parent
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commit
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5 changed files with 491 additions and 0 deletions
15
data/shaders/descriptorindexing/descriptorindexing.frag
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data/shaders/descriptorindexing/descriptorindexing.frag
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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layout (set = 0, binding = 1) uniform sampler2D textures[];
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layout (location = 0) in vec2 inUV;
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layout (location = 1) flat in int inTexIndex;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = texture(textures[nonuniformEXT(inTexIndex)], inUV);
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}
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data/shaders/descriptorindexing/descriptorindexing.frag.spv
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data/shaders/descriptorindexing/descriptorindexing.frag.spv
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26
data/shaders/descriptorindexing/descriptorindexing.vert
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data/shaders/descriptorindexing/descriptorindexing.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in int inTextureIndex;
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layout (binding = 0) uniform Matrices
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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} matrices;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) flat out int outTexIndex;
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void main()
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{
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outUV = inUV;
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outTexIndex = 0;
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outTexIndex = inTextureIndex;
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outTexIndex = gl_InstanceIndex;
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vec4 pos = vec4(inPos, 1.0f);
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pos.y += gl_InstanceIndex;
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gl_Position = matrices.projection * matrices.view * matrices.model * pos;
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}
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BIN
data/shaders/descriptorindexing/descriptorindexing.vert.spv
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data/shaders/descriptorindexing/descriptorindexing.vert.spv
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450
examples/descriptorindexing/descriptorindexing.cpp
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examples/descriptorindexing/descriptorindexing.cpp
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/*
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* Vulkan Example - Descriptor indexing (VK_EXT_descriptor_indexing)
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*
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* Relevant code parts are marked with [POI]
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*
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* Copyright (C) Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <time.h>
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#include <vector>
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#include <random>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "VulkanTexture.hpp"
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#include "VulkanBuffer.hpp"
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#define ENABLE_VALIDATION false
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// Vertex layout for this example
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struct Vertex {
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float pos[3];
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float uv[2];
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int32_t textureIndex;
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};
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class VulkanExample : public VulkanExampleBase
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{
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public:
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// Number of array layers in texture array
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// Also used as instance count
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uint32_t layerCount;
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std::vector<vks::Texture2D> textures;
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vks::Buffer vertexBuffer;
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vks::Buffer indexBuffer;
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uint32_t indexCount;
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vks::Buffer uniformBufferVS;
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struct {
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glm::mat4 projection;
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glm::mat4 view;
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glm::mat4 model;
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} uboVS;
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VkPipeline pipeline;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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VkPhysicalDeviceDescriptorIndexingFeaturesEXT physicalDeviceDescriptorIndexingFeatures{};
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "Descriptor indexing";
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settings.overlay = true;
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -7.5f));
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camera.setRotation(glm::vec3(-35.0f, 0.0f, 0.0f));
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camera.setPerspective(45.0f, (float)width / (float)height, 0.1f, 256.0f);
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/*
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[POI] Enable required extensions
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*/
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enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
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/*
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[POI] Enable required extension features
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*/
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physicalDeviceDescriptorIndexingFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_FEATURES_EXT;
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physicalDeviceDescriptorIndexingFeatures.shaderSampledImageArrayNonUniformIndexing = VK_TRUE;
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physicalDeviceDescriptorIndexingFeatures.runtimeDescriptorArray = VK_TRUE;
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physicalDeviceDescriptorIndexingFeatures.descriptorBindingVariableDescriptorCount = VK_TRUE;
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deviceCreatepNextChain = &physicalDeviceDescriptorIndexingFeatures;
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}
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~VulkanExample()
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{
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//vkDestroyImageView(device, textureArray.view, nullptr);
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//vkDestroyImage(device, textureArray.image, nullptr);
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//vkDestroySampler(device, textureArray.sampler, nullptr);
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//vkFreeMemory(device, textureArray.deviceMemory, nullptr);
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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vertexBuffer.destroy();
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indexBuffer.destroy();
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uniformBufferVS.destroy();
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}
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void loadAssets()
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{
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textures.resize(7);
