Reworked shader loading

Shader module creation is no longer necessary with graphics pipeline library
This commit is contained in:
Sascha Willems 2022-04-04 09:58:46 +02:00
parent 4e75890f84
commit 483671815f

View file

@ -39,6 +39,11 @@ public:
VkPipeline toon;
} pipelines;
struct ShaderInfo {
uint32_t* code;
size_t size;
};
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
title = "Graphics pipeline library";
@ -228,6 +233,57 @@ public:
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
// 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
// So we use a custom function that only loads the required shader information without actually creating the shader module
#if defined(__ANDROID__)
// Android shaders are stored as assets in the apk so they need to be loaded via the asset manager
bool loadShader(AAssetManager* assetManager, std::string fileName, const uint32_t** pShaderCode, size_t& shaderSize)
{
// Load shader from compressed asset
AAsset* asset = AAssetManager_open(assetManager, fileName, AASSET_MODE_STREAMING);
assert(asset);
size_t size = AAsset_getLength(asset);
assert(size > 0);
char* shaderCode = new char[size];
AAsset_read(asset, shaderCode, size);
AAsset_close(asset);
VkShaderModule shaderModule;
VkShaderModuleCreateInfo moduleCreateInfo;
moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
moduleCreateInfo.pNext = NULL;
moduleCreateInfo.codeSize = size;
moduleCreateInfo.pCode = (uint32_t*)shaderCode;
moduleCreateInfo.flags = 0;
VK_CHECK_RESULT(vkCreateShaderModule(device, &moduleCreateInfo, NULL, &shaderModule));
delete[] shaderCode;
return shaderModule;
}
#else
bool loadShaderFile(std::string fileName, ShaderInfo &shaderInfo)
{
std::ifstream is(fileName, std::ios::binary | std::ios::in | std::ios::ate);
if (is.is_open())
{
shaderInfo.size = is.tellg();
is.seekg(0, std::ios::beg);
shaderInfo.code = new uint32_t[shaderInfo.size];
is.read(reinterpret_cast<char*>(shaderInfo.code), shaderInfo.size);
is.close();
return true;
} else {
std::cerr << "Error: Could not open shader file \"" << fileName << "\"" << "\n";
return false;
}
}
#endif
VkPipeline createVertexInputState(VkDevice device, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
{
VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
@ -249,7 +305,7 @@ public:
return vertexInputStateP;
}
VkPipeline createVertexShader(VkDevice device, VkPipelineShaderStageCreateInfo shaderStageCreateInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
VkPipeline createVertexShader(VkDevice device, const ShaderInfo shaderInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
{
VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
@ -271,6 +327,17 @@ public:
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkShaderModuleCreateInfo shaderModuleCreateInfo{};
shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
shaderModuleCreateInfo.codeSize = shaderInfo.size;
shaderModuleCreateInfo.pCode = shaderInfo.code;
VkPipelineShaderStageCreateInfo shaderStageCreateInfo{};
shaderStageCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaderStageCreateInfo.pNext = &shaderModuleCreateInfo;
shaderStageCreateInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
shaderStageCreateInfo.pName = "main";
VkGraphicsPipelineCreateInfo vertexShaderCreateInfo{};
vertexShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
vertexShaderCreateInfo.pNext = &libraryInfo;
@ -289,7 +356,7 @@ public:
return vertexShader;
}
VkPipeline createFragmentShader(VkDevice device, VkPipelineShaderStageCreateInfo shaderStageCreateInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
VkPipeline createFragmentShader(VkDevice device, const ShaderInfo shaderInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
{
VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
@ -298,6 +365,17 @@ public:
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
VkShaderModuleCreateInfo shaderModuleCreateInfo{};
shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
shaderModuleCreateInfo.codeSize = shaderInfo.size;
shaderModuleCreateInfo.pCode = shaderInfo.code;
VkPipelineShaderStageCreateInfo shaderStageCreateInfo{};
shaderStageCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaderStageCreateInfo.pNext = &shaderModuleCreateInfo;
shaderStageCreateInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shaderStageCreateInfo.pName = "main";
VkGraphicsPipelineCreateInfo fragmentShaderCreateInfo{};
fragmentShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
fragmentShaderCreateInfo.pNext = &libraryInfo;
@ -361,13 +439,18 @@ public:
void preparePipelines()
{
// @todo:
struct Shaders {
ShaderInfo phongVS;
ShaderInfo phongFS;
} shaders;
loadShaderFile(getShadersPath() + "pipelines/phong.vert.spv", shaders.phongVS);
loadShaderFile(getShadersPath() + "pipelines/phong.frag.spv", shaders.phongFS);
VkPipelineShaderStageCreateInfo vsShader = loadShader(getShadersPath() + "pipelines/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fsShader = loadShader(getShadersPath() + "pipelines/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
std::vector<VkPipeline> libraries = {
createVertexInputState(device, pipelineCache, pipelineLayout),
createVertexShader(device, vsShader, pipelineCache, pipelineLayout),
createFragmentShader(device, fsShader, pipelineCache, pipelineLayout),
createVertexShader(device, shaders.phongVS, pipelineCache, pipelineLayout),
createFragmentShader(device, shaders.phongFS, pipelineCache, pipelineLayout),
createFragmentOutputState(device, pipelineCache, pipelineLayout),
};
VkPipeline compiledPipeline = linkExecutable(device, libraries, pipelineCache, true);