Heavily reworked this sample
Code cleanup, code restructuring, simplified, new comments and stage buffers to device
This commit is contained in:
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1 changed files with 217 additions and 303 deletions
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@ -1,6 +1,8 @@
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/*
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/*
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* Vulkan Example - Compute shader image processing
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* Vulkan Example - Compute shader image processing
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*
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*
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* This sample uses a compute shader to apply different filters to an image
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*
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* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de
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* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de
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*
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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@ -16,53 +18,47 @@ struct Vertex {
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class VulkanExample : public VulkanExampleBase
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class VulkanExample : public VulkanExampleBase
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{
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{
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private:
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vks::Texture2D textureColorMap;
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vks::Texture2D textureComputeTarget;
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public:
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public:
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struct {
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// Input image
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VkPipelineVertexInputStateCreateInfo inputState;
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vks::Texture2D textureColorMap;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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// Storage image that the compute shader uses to apply the filter effect to
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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vks::Texture2D storageImage;
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} vertices;
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// Resources for the graphics part of the example
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// Resources for the graphics part of the example
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struct {
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struct Graphics {
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VkDescriptorSetLayout descriptorSetLayout; // Image display shader binding layout
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE }; // Image display shader binding layout
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VkDescriptorSet descriptorSetPreCompute; // Image display shader bindings before compute shader image manipulation
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VkDescriptorSet descriptorSetPreCompute{ VK_NULL_HANDLE }; // Image display shader bindings before compute shader image manipulation
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VkDescriptorSet descriptorSetPostCompute; // Image display shader bindings after compute shader image manipulation
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VkDescriptorSet descriptorSetPostCompute{ VK_NULL_HANDLE }; // Image display shader bindings after compute shader image manipulation
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VkPipeline pipeline; // Image display pipeline
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VkPipeline pipeline{ VK_NULL_HANDLE }; // Image display pipeline
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VkPipelineLayout pipelineLayout; // Layout of the graphics pipeline
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE }; // Layout of the graphics pipeline
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VkSemaphore semaphore; // Execution dependency between compute & graphic submission
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VkSemaphore semaphore{ VK_NULL_HANDLE }; // Execution dependency between compute & graphic submission
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// Used to pass data to the graphics shaders
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struct UniformData {
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glm::mat4 projection;
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glm::mat4 modelView;
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} uniformData;
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vks::Buffer uniformBuffer;
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} graphics;
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} graphics;
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// Resources for the compute part of the example
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// Resources for the compute part of the example
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struct Compute {
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struct Compute {
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VkQueue queue; // Separate queue for compute commands (queue family may differ from the one used for graphics)
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VkQueue queue{ VK_NULL_HANDLE }; // Separate queue for compute commands (queue family may differ from the one used for graphics)
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VkCommandPool commandPool; // Use a separate command pool (queue family may differ from the one used for graphics)
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VkCommandPool commandPool{ VK_NULL_HANDLE }; // Use a separate command pool (queue family may differ from the one used for graphics)
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VkCommandBuffer commandBuffer; // Command buffer storing the dispatch commands and barriers
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VkCommandBuffer commandBuffer{ VK_NULL_HANDLE }; // Command buffer storing the dispatch commands and barriers
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VkSemaphore semaphore; // Execution dependency between compute & graphic submission
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VkSemaphore semaphore{ VK_NULL_HANDLE }; // Execution dependency between compute & graphic submission
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VkDescriptorSetLayout descriptorSetLayout; // Compute shader binding layout
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE }; // Compute shader binding layout
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VkDescriptorSet descriptorSet; // Compute shader bindings
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VkDescriptorSet descriptorSet{ VK_NULL_HANDLE }; // Compute shader bindings
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VkPipelineLayout pipelineLayout; // Layout of the compute pipeline
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE }; // Layout of the compute pipeline
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std::vector<VkPipeline> pipelines; // Compute pipelines for image filters
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std::vector<VkPipeline> pipelines{}; // Compute pipelines for image filters
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int32_t pipelineIndex = 0; // Current image filtering compute pipeline index
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int32_t pipelineIndex{ 0 }; // Current image filtering compute pipeline index
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} compute;
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} compute;
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vks::Buffer vertexBuffer;
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vks::Buffer vertexBuffer;
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vks::Buffer indexBuffer;
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vks::Buffer indexBuffer;
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uint32_t indexCount;
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uint32_t indexCount{ 0 };
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uint32_t vertexBufferSize{ 0 };
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vks::Buffer uniformBufferVS;
