command pool (queue family may differ from the one used for graphics)
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VkCommandBuffer commandBuffer; // Command buffer storing the dispatch commands and barriers
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VkFence fence; // Synchronization fence to avoid rewriting compute CB if still in use
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VkDescriptorSetLayout descriptorSetLayout; // Compute shader binding layout
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VkDescriptorSet descriptorSet; // Compute shader bindings
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VkPipelineLayout pipelineLayout; // Layout of the compute pipeline
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VkPipeline pipeline; // Compute pipeline for updating particle positions
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} compute;
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struct ComputeUBO {
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float deltaT;
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float destX;
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float destY;
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int32_t particleCount = PARTICLE_COUNT;
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} computeUbo;
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struct {
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struct {
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vkTools::UniformData ubo;
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} computeShader;
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} uniformData;
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struct Particle {
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glm::vec2 pos;
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glm::vec2 vel;
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glm::vec4 gradientPos;
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};
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSetPostCompute;
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VkDescriptorSetLayout descriptorSetLayout;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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enableTextOverlay = true;
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@ -99,18 +96,19 @@ public:
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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vkDestroyPipeline(device, pipelines.postCompute, nullptr);
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// Graphics
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vkDestroyPipeline(device, graphics.pipeline, nullptr);
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vkDestroyPipelineLayout(device, graphics.pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, graphics.descriptorSetLayout, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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vkDestroyBuffer(device, computeStorageBuffer.buffer, nullptr);
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vkFreeMemory(device, computeStorageBuffer.memory, nullptr);
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vkTools::destroyUniformData(device, &uniformData.computeShader.ubo);
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vkDestroyPipelineLayout(device, computePipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, computeDescriptorSetLayout, nullptr);
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vkDestroyPipeline(device, pipelines.compute, nullptr);
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// Compute
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compute.storageBuffer.destroy();
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compute.uniformBuffer.destroy();
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vkDestroyPipelineLayout(device, compute.pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, compute.descriptorSetLayout, nullptr);
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vkDestroyPipeline(device, compute.pipeline, nullptr);
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vkDestroyFence(device, compute.fence, nullptr);
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vkDestroyCommandPool(device, compute.commandPool, nullptr);
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textureLoader->destroyTexture(textures.particle);
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textureLoader->destroyTexture(textures.gradient);
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@ -153,55 +151,6 @@ public:
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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// Compute particle movement
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// Add memory barrier to ensure that the (rendering) vertex shader operations have finished
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// Required as the compute shader will overwrite the vertex buffer data
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VkBufferMemoryBarrier bufferBarrier = vkTools::initializers::bufferMemoryBarrier();
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// Vertex shader invocations have finished reading from the buffer
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bufferBarrier.srcAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
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// Compute shader buffer read and write
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bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT;
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bufferBarrier.buffer = computeStorageBuffer.buffer;
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bufferBarrier.size = computeStorageBuffer.descriptor.range;
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bufferBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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vkCmdPipelineBarrier(
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drawCmdBuffers[i],
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VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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1, &bufferBarrier,
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0, nullptr);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_COMPUTE, pipelines.compute);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_COMPUTE, computePipelineLayout, 0, 1, &computeDescriptorSet, 0, 0);
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// Dispatch the compute job
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vkCmdDispatch(drawCmdBuffers[i], PARTICLE_COUNT / 16, 1, 1);
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// Add memory barrier to ensure that compute shader has finished writing to the buffer
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// Without this the (rendering) vertex shader may display incomplete results (partial data from last frame)
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// Compute shader has finished writes to the buffer
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bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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// Vertex shader access (attribute binding)
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bufferBarrier.dstAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
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bufferBarrier.buffer = computeStorageBuffer.buffer;
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bufferBarrier.size = computeStorageBuffer.descriptor.range;
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bufferBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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vkCmdPipelineBarrier(
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drawCmdBuffers[i],
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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1, &bufferBarrier,
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0, nullptr);
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// Draw the particle system using the update vertex buffer
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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@ -212,11 +161,11 @@ public:
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VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.postCompute);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSetPostCompute, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipeline);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipelineLayout, 0, 1, &graphics.descriptorSet, 0, NULL);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &computeStorageBuffer.buffer, offsets);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &compute.storageBuffer.buffer, offsets);
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vkCmdDraw(drawCmdBuffers[i], PARTICLE_COUNT, 1, 0, 0);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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@ -226,6 +175,62 @@ public:
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}
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void buildComputeCommandBuffer()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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VK_CHECK_RESULT(vkBeginCommandBuffer(compute.commandBuffer, &cmdBufInfo));
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// Compute particle movement
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// Add memory barrier to ensure that the (rendering) vertex shader operations have finished
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// Required as the compute shader will overwrite the vertex buffer data
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VkBufferMemoryBarrier bufferBarrier = vkTools::initializers::bufferMemoryBarrier();
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bufferBarrier.buffer = compute.storageBuffer.buffer;
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bufferBarrier.size = compute.storageBuffer.descriptor.range;
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bufferBarrier.srcAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT; // Vertex shader invocations have finished reading from the buffer
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bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT; // Compute shader has finished buffer writes
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bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics; // Required as compute and graphics queue may have different families
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bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute; // Required as compute and graphics queue may have different families
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vkCmdPipelineBarrier(
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compute.commandBuffer,
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VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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1, &bufferBarrier,
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0, nullptr);
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vkCmdBindPipeline(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipeline);
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vkCmdBindDescriptorSets(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineLayout, 0, 1, &compute.descriptorSet, 0, 0);
