Use shader storage buffer to pass lights to shader
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a467d94159
commit
1a635f16ab
5 changed files with 53 additions and 95 deletions
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@ -21,8 +21,6 @@
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#define ENABLE_VALIDATION false
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#define NUM_LIGHTS 64
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class VulkanExample : public VulkanExampleBase
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{
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public:
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@ -47,14 +45,12 @@ public:
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float radius;
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};
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struct {
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Light lights[NUM_LIGHTS];
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} uboLights;
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std::array<Light, 64> lights;
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struct {
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vks::Buffer GBuffer;
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vks::Buffer lights;
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} uniformBuffers;
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} buffers;
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struct {
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VkPipeline offscreen;
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@ -128,8 +124,8 @@ public:
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clearAttachment(&attachments.albedo);
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textures.glass.destroy();
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uniformBuffers.GBuffer.destroy();
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uniformBuffers.lights.destroy();
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buffers.GBuffer.destroy();
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buffers.lights.destroy();
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}
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// Enable physical device features required for this example
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@ -526,6 +522,7 @@ public:
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std::vector<VkDescriptorPoolSize> poolSizes =
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{
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 4),
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};
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@ -556,7 +553,7 @@ public:
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
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writeDescriptorSets = {
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// Binding 0: Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.GBuffer.descriptor)
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vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &buffers.GBuffer.descriptor)
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
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}
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@ -617,7 +614,7 @@ public:
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// Binding 2: Albedo input attachment
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
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// Binding 3: Light positions
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 3),
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 3),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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@ -648,7 +645,7 @@ public:
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// Binding 2: Albedo texture target
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 2, &texDescriptorAlbedo),
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// Binding 4: Fragment shader lights
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3, &uniformBuffers.lights.descriptor),
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 3, &buffers.lights.descriptor),
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
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@ -668,22 +665,6 @@ public:
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shaderStages[0] = loadShader(getShadersPath() + "subpasses/composition.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "subpasses/composition.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Use specialization constants to pass number of lights to the shader
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VkSpecializationMapEntry specializationEntry{};
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specializationEntry.constantID = 0;
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specializationEntry.offset = 0;
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specializationEntry.size = sizeof(uint32_t);
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uint32_t specializationData = NUM_LIGHTS;
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VkSpecializationInfo specializationInfo;
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specializationInfo.mapEntryCount = 1;
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specializationInfo.pMapEntries = &specializationEntry;
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specializationInfo.dataSize = sizeof(specializationData);
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specializationInfo.pData = &specializationData;
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shaderStages[1].pSpecializationInfo = &specializationInfo;
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayouts.composition, renderPass, 0);
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VkPipelineVertexInputStateCreateInfo emptyInputState{};
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@ -727,7 +708,7 @@ public:
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.transparent));
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writeDescriptorSets = {
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vks::initializers::writeDescriptorSet(descriptorSets.transparent, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.GBuffer.descriptor),
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vks::initializers::writeDescriptorSet(descriptorSets.transparent, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &buffers.GBuffer.descriptor),
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vks::initializers::writeDescriptorSet(descriptorSets.transparent, VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1, &texDescriptorPosition),
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vks::initializers::writeDescriptorSet(descriptorSets.transparent, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.glass.descriptor),
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};
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@ -755,13 +736,13 @@ public:
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// Prepare and initialize uniform buffer containing shader uniforms
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void prepareUniformBuffers()
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{
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// Deferred vertex shader
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vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.GBuffer, sizeof(uboGBuffer));
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VK_CHECK_RESULT(uniformBuffers.GBuffer.map());
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// Matrices
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vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &buffers.GBuffer, sizeof(uboGBuffer));
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VK_CHECK_RESULT(buffers.GBuffer.map());
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// Deferred fragment shader
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vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.lights, sizeof(uboLights));
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VK_CHECK_RESULT(uniformBuffers.lights.map());
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// Lights
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vulkanDevice->createBuffer(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &buffers.lights, lights.size() * sizeof(Light));
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VK_CHECK_RESULT(buffers.lights.map());
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// Update
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updateUniformBufferDeferredMatrices();
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@ -772,7 +753,7 @@ public:
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uboGBuffer.projection = camera.matrices.perspective;
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uboGBuffer.view = camera.matrices.view;
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uboGBuffer.model = glm::mat4(1.0f);
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memcpy(uniformBuffers.GBuffer.mapped, &uboGBuffer, sizeof(uboGBuffer));
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memcpy(buffers.GBuffer.mapped, &uboGBuffer, sizeof(uboGBuffer));
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}
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void initLights()
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@ -786,18 +767,20 @@ public:
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glm::vec3(1.0f, 1.0f, 0.0f),
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};
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std::default_random_engine rndGen(benchmark.active ? 0 : (unsigned)time(nullptr));
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std::random_device rndDevice;
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std::default_random_engine rndGen(benchmark.active ? 0 : rndDevice());
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std::uniform_real_distribution<float> rndDist(-1.0f, 1.0f);
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std::uniform_int_distribution<uint32_t> rndCol(0, static_cast<uint32_t>(colors.size()-1));
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std::uniform_real_distribution<float> rndCol(0.0f, 0.5f);
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for (auto& light : uboLights.lights)
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for (auto& light : lights)
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{
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light.position = glm::vec4(rndDist(rndGen) * 8.0f, 0.25f + std::abs(rndDist(rndGen)) * 4.0f, rndDist(rndGen) * 8.0f, 1.0f);
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light.color = colors[rndCol(rndGen)];
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//light.color = colors[rndCol(rndGen)];
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light.color = glm::vec3(rndCol(rndGen), rndCol(rndGen), rndCol(rndGen)) * 2.0f;
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light.radius = 1.0f + std::abs(rndDist(rndGen));
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}
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memcpy(uniformBuffers.lights.mapped, &uboLights, sizeof(uboLights));
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memcpy(buffers.lights.mapped, lights.data(), lights.size() * sizeof(Light));
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}
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void draw()
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