Replaced vkTools::UniformData with newer vk::Buffer for uniform buffers, some renaming, small fixes and corrections

This commit is contained in:
saschawillems 2016-12-24 12:48:01 +01:00
parent d73afe2a7d
commit 2e5af6a9fb
32 changed files with 717 additions and 985 deletions

View file

@ -20,6 +20,7 @@
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "vulkanMeshLoader.hpp"
#include "vulkanbuffer.hpp"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
@ -78,12 +79,11 @@ public:
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
vkTools::UniformData uniformDataVS;
struct {
vkTools::UniformData scene;
vkTools::UniformData offscreen;
} uniformData;
vk::Buffer scene;
vk::Buffer offscreen;
vk::Buffer debug;
} uniformBuffers;
struct {
glm::mat4 projection;
@ -179,9 +179,9 @@ public:
vkMeshLoader::freeMeshBufferResources(device, &meshes.quad);
// Uniform buffers
vkTools::destroyUniformData(device, &uniformDataVS);
vkTools::destroyUniformData(device, &uniformData.offscreen);
vkTools::destroyUniformData(device, &uniformData.scene);
uniformBuffers.offscreen.destroy();
uniformBuffers.scene.destroy();
uniformBuffers.debug.destroy();
vkFreeCommandBuffers(device, cmdPool, 1, &offscreenPass.commandBuffer);
vkDestroySemaphore(device, offscreenPass.semaphore, nullptr);
@ -578,6 +578,8 @@ public:
void setupDescriptorSets()
{
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
// Textured quad descriptor set
VkDescriptorSetAllocateInfo allocInfo =
vkTools::initializers::descriptorSetAllocateInfo(
@ -594,14 +596,13 @@ public:
offscreenPass.depth.view,
VK_IMAGE_LAYOUT_GENERAL);
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
writeDescriptorSets = {
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformDataVS.descriptor),
&uniformBuffers.debug.descriptor),
// Binding 1 : Fragment shader texture sampler
vkTools::initializers::writeDescriptorSet(
descriptorSet,
@ -615,16 +616,15 @@ public:
// Offscreen
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.offscreen));
std::vector<VkWriteDescriptorSet> offScreenWriteDescriptorSets =
{
writeDescriptorSets = {
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSets.offscreen,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformData.offscreen.descriptor),
&uniformBuffers.offscreen.descriptor),
};
vkUpdateDescriptorSets(device, offScreenWriteDescriptorSets.size(), offScreenWriteDescriptorSets.data(), 0, NULL);
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
// 3D scene
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
@ -633,14 +633,13 @@ public:
texDescriptor.sampler = offscreenPass.depthSampler;
texDescriptor.imageView = offscreenPass.depth.view;
std::vector<VkWriteDescriptorSet> sceneDescriptorSets =
{
writeDescriptorSets = {
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSets.scene,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformData.scene.descriptor),
&uniformBuffers.scene.descriptor),
// Binding 1 : Fragment shader shadow sampler
vkTools::initializers::writeDescriptorSet(
descriptorSets.scene,
@ -648,7 +647,7 @@ public:
1,
&texDescriptor)
};
vkUpdateDescriptorSets(device, sceneDescriptorSets.size(), sceneDescriptorSets.data(), 0, NULL);
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
@ -759,34 +758,30 @@ public:
void prepareUniformBuffers()
{
// Debug quad vertex shader uniform buffer block
createBuffer(
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
sizeof(uboVSscene),
nullptr,
&uniformDataVS.buffer,
&uniformDataVS.memory,
&uniformDataVS.descriptor);
&uniformBuffers.debug,
sizeof(uboVSscene)));
// Offscreen vertex shader uniform buffer block
createBuffer(
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
sizeof(uboOffscreenVS),
nullptr,
&uniformData.offscreen.buffer,
&uniformData.offscreen.memory,
&uniformData.offscreen.descriptor);
&uniformBuffers.offscreen,
sizeof(uboOffscreenVS)));
// Scene vertex shader uniform buffer block
createBuffer(
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
sizeof(uboVSscene),
nullptr,
&uniformData.scene.buffer,
&uniformData.scene.memory,
&uniformData.scene.descriptor);
&uniformBuffers.scene,
sizeof(uboVSscene)));
// Map persistent
VK_CHECK_RESULT(uniformBuffers.debug.map());
VK_CHECK_RESULT(uniformBuffers.offscreen.map());
VK_CHECK_RESULT(uniformBuffers.scene.map());
updateLight();
updateUniformBufferOffscreen();
@ -809,10 +804,7 @@ public:
uboVSquad.projection = glm::ortho(2.5f / AR, 0.0f, 0.0f, 2.5f, -1.0f, 1.0f);
uboVSquad.model = glm::mat4();
uint8_t *pData;
VK_CHECK_RESULT(vkMapMemory(device, uniformDataVS.memory, 0, sizeof(uboVSquad), 0, (void **)&pData));
memcpy(pData, &uboVSquad, sizeof(uboVSquad));
vkUnmapMemory(device, uniformDataVS.memory);
memcpy(uniformBuffers.debug.mapped, &uboVSquad, sizeof(uboVSquad));
// 3D scene
uboVSscene.projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, zNear, zFar);
@ -835,9 +827,7 @@ public:
uboVSscene.depthBiasMVP = uboOffscreenVS.depthMVP;
VK_CHECK_RESULT(vkMapMemory(device, uniformData.scene.memory, 0, sizeof(uboVSscene), 0, (void **)&pData));
memcpy(pData, &uboVSscene, sizeof(uboVSscene));
vkUnmapMemory(device, uniformData.scene.memory);
memcpy(uniformBuffers.scene.mapped, &uboVSscene, sizeof(uboVSscene));
}
void updateUniformBufferOffscreen()
@ -849,10 +839,7 @@ public:
uboOffscreenVS.depthMVP = depthProjectionMatrix * depthViewMatrix * depthModelMatrix;
uint8_t *pData;
VK_CHECK_RESULT(vkMapMemory(device, uniformData.offscreen.memory, 0, sizeof(uboOffscreenVS), 0, (void **)&pData));
memcpy(pData, &uboOffscreenVS, sizeof(uboOffscreenVS));
vkUnmapMemory(device, uniformData.offscreen.memory);
memcpy(uniformBuffers.offscreen.mapped, &uboOffscreenVS, sizeof(uboOffscreenVS));
}
void draw()
@ -954,11 +941,11 @@ public:
virtual void getOverlayText(VulkanTextOverlay *textOverlay)
{
#if defined(__ANDROID__)
textOverlay->addText("Press \"Button A\" to toggle shadow map", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
textOverlay->addText("Press \"Button X\" to toggle light's pov", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
textOverlay->addText("\"Button A\" to toggle shadow map", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
textOverlay->addText("\"Button X\" to toggle light's pov", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
#else
textOverlay->addText("Press \"s\" to toggle shadow map", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
textOverlay->addText("Press \"l\" to toggle light's pov", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
textOverlay->addText("\"s\" to toggle shadow map", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
textOverlay->addText("\"l\" to toggle light's pov", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
#endif
}