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for (uint32_t i = 0; i < 7; i++) {
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textures[i].loadFromFile(getAssetPath() + "textures/array/" + std::to_string(i) + ".ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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}
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = defaultClearColor;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.renderArea.offset.x = 0;
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renderPassBeginInfo.renderArea.offset.y = 0;
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renderPassBeginInfo.renderArea.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &vertexBuffer.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, layerCount, 0, 0, 0);
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drawUI(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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void generateCube(glm::vec3 pos, float scale, std::vector<Vertex> &vertices, std::vector<uint32_t> &indices)
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{
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// Generate random per-face texture indices
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std::random_device mch;
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std::default_random_engine generator(mch());
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std::uniform_int_distribution<int32_t> rndTextureIndex(0, layerCount - 1);
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std::vector<int32_t> faceTextureIndex(6);
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for (auto &textureIndex : faceTextureIndex) {
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textureIndex = rndTextureIndex(generator);
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}
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std::cout << faceTextureIndex[0] << std::endl;
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std::vector<Vertex> cubeVertices = {
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{ { -scale, -scale, scale }, { 0.0f, 0.0f }, faceTextureIndex[0] },
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{ { scale, -scale, scale }, { 1.0f, 0.0f }, faceTextureIndex[0] },
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{ { scale, scale, scale }, { 1.0f, 1.0f }, faceTextureIndex[0] },
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{ { -scale, scale, scale }, { 0.0f, 1.0f }, faceTextureIndex[0] },
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{ { scale, scale, scale }, { 0.0f, 0.0f }, faceTextureIndex[1] },
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{ { scale, scale, -scale }, { 1.0f, 0.0f }, faceTextureIndex[1] },
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{ { scale, -scale, -scale }, { 1.0f, 1.0f }, faceTextureIndex[1] },
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{ { scale, -scale, scale }, { 0.0f, 1.0f }, faceTextureIndex[1] },
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{ { -scale, -scale, -scale }, { 0.0f, 0.0f }, faceTextureIndex[2] },
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{ { scale, -scale, -scale }, { 1.0f, 0.0f }, faceTextureIndex[2] },
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{ { scale, scale, -scale }, { 1.0f, 1.0f }, faceTextureIndex[2] },
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{ { -scale, scale, -scale }, { 0.0f, 1.0f }, faceTextureIndex[2] },
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{ { -scale, -scale, -scale }, { 0.0f, 0.0f }, faceTextureIndex[3] },
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{ { -scale, -scale, scale }, { 1.0f, 0.0f }, faceTextureIndex[3] },
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{ { -scale, scale, scale }, { 1.0f, 1.0f }, faceTextureIndex[3] },
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{ { -scale, scale, -scale }, { 0.0f, 1.0f }, faceTextureIndex[3] },
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{ { scale, scale, scale }, { 0.0f, 0.0f }, faceTextureIndex[4] },
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{ { -scale, scale, scale }, { 1.0f, 0.0f }, faceTextureIndex[4] },
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{ { -scale, scale, -scale }, { 1.0f, 1.0f }, faceTextureIndex[4] },
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{ { scale, scale, -scale }, { 0.0f, 1.0f }, faceTextureIndex[4] },
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{ { -scale, -scale, -scale }, { 0.0f, 0.0f }, faceTextureIndex[5] },
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{ { scale, -scale, -scale }, { 1.0f, 0.0f }, faceTextureIndex[5] },
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{ { scale, -scale, scale }, { 1.0f, 1.0f }, faceTextureIndex[5] },
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{ { -scale, -scale, scale }, { 0.0f, 1.0f }, faceTextureIndex[5] },
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};
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for (auto &vertex : cubeVertices) {
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vertex.pos[0] += pos.x;
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vertex.pos[1] += pos.y;
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vertex.pos[2] += pos.z;
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}
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std::vector<uint32_t> cubeIndices = {
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0,1,2, 0,2,3, 4,5,6, 4,6,7, 8,9,10, 8,10,11, 12,13,14, 12,14,15, 16,17,18, 16,18,19, 20,21,22, 20,22,23
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};
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for (auto &index : cubeIndices) {
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index += vertices.size();
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}
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vertices.insert(vertices.end(), cubeVertices.begin(), cubeVertices.end());
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indices.insert(indices.end(), cubeIndices.begin(), cubeIndices.end());
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}
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void generateBuffers()
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{
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std::vector<Vertex> vertices;
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std::vector<uint32_t> indices;
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float offset = -1.5f;
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float center = (layerCount * offset) / 2.0f - (offset * 0.5f);
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//for (uint32_t i = 0; i < 7; i++) {
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//generateCube(glm::vec3(i * offset - center, 0.0f, 0.0f), 0.5f, vertices, indices);
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//}
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generateCube(glm::vec3(0.0f, 0.0f, 0.0f), 0.5f, vertices, indices);
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indexCount = static_cast<uint32_t>(indices.size());
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// For the sake of simplicity we won't stage the vertex data to the gpu memory
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&vertexBuffer,
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vertices.size() * sizeof(Vertex),
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vertices.data()));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&indexBuffer,
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indices.size() * sizeof(uint32_t),
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indices.data()));
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}
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/*
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[POI] Set up descriptor sets and set layout
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*/
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void setupDescriptorSets()
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{
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/*
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Descriptor set layout
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*/
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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/*
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[POI]