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// Dispatch the compute job
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vkCmdDispatch(compute.commandBuffer, PARTICLE_COUNT / 16, 1, 1);
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// Add memory barrier to ensure that compute shader has finished writing to the buffer
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// Without this the (rendering) vertex shader may display incomplete results (partial data from last frame)
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// Compute shader has finished writes to the buffer
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bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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// Vertex shader access (attribute binding)
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bufferBarrier.dstAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
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bufferBarrier.buffer = compute.storageBuffer.buffer;
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bufferBarrier.size = compute.storageBuffer.descriptor.range;
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bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute; // Required as compute and graphics queue may have different families
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bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics; // Required as compute and graphics queue may have different families
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vkCmdPipelineBarrier(
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compute.commandBuffer,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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1, &bufferBarrier,
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0, nullptr);
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vkEndCommandBuffer(compute.commandBuffer);
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}
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// Setup and fill the compute shader storage buffers for
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// vertex positions and velocities
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void prepareStorageBuffers()
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@ -246,29 +251,23 @@ public:
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uint32_t storageBufferSize = particleBuffer.size() * sizeof(Particle);
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// Staging
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// SSBO is static, copy to device local memory
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// This results in better performance
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// SSBO won't be changed on the host after upload so copy to device local memory
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struct {
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VkDeviceMemory memory;
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VkBuffer buffer;
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} stagingBuffer;
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vk::Buffer stagingBuffer;
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VulkanExampleBase::createBuffer(
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vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&stagingBuffer,
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storageBufferSize,
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particleBuffer.data(),
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&stagingBuffer.buffer,
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&stagingBuffer.memory);
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particleBuffer.data());
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VulkanExampleBase::createBuffer(
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vulkanDevice->createBuffer(
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// The SSBO will be used as a storage buffer for the compute pipeline and as a vertex buffer in the graphics pipeline
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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storageBufferSize,
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nullptr,
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&computeStorageBuffer.buffer,
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&computeStorageBuffer.memory);
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&compute.storageBuffer,
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storageBufferSize);
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// Copy to staging buffer
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VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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@ -278,18 +277,13 @@ public:
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vkCmdCopyBuffer(
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copyCmd,
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stagingBuffer.buffer,
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computeStorageBuffer.buffer,
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compute.storageBuffer.buffer,
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1,
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©Region);
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VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
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vkFreeMemory(device, stagingBuffer.memory, nullptr);
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vkDestroyBuffer(device, stagingBuffer.buffer, nullptr);
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computeStorageBuffer.descriptor.range = storageBufferSize;
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computeStorageBuffer.descriptor.buffer = computeStorageBuffer.buffer;
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computeStorageBuffer.descriptor.offset = 0;
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stagingBuffer.destroy();
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// Binding description
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vertices.bindingDescriptions.resize(1);
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@ -308,14 +302,14 @@ public:
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VERTEX_BUFFER_BIND_ID,
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0,
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VK_FORMAT_R32G32_SFLOAT,
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0);
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offsetof(Particle, pos));
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// Location 1 : Gradient position
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vertices.attributeDescriptions[1] =
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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1,
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VK_FORMAT_R32G32B32A32_SFLOAT,
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4 * sizeof(float));
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offsetof(Particle, gradientPos));
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// Assign to vertex buffer
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vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
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@ -362,14 +356,14 @@ public:
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setLayoutBindings.data(),
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setLayoutBindings.size());
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &graphics.descriptorSetLayout));
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo =
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vkTools::initializers::pipelineLayoutCreateInfo(
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&descriptorSetLayout,
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&graphics.descriptorSetLayout,
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1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &graphics.pipelineLayout));
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}
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void setupDescriptorSet()
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@ -377,10 +371,10 @@ public:
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VkDescriptorSetAllocateInfo allocInfo =
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vkTools::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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&graphics.descriptorSetLayout,
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1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSetPostCompute));
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSet));
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// Image descriptor for the color map texture
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std::vector<VkDescriptorImageInfo> texDescriptors;
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@ -396,13 +390,13 @@ public:
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std::vector<VkWriteDescriptorSet> writeDescriptorSets;
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// Binding 0 : Particle color map
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writeDescriptorSets.push_back(vkTools::initializers::writeDescriptorSet(
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descriptorSetPostCompute,
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graphics.descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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0,
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&texDescriptors[0]));
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// Binding 1 : Particle gradient ramp
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writeDescriptorSets.push_back(vkTools::initializers::writeDescriptorSet(
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descriptorSetPostCompute,
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graphics.descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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1,
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&texDescriptors[1]));
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@ -468,7 +462,7 @@ public:
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vkTools::initializers::pipelineCreateInfo(
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pipelineLayout,
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graphics.pipelineLayout,
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renderPass,
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0);
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@ -494,14 +488,22 @@ public:
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blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
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blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.postCompute));
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &graphics.pipeline));
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}
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void prepareCompute()
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{
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// Create a compute capable device queue
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// todo: comment (queue families, etc.)