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std::vector<std::string> filterNames{};
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struct {
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glm::mat4 projection;
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glm::mat4 modelView;
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} uboVS;
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int vertexBufferSize;
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std::vector<std::string> shaderNames;
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VulkanExample() : VulkanExampleBase()
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VulkanExample() : VulkanExampleBase()
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{
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{
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@ -75,48 +71,51 @@ public:
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~VulkanExample()
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~VulkanExample()
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{
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{
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// Graphics
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if (device) {
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vkDestroyPipeline(device, graphics.pipeline, nullptr);
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// Graphics
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vkDestroyPipelineLayout(device, graphics.pipelineLayout, nullptr);
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vkDestroyPipeline(device, graphics.pipeline, nullptr);
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vkDestroyDescriptorSetLayout(device, graphics.descriptorSetLayout, nullptr);
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vkDestroyPipelineLayout(device, graphics.pipelineLayout, nullptr);
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vkDestroySemaphore(device, graphics.semaphore, nullptr);
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vkDestroyDescriptorSetLayout(device, graphics.descriptorSetLayout, nullptr);
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vkDestroySemaphore(device, graphics.semaphore, nullptr);
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graphics.uniformBuffer.destroy();
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// Compute
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// Compute
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for (auto& pipeline : compute.pipelines)
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for (auto& pipeline : compute.pipelines)
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{
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{
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipeline(device, pipeline, nullptr);
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}
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vkDestroyPipelineLayout(device, compute.pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, compute.descriptorSetLayout, nullptr);
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vkDestroySemaphore(device, compute.semaphore, nullptr);
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vkDestroyCommandPool(device, compute.commandPool, nullptr);
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vertexBuffer.destroy();
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indexBuffer.destroy();
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textureColorMap.destroy();
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storageImage.destroy();
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}
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}
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vkDestroyPipelineLayout(device, compute.pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, compute.descriptorSetLayout, nullptr);
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vkDestroySemaphore(device, compute.semaphore, nullptr);
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vkDestroyCommandPool(device, compute.commandPool, nullptr);
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vertexBuffer.destroy();
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indexBuffer.destroy();
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uniformBufferVS.destroy();
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textureColorMap.destroy();
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textureComputeTarget.destroy();
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}
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}
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// Prepare a texture target that is used to store compute shader calculations
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// Prepare a storage image that is used to store the compute shader filter
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void prepareTextureTarget(vks::Texture *tex, uint32_t width, uint32_t height, VkFormat format)
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void prepareStorageImage()
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{
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{
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VkFormatProperties formatProperties;
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const VkFormat format = VK_FORMAT_R8G8B8A8_UNORM;
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VkFormatProperties formatProperties;
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// Get device properties for the requested texture format
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// Get device properties for the requested texture format
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vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
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vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
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// Check if requested image format supports image storage operations
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// Check if requested image format supports image storage operations required for storing pixel from the compute shader
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assert(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT);
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assert(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT);
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// Prepare blit target texture
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// Prepare blit target texture
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tex->width = width;
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storageImage.width = textureColorMap.width;
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tex->height = height;
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storageImage.height = textureColorMap.height;
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VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo();
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VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo();
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imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
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imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
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imageCreateInfo.format = format;
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imageCreateInfo.format = format;
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imageCreateInfo.extent = { width, height, 1 };
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imageCreateInfo.extent = { storageImage.width, storageImage.height, 1 };
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imageCreateInfo.mipLevels = 1;
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imageCreateInfo.mipLevels = 1;
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imageCreateInfo.arrayLayers = 1;
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imageCreateInfo.arrayLayers = 1;
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imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
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imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
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imageCreateInfo.queueFamilyIndexCount = 2;
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imageCreateInfo.queueFamilyIndexCount = 2;
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imageCreateInfo.pQueueFamilyIndices = queueFamilyIndices.data();
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imageCreateInfo.pQueueFamilyIndices = queueFamilyIndices.data();
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}
