Started work on specialization constants example

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saschawillems 2016-12-26 19:08:03 +01:00
parent 7d581050ec
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/*
* Vulkan Example - Shader specialization constants
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <vector>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "vulkanbuffer.hpp"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
// Vertex layout for this example
std::vector<vkMeshLoader::VertexLayout> vertexLayout =
{
vkMeshLoader::VERTEX_LAYOUT_POSITION,
vkMeshLoader::VERTEX_LAYOUT_NORMAL,
vkMeshLoader::VERTEX_LAYOUT_UV,
vkMeshLoader::VERTEX_LAYOUT_COLOR
};
class VulkanExample: public VulkanExampleBase
{
public:
struct {
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
struct {
vkMeshLoader::MeshBuffer cube;
} meshes;
struct {
vkTools::VulkanTexture colormap;
} textures;
vk::Buffer uniformBuffer;
// Same uniform buffer layout as shader
struct UBOVS {
glm::mat4 projection;
glm::mat4 modelView;
glm::vec4 lightPos = glm::vec4(0.0f, -2.0f, 1.0f, 0.0f);
} uboVS;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
struct {
VkPipeline phong;
VkPipeline toon;
VkPipeline textured;
} pipelines;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -2.1f;
rotation = glm::vec3(-41.25f, -90.0f, 0.0f);
enableTextOverlay = true;
title = "Vulkan Example - Specialization constants";
camera.type = Camera::CameraType::lookat;
camera.setPerspective(60.0f, ((float)width / 3.0f) / (float)height, 0.1f, 512.0f);
camera.setRotation(glm::vec3(-40.0f, -90.0f, 0.0f));
camera.setTranslation(glm::vec3(0.0f, 0.0f, -2.0f));
}
~VulkanExample()
{
vkDestroyPipeline(device, pipelines.phong, nullptr);
vkDestroyPipeline(device, pipelines.textured, nullptr);
vkDestroyPipeline(device, pipelines.toon, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
vkMeshLoader::freeMeshBufferResources(device, &meshes.cube);
textureLoader->destroyTexture(textures.colormap);
uniformBuffer.destroy();
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.cube.vertices.buf, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.cube.indices.buf, 0, VK_INDEX_TYPE_UINT32);
// Left
viewport.width = (float)width / 3.0;
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong);
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.cube.indexCount, 1, 0, 0, 0);
// Center
viewport.x = (float)width / 3.0;
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.toon);
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.cube.indexCount, 1, 0, 0, 0);
// Right
viewport.x = (float)width / 3.0 + (float)width / 3.0;
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.textured);
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.cube.indexCount, 1, 0, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void loadAssets()
{
loadMesh(getAssetPath() + "models/color_teapot_spheres.X", &meshes.cube, vertexLayout, 0.1f);
textureLoader->loadTexture(getAssetPath() + "textures/metalplate_nomips_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, &textures.colormap);
}
void setupVertexDescriptions()
{
// Binding description
vertices.bindingDescriptions.resize(1);
vertices.bindingDescriptions[0] =
vkTools::initializers::vertexInputBindingDescription(
VERTEX_BUFFER_BIND_ID,
vkMeshLoader::vertexSize(vertexLayout),
VK_VERTEX_INPUT_RATE_VERTEX);
// Attribute descriptions
// Describes memory layout and shader positions
vertices.attributeDescriptions.resize(4);
// Location 0 : Position
vertices.attributeDescriptions[0] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
0,
VK_FORMAT_R32G32B32_SFLOAT,
0);
// Location 1 : Color
vertices.attributeDescriptions[1] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 3);
// Location 3 : Texture coordinates
vertices.attributeDescriptions[2] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
2,
VK_FORMAT_R32G32_SFLOAT,
sizeof(float) * 6);
// Location 2 : Normal
vertices.attributeDescriptions[3] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
3,
VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 8);
vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
}
void setupDescriptorPool()
{
std::vector<VkDescriptorPoolSize> poolSizes =
{
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vkTools::initializers::descriptorPoolCreateInfo(
poolSizes.size(),
poolSizes.data(),
1);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings ={
vkTools::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
vkTools::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vkTools::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
setLayoutBindings.size());
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vkTools::initializers::pipelineLayoutCreateInfo(
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vkTools::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
vkTools::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
vkTools::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.colormap.descriptor),
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vkTools::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
VK_FRONT_FACE_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vkTools::initializers::pipelineColorBlendAttachmentState(
0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vkTools::initializers::pipelineColorBlendStateCreateInfo(
1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vkTools::initializers::pipelineDepthStencilStateCreateInfo(
VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState =
vkTools::initializers::pipelineMultisampleStateCreateInfo(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
VK_DYNAMIC_STATE_LINE_WIDTH,
};
VkPipelineDynamicStateCreateInfo dynamicState =
vkTools::initializers::pipelineDynamicStateCreateInfo(
dynamicStateEnables.data(),
dynamicStateEnables.size(),
0);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
pipelineLayout,
renderPass,
0);
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCreateInfo.pStages = shaderStages.data();
// Prepare specialization data
// Host data to take specialization constants from
struct SpecializationData {
uint32_t lightingModel;
} specializationData;
// Each shader constant of a shader stage corresponds to one map entry
std::array<VkSpecializationMapEntry, 1> specializationMapEntries;
// Shader bindings based on specialization constants are marked by the new "constant_id" layout qualifier:
// layout (constant_id = 0) const int LIGHTING_MODEL = 0;
// Map entry for the lighting model to be used by the fragment shader
specializationMapEntries[0].constantID = 0;
specializationMapEntries[0].size = sizeof(specializationData.lightingModel);
specializationMapEntries[0].offset = 0;
// Prepare specialization info block for the shader stage
VkSpecializationInfo specializationInfo{};
specializationInfo.dataSize = sizeof(specializationData);
specializationInfo.mapEntryCount = static_cast<uint32_t>(specializationMapEntries.size());
specializationInfo.pMapEntries = specializationMapEntries.data();
specializationInfo.pData = &specializationData;
// Create pipelines
// All pipelines will use the same "uber" shader and specialization constants to change branching and parameters of that shader
shaderStages[0] = loadShader(getAssetPath() + "shaders/specializationconstants/uber.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/specializationconstants/uber.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Specialization info is assigned is part of the shader stage (modul) and must be set after creating the module and before creating the pipeline
shaderStages[1].pSpecializationInfo = &specializationInfo;
// Solid phong shading
specializationData.lightingModel = 0;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.phong));
// Phong and textured
specializationData.lightingModel = 1;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.toon));
// Textured discard
specializationData.lightingModel = 2;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.textured));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Create the vertex shader uniform buffer block
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffer,
sizeof(uboVS)));
// Map persistent
VK_CHECK_RESULT(uniformBuffer.map());
updateUniformBuffers();
}
void updateUniformBuffers()
{
uboVS.projection = glm::perspective(glm::radians(60.0f), (float)(width / 3.0f) / (float)height, 0.1f, 256.0f);
glm::mat4 viewMatrix = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, zoom));
uboVS.modelView = viewMatrix * glm::translate(glm::mat4(), cameraPos);
uboVS.modelView = glm::rotate(uboVS.modelView, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.modelView = glm::rotate(uboVS.modelView, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
uboVS.modelView = glm::rotate(uboVS.modelView, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
uboVS.projection = camera.matrices.perspective;
uboVS.modelView = camera.matrices.view;
memcpy(uniformBuffer.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();
setupVertexDescriptions();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
}
virtual void viewChanged()
{
updateUniformBuffers();
}
};
VULKAN_EXAMPLE_MAIN()