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VkDeviceQueueCreateInfo queueCreateInfo = {};
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queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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queueCreateInfo.pNext = NULL;
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queueCreateInfo.queueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
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queueCreateInfo.queueCount = 1;
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vkGetDeviceQueue(device, vulkanDevice->queueFamilyIndices.compute, 0, &compute.queue);
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// Create compute pipeline
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// Compute pipelines are created separate from graphics pipelines
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// even if they use the same queue
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// Compute pipelines are created separate from graphics pipelines even if they use the same queue (family index)
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0 : Particle position storage buffer
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@ -521,38 +523,37 @@ public:
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setLayoutBindings.data(),
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setLayoutBindings.size());
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &computeDescriptorSetLayout));
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &compute.descriptorSetLayout));
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
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vkTools::initializers::pipelineLayoutCreateInfo(
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&computeDescriptorSetLayout,
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&compute.descriptorSetLayout,
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1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &computePipelineLayout));
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &compute.pipelineLayout));
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VkDescriptorSetAllocateInfo allocInfo =
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vkTools::initializers::descriptorSetAllocateInfo(
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descriptorPool,
|
||||
&computeDescriptorSetLayout,
|
||||
&compute.descriptorSetLayout,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &computeDescriptorSet));
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSet));
|
||||
|
||||
std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets =
|
||||
{
|
||||
// Binding 0 : Particle position storage buffer
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
computeDescriptorSet,
|
||||
compute.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
0,
|
||||
&computeStorageBuffer.descriptor),
|
||||
&compute.storageBuffer.descriptor),
|
||||
// Binding 1 : Uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
computeDescriptorSet,
|
||||
compute.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
1,
|
||||
&uniformData.computeShader.ubo.descriptor)
|
||||
&compute.uniformBuffer.descriptor)
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, computeWriteDescriptorSets.size(), computeWriteDescriptorSets.data(), 0, NULL);
|
||||
|
|
@ -560,27 +561,48 @@ public:
|
|||
// Create pipeline
|
||||
VkComputePipelineCreateInfo computePipelineCreateInfo =
|
||||
vkTools::initializers::computePipelineCreateInfo(
|
||||
computePipelineLayout,
|
||||
compute.pipelineLayout,
|
||||
0);
|
||||
computePipelineCreateInfo.stage = loadShader(getAssetPath() + "shaders/computeparticles/particle.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
|
||||
VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &pipelines.compute));
|
||||
VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &compute.pipeline));
|
||||
|
||||
// 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 = vulkanDevice->queueFamilyIndices.compute;
|
||||
cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
|
||||
VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &compute.commandPool));
|
||||
|
||||
// Create command buffer for compute operations
|
||||
// tood: differring indices? separate cmd pool?