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}
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VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &storageImage.image));
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VkMemoryAllocateInfo memAllocInfo = vks::initializers::memoryAllocateInfo();
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VkMemoryAllocateInfo memAllocInfo = vks::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VkMemoryRequirements memReqs;
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vkGetImageMemoryRequirements(device, storageImage.image, &memReqs);
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VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &tex->image));
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vkGetImageMemoryRequirements(device, tex->image, &memReqs);
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memAllocInfo.allocationSize = memReqs.size;
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memAllocInfo.allocationSize = memReqs.size;
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memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &tex->deviceMemory));
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &storageImage.deviceMemory));
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VK_CHECK_RESULT(vkBindImageMemory(device, tex->image, tex->deviceMemory, 0));
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VK_CHECK_RESULT(vkBindImageMemory(device, storageImage.image, storageImage.deviceMemory, 0));
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// Transition image to the general layout, so we can use it as a storage image in the compute shader
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VkCommandBuffer layoutCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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VkCommandBuffer layoutCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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storageImage.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
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tex->imageLayout = VK_IMAGE_LAYOUT_GENERAL;
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vks::tools::setImageLayout(layoutCmd, storageImage.image, VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_UNDEFINED, storageImage.imageLayout);
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vks::tools::setImageLayout(
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layoutCmd, tex->image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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tex->imageLayout);
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vulkanDevice->flushCommandBuffer(layoutCmd, queue, true);
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vulkanDevice->flushCommandBuffer(layoutCmd, queue, true);
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// Create sampler
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// Create sampler
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sampler.maxAnisotropy = 1.0f;
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sampler.maxAnisotropy = 1.0f;
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sampler.compareOp = VK_COMPARE_OP_NEVER;
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sampler.compareOp = VK_COMPARE_OP_NEVER;
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sampler.minLod = 0.0f;
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sampler.minLod = 0.0f;
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sampler.maxLod = static_cast<float>(tex->mipLevels);
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sampler.maxLod = 1.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &tex->sampler));
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &storageImage.sampler));
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// Create image view
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// Create image view
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VkImageViewCreateInfo view = vks::initializers::imageViewCreateInfo();
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VkImageViewCreateInfo view = vks::initializers::imageViewCreateInfo();
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view.viewType = VK_IMAGE_VIEW_TYPE_2D;
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view.viewType = VK_IMAGE_VIEW_TYPE_2D;
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view.format = format;
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view.format = format;
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view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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view.image = tex->image;
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view.image = storageImage.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &tex->view));
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VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &storageImage.view));
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// Initialize a descriptor for later use
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// Initialize a descriptor for later use
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tex->descriptor.imageLayout = tex->imageLayout;
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storageImage.descriptor.imageLayout = storageImage.imageLayout;
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tex->descriptor.imageView = tex->view;
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storageImage.descriptor.imageView = storageImage.view;
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tex->descriptor.sampler = tex->sampler;
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storageImage.descriptor.sampler = storageImage.sampler;
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tex->device = vulkanDevice;
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storageImage.device = vulkanDevice;
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}
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}
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void loadAssets()
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void loadAssets()
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// We won't be changing the layout of the image
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// We won't be changing the layout of the image
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imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.image = textureComputeTarget.image;
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imageMemoryBarrier.image = storageImage.image;
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imageMemoryBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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imageMemoryBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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imageMemoryBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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imageMemoryBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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imageMemoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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imageMemoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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vkCmdBindPipeline(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelines[compute.pipelineIndex]);
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vkCmdBindPipeline(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelines[compute.pipelineIndex]);
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vkCmdBindDescriptorSets(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineLayout, 0, 1, &compute.descriptorSet, 0, 0);
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vkCmdBindDescriptorSets(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineLayout, 0, 1, &compute.descriptorSet, 0, 0);
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vkCmdDispatch(compute.commandBuffer, textureComputeTarget.width / 16, textureComputeTarget.height / 16, 1);
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vkCmdDispatch(compute.commandBuffer, storageImage.width / 16, storageImage.height / 16, 1);
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vkEndCommandBuffer(compute.commandBuffer);
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vkEndCommandBuffer(compute.commandBuffer);
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}
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}
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// Setup vertices for a single uv-mapped quad
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// Setup vertices for a single uv-mapped quad used to display the input and output images
