Reworked shader loading
Shader module creation is no longer necessary with graphics pipeline library
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4e75890f84
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1 changed files with 88 additions and 5 deletions
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@ -39,6 +39,11 @@ public:
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VkPipeline toon;
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} pipelines;
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struct ShaderInfo {
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uint32_t* code;
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size_t size;
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};
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "Graphics pipeline library";
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@ -228,6 +233,57 @@ public:
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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}
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// With VK_EXT_graphics_pipeline_library we don't need to create the shader module when loading it, but instead have the driver create it at linking time
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// So we use a custom function that only loads the required shader information without actually creating the shader module
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#if defined(__ANDROID__)
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// Android shaders are stored as assets in the apk so they need to be loaded via the asset manager
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bool loadShader(AAssetManager* assetManager, std::string fileName, const uint32_t** pShaderCode, size_t& shaderSize)
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{
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// Load shader from compressed asset
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AAsset* asset = AAssetManager_open(assetManager, fileName, AASSET_MODE_STREAMING);
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assert(asset);
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size_t size = AAsset_getLength(asset);
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assert(size > 0);
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char* shaderCode = new char[size];
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AAsset_read(asset, shaderCode, size);
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AAsset_close(asset);
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VkShaderModule shaderModule;
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VkShaderModuleCreateInfo moduleCreateInfo;
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moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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moduleCreateInfo.pNext = NULL;
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moduleCreateInfo.codeSize = size;
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moduleCreateInfo.pCode = (uint32_t*)shaderCode;
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moduleCreateInfo.flags = 0;
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VK_CHECK_RESULT(vkCreateShaderModule(device, &moduleCreateInfo, NULL, &shaderModule));
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delete[] shaderCode;
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return shaderModule;
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}
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#else
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bool loadShaderFile(std::string fileName, ShaderInfo &shaderInfo)
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{
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std::ifstream is(fileName, std::ios::binary | std::ios::in | std::ios::ate);
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if (is.is_open())
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{
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shaderInfo.size = is.tellg();
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is.seekg(0, std::ios::beg);
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shaderInfo.code = new uint32_t[shaderInfo.size];
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is.read(reinterpret_cast<char*>(shaderInfo.code), shaderInfo.size);
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is.close();
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return true;
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} else {
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std::cerr << "Error: Could not open shader file \"" << fileName << "\"" << "\n";
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return false;
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}
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}
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#endif
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VkPipeline createVertexInputState(VkDevice device, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
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{
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VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
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@ -249,7 +305,7 @@ public:
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return vertexInputStateP;
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}
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VkPipeline createVertexShader(VkDevice device, VkPipelineShaderStageCreateInfo shaderStageCreateInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
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VkPipeline createVertexShader(VkDevice device, const ShaderInfo shaderInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
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{
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VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
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libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
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@ -271,6 +327,17 @@ public:
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VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkShaderModuleCreateInfo shaderModuleCreateInfo{};
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shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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shaderModuleCreateInfo.codeSize = shaderInfo.size;
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shaderModuleCreateInfo.pCode = shaderInfo.code;
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VkPipelineShaderStageCreateInfo shaderStageCreateInfo{};
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shaderStageCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStageCreateInfo.pNext = &shaderModuleCreateInfo;
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shaderStageCreateInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
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shaderStageCreateInfo.pName = "main";
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VkGraphicsPipelineCreateInfo vertexShaderCreateInfo{};
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vertexShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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vertexShaderCreateInfo.pNext = &libraryInfo;
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@ -289,7 +356,7 @@ public:
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return vertexShader;
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}
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VkPipeline createFragmentShader(VkDevice device, VkPipelineShaderStageCreateInfo shaderStageCreateInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
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VkPipeline createFragmentShader(VkDevice device, const ShaderInfo shaderInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
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{
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VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
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libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
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@ -298,6 +365,17 @@ public:
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VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
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VkShaderModuleCreateInfo shaderModuleCreateInfo{};
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shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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shaderModuleCreateInfo.codeSize = shaderInfo.size;
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shaderModuleCreateInfo.pCode = shaderInfo.code;
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VkPipelineShaderStageCreateInfo shaderStageCreateInfo{};
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shaderStageCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStageCreateInfo.pNext = &shaderModuleCreateInfo;
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shaderStageCreateInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderStageCreateInfo.pName = "main";
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VkGraphicsPipelineCreateInfo fragmentShaderCreateInfo{};
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fragmentShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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fragmentShaderCreateInfo.pNext = &libraryInfo;
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@ -361,13 +439,18 @@ public:
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void preparePipelines()
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{
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// @todo:
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struct Shaders {
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ShaderInfo phongVS;
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ShaderInfo phongFS;
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} shaders;
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loadShaderFile(getShadersPath() + "pipelines/phong.vert.spv", shaders.phongVS);
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loadShaderFile(getShadersPath() + "pipelines/phong.frag.spv", shaders.phongFS);
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VkPipelineShaderStageCreateInfo vsShader = loadShader(getShadersPath() + "pipelines/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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VkPipelineShaderStageCreateInfo fsShader = loadShader(getShadersPath() + "pipelines/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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std::vector<VkPipeline> libraries = {
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createVertexInputState(device, pipelineCache, pipelineLayout),
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createVertexShader(device, vsShader, pipelineCache, pipelineLayout),
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createFragmentShader(device, fsShader, pipelineCache, pipelineLayout),
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createVertexShader(device, shaders.phongVS, pipelineCache, pipelineLayout),
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createFragmentShader(device, shaders.phongFS, pipelineCache, pipelineLayout),
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createFragmentOutputState(device, pipelineCache, pipelineLayout),
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};
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VkPipeline compiledPipeline = linkExecutable(device, libraries, pipelineCache, true);
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