|
||||
VkCommandBufferAllocateInfo cmdBufAllocateInfo =
|
||||
vkTools::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 = vkTools::initializers::fenceCreateInfo(VK_FENCE_CREATE_SIGNALED_BIT);
|
||||
VK_CHECK_RESULT(vkCreateFence(device, &fenceCreateInfo, nullptr, &compute.fence));
|
||||
|
||||
//todo: comment
|
||||
buildComputeCommandBuffer();
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
void prepareUniformBuffers()
|
||||
{
|
||||
// Compute shader uniform buffer block
|
||||
createBuffer(
|
||||
vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
sizeof(computeUbo),
|
||||
nullptr,
|
||||
&uniformData.computeShader.ubo.buffer,
|
||||
&uniformData.computeShader.ubo.memory,
|
||||
&uniformData.computeShader.ubo.descriptor);
|
||||
&compute.uniformBuffer,
|
||||
sizeof(computeUbo));
|
||||
|
||||
// Map for host access
|
||||
VK_CHECK_RESULT(vkMapMemory(device, uniformData.computeShader.ubo.memory, 0, sizeof(computeUbo), 0, (void **)&uniformData.computeShader.ubo.mapped));
|
||||
VK_CHECK_RESULT(compute.uniformBuffer.map());
|
||||
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
|
@ -601,34 +623,7 @@ public:
|
|||
computeUbo.destY = normalizedMy;
|
||||
}
|
||||
|
||||
memcpy(uniformData.computeShader.ubo.mapped, &computeUbo, sizeof(computeUbo));
|
||||
}
|
||||
|
||||
// Find and create a compute capable device queue
|
||||
void getComputeQueue()
|
||||
{
|
||||
uint32_t queueIndex = 0;
|
||||
uint32_t queueCount;
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueCount, NULL);
|
||||
assert(queueCount >= 1);
|
||||
|
||||
std::vector<VkQueueFamilyProperties> queueProps;
|
||||
queueProps.resize(queueCount);
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueCount, queueProps.data());
|
||||
|
||||
for (queueIndex = 0; queueIndex < queueCount; queueIndex++)
|
||||
{
|
||||
if (queueProps[queueIndex].queueFlags & VK_QUEUE_COMPUTE_BIT)
|
||||
break;
|
||||
}
|
||||
assert(queueIndex < queueCount);
|
||||
|
||||
VkDeviceQueueCreateInfo queueCreateInfo = {};
|
||||
queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
|
||||
queueCreateInfo.pNext = NULL;
|
||||
queueCreateInfo.queueFamilyIndex = queueIndex;
|
||||
queueCreateInfo.queueCount = 1;
|
||||
vkGetDeviceQueue(device, queueIndex, 0, &computeQueue);
|
||||
memcpy(compute.uniformBuffer.mapped, &computeUbo, sizeof(computeUbo));
|
||||
}
|
||||
|
||||
void draw()
|
||||
|
|
@ -640,13 +635,23 @@ public:
|
|||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||
|
||||
VulkanExampleBase::submitFrame();
|
||||
|
||||
// Submit compute
|
||||
// todo: async compute
|
||||
vkWaitForFences(device, 1, &compute.fence, VK_TRUE, UINT64_MAX);
|
||||
vkResetFences(device, 1, &compute.fence);
|
||||
|
||||
VkSubmitInfo computeSubmitInfo = vkTools::initializers::submitInfo();
|
||||
computeSubmitInfo.commandBufferCount = 1;
|
||||
computeSubmitInfo.pCommandBuffers = &compute.commandBuffer;
|
||||
|
||||
VK_CHECK_RESULT(vkQueueSubmit(compute.queue, 1, &computeSubmitInfo, compute.fence));
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadTextures();
|
||||
getComputeQueue();
|
||||
prepareStorageBuffers();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
|
|
@ -685,74 +690,17 @@ public:
|
|||
{
|
||||
animate = !animate;
|
||||
}
|
||||
};
|
||||
|
||||
VulkanExample *vulkanExample;
|
||||
|
||||
#if defined(_WIN32)
|
||||
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (vulkanExample != NULL)
|
||||
virtual void keyPressed(uint32_t keyCode)
|
||||
{
|
||||
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
|
||||
if (uMsg == WM_KEYDOWN)
|
||||
switch (keyCode)
|
||||
{
|
||||
switch (wParam)
|
||||
{
|
||||
case 0x41:
|
||||
vulkanExample->toggleAnimation();
|
||||
case KEY_A:
|
||||
case GAMEPAD_BUTTON_A:
|
||||
toggleAnimation();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
|
||||
}
|
||||
#elif defined(__linux__) && !defined(__ANDROID__)
|
||||
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
|
||||
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
|
||||
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
|
||||
vulkanExample = new VulkanExample();
|
||||
#if defined(_WIN32)
|
||||
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__)
|
||||
vulkanExample->setupWindow();
|
||||
#endif
|
||||
#if !defined(__ANDROID__)
|
||||
vulkanExample->initSwapchain();
|
||||
vulkanExample->prepare();
|
||||
#endif
|
||||
vulkanExample->renderLoop();
|
||||
delete(vulkanExample);
|
||||
#if !defined(__ANDROID__)
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
VULKAN_EXAMPLE_MAIN()
|
||||
Loading…
Add table
Add a link
Reference in a new issue