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Binding 1 contains a texture array that is dynamically non-uniform sampled from
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FS:
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outFragColor = texture(textures[nonuniformEXT(inTexIndex)], inUV);
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*/
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1, static_cast<uint32_t>(textures.size()))
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};
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/*
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[POI]
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The fragment shader will be using an unsized array, which has to be marked with a certain flag
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FS:
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layout (set = 0, binding = 1) uniform sampler2D textures[];
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*/
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VkDescriptorSetLayoutBindingFlagsCreateInfoEXT setLayoutBindingFlags{};
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setLayoutBindingFlags.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO_EXT;
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setLayoutBindingFlags.bindingCount = 2;
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std::vector<VkDescriptorBindingFlagsEXT> descriptorBindingFlags = {
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0,
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VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT_EXT
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};
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setLayoutBindingFlags.pBindingFlags = descriptorBindingFlags.data();
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VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), setLayoutBindings.size());
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descriptorSetLayoutCI.pNext = &setLayoutBindingFlags;
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCI, nullptr, &descriptorSetLayout));
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/*
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Descriptor pool
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*/
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std::vector<VkDescriptorPoolSize> poolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, textures.size())
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes.size(), poolSizes.data(), 2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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/*
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Descriptor sets
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*/
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets(2);
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writeDescriptorSets[0] = vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBufferVS.descriptor);
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// Image descriptors for the texture array
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std::vector<VkDescriptorImageInfo> textureDescriptors(textures.size());
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for (size_t i = 0; i < textures.size(); i++) {
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textureDescriptors[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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textureDescriptors[i].sampler = textures[i].sampler;;
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textureDescriptors[i].imageView = textures[i].view;
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}
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/*
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[POI]
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Second and final descriptor is a texture array
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Unlike an array texture, these are adressed like typical arrays
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*/
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writeDescriptorSets[1] = {};
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writeDescriptorSets[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writeDescriptorSets[1].dstBinding = 1;
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writeDescriptorSets[1].dstArrayElement = 0;
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writeDescriptorSets[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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writeDescriptorSets[1].descriptorCount = static_cast<uint32_t>(textures.size());
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writeDescriptorSets[1].pBufferInfo = 0;
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writeDescriptorSets[1].dstSet = descriptorSet;
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writeDescriptorSets[1].pImageInfo = textureDescriptors.data();
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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}
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void preparePipelines()
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{
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||
VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||
VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
|
||||
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), dynamicStateEnables.size(), 0);
|
||||
|
||||
// Vertex bindings and attributes
|
||||
VkVertexInputBindingDescription vertexInputBinding = { 0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX };
|
||||
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
||||
{ 0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, pos) },
|
||||
{ 1, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(Vertex, uv) },
|
||||
{ 2, 0, VK_FORMAT_R32_SINT, offsetof(Vertex, textureIndex) }
|
||||
};
|
||||
VkPipelineVertexInputStateCreateInfo vertexInputStateCI = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||
vertexInputStateCI.vertexBindingDescriptionCount = 1;
|
||||
vertexInputStateCI.pVertexBindingDescriptions = &vertexInputBinding;
|
||||
vertexInputStateCI.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
||||
vertexInputStateCI.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
||||
|
||||
// Instacing pipeline
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/descriptorindexing/descriptorindexing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/descriptorindexing/descriptorindexing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
|
||||
pipelineCI.pVertexInputState = &vertexInputStateCI;
|
||||
pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
|
||||
pipelineCI.pRasterizationState = &rasterizationStateCI;
|
||||
pipelineCI.pColorBlendState = &colorBlendStateCI;
|
||||
pipelineCI.pMultisampleState = &multisampleStateCI;
|
||||
pipelineCI.pViewportState = &viewportStateCI;
|
||||
pipelineCI.pDepthStencilState = &depthStencilStateCI;
|
||||
pipelineCI.pDynamicState = &dynamicStateCI;
|
||||
pipelineCI.stageCount = shaderStages.size();
|
||||
pipelineCI.pStages = shaderStages.data();
|
||||
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
|
||||
}
|
||||
|
||||
void prepareUniformBuffers()
|
||||
{
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&uniformBufferVS,
|
||||
sizeof(uboVS)));
|
||||
VK_CHECK_RESULT(uniformBufferVS.map());
|
||||
updateUniformBuffersCamera();
|
||||
}
|
||||
|
||||
void updateUniformBuffersCamera()
|
||||
{
|
||||
uboVS.projection = camera.matrices.perspective;
|
||||
uboVS.view = camera.matrices.view;
|
||||
uboVS.model = glm::mat4(1.0f);
|
||||
memcpy(uniformBufferVS.mapped, &uboVS, sizeof(uboVS));
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
VulkanExampleBase::prepareFrame();
|
||||
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||
|
||||
VulkanExampleBase::submitFrame();
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
layerCount = textures.size();
|
||||
generateBuffers();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSets();
|
||||
preparePipelines();
|
||||
buildCommandBuffers();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
if (camera.updated)
|
||||
updateUniformBuffersCamera();
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
VULKAN_EXAMPLE_MAIN()
|
||||
Loading…
Add table
Add a link
Reference in a new issue