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void generateQuad()
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void generateQuad()
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{
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{
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// Setup vertices for a single uv-mapped quad made from two triangles
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// Setup vertices for a single uv-mapped quad made from two triangles
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std::vector<Vertex> vertices =
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std::vector<Vertex> vertices = {
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{
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{ { 1.0f, 1.0f, 0.0f }, { 1.0f, 1.0f } },
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{ { 1.0f, 1.0f, 0.0f }, { 1.0f, 1.0f } },
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{ { -1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f } },
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{ { -1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f } },
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{ { -1.0f, -1.0f, 0.0f }, { 0.0f, 0.0f } },
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{ { -1.0f, -1.0f, 0.0f }, { 0.0f, 0.0f } },
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std::vector<uint32_t> indices = { 0,1,2, 2,3,0 };
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std::vector<uint32_t> indices = { 0,1,2, 2,3,0 };
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indexCount = static_cast<uint32_t>(indices.size());
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indexCount = static_cast<uint32_t>(indices.size());
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// Create buffers
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// Create buffers and upload data to the GPU
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// For the sake of simplicity we won't stage the vertex data to the gpu memory
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// Vertex buffer
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struct StagingBuffers {
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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vks::Buffer vertices;
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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vks::Buffer indices;
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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} stagingBuffers;
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&vertexBuffer,
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vertices.size() * sizeof(Vertex),
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// Host visible source buffers (staging)
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vertices.data()));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &stagingBuffers.vertices, vertices.size() * sizeof(Vertex), vertices.data()));
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// Index buffer
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &stagingBuffers.indices, indices.size() * sizeof(uint32_t), indices.data()));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
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// Device local destination buffers
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &vertexBuffer, vertices.size() * sizeof(Vertex)));
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&indexBuffer,
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &indexBuffer, indices.size() * sizeof(uint32_t)));
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indices.size() * sizeof(uint32_t),
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indices.data()));
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// Copy from host do device
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}
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vulkanDevice->copyBuffer(&stagingBuffers.vertices, &vertexBuffer, queue);
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vulkanDevice->copyBuffer(&stagingBuffers.indices, &indexBuffer, queue);
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void setupVertexDescriptions()
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{
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// Clean up
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// Binding description
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stagingBuffers.vertices.destroy();
|
||||||
vertices.bindingDescriptions = {
|
stagingBuffers.indices.destroy();
|
||||||
vks::initializers::vertexInputBindingDescription(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX)
|
|
||||||
};
|
|
||||||
|
|
||||||
// Attribute descriptions
|
|
||||||
// Describes memory layout and shader positions
|
|
||||||
vertices.attributeDescriptions = {
|
|
||||||
// Location 0: Position
|
|
||||||
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, pos)),
|
|
||||||
// Location 1: Texture coordinates
|
|
||||||
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32_SFLOAT, offsetof(Vertex, uv)),
|
|
||||||
};
|
|
||||||
|
|
||||||
// Assign to vertex buffer
|
|
||||||
vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
|
||||||
vertices.inputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertices.bindingDescriptions.size());
|
|
||||||
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
|
|
||||||
vertices.inputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertices.attributeDescriptions.size());
|
|
||||||
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// The descriptor pool will be shared between graphics and compute
|
||||||
void setupDescriptorPool()
|
void setupDescriptorPool()
|
||||||
{
|
{
|
||||||
std::vector<VkDescriptorPoolSize> poolSizes = {
|
std::vector<VkDescriptorPoolSize> poolSizes = {
|
||||||
|
|
@ -364,122 +338,10 @@ public:
|
||||||
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
||||||
}
|
}
|
||||||
|
|
||||||
void setupDescriptorSetLayout()
|
// Prepare the graphics resources used to display the ray traced output of the compute shader
|
||||||
{
|
|
||||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
|
||||||
// Binding 0: Vertex shader uniform buffer
|
|
||||||
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
|
|
||||||
// Binding 1: Fragment shader input image
|
|
||||||
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1)
|
|
||||||
};
|
|
||||||
|
|
||||||
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
|
||||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &graphics.descriptorSetLayout));
|
|
||||||
|
|
||||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&graphics.descriptorSetLayout, 1);
|
|
||||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &graphics.pipelineLayout));
|
|
||||||
}
|
|
||||||
|
|
||||||
void setupDescriptorSet()
|
|
||||||
{
|
|
||||||
VkDescriptorSetAllocateInfo allocInfo =
|
|
||||||
vks::initializers::descriptorSetAllocateInfo(descriptorPool, &graphics.descriptorSetLayout, 1);
|
|
||||||
|
|
||||||
// Input image (before compute post processing)
|
|
||||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSetPreCompute));
|
|
||||||
std::vector<VkWriteDescriptorSet> baseImageWriteDescriptorSets = {
|
|
||||||
vks::initializers::writeDescriptorSet(graphics.descriptorSetPreCompute, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBufferVS.descriptor),
|
|
||||||
vks::initializers::writeDescriptorSet(graphics.descriptorSetPreCompute, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textureColorMap.descriptor)
|
|
||||||
};
|
|
||||||
vkUpdateDescriptorSets(device, static_cast<uint32_t>(baseImageWriteDescriptorSets.size()), baseImageWriteDescriptorSets.data(), 0, nullptr);
|
|
||||||
|
|
||||||
// Final image (after compute shader processing)
|
|
||||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSetPostCompute));
|
|
||||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
|
|
||||||
vks::initializers::writeDescriptorSet(graphics.descriptorSetPostCompute, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBufferVS.descriptor),
|
|
||||||
vks::initializers::writeDescriptorSet(graphics.descriptorSetPostCompute, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textureComputeTarget.descriptor)
|
|
||||||
};
|
|
||||||
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void preparePipelines()
|
|
||||||
{
|
|
||||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
|
||||||
vks::initializers::pipelineInputAssemblyStateCreateInfo(
|
|
||||||
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
|
|
||||||
0,
|
|
||||||
VK_FALSE);
|
|
||||||
|
|
||||||
VkPipelineRasterizationStateCreateInfo rasterizationState =
|
|
||||||
vks::initializers::pipelineRasterizationStateCreateInfo(
|
|
||||||
VK_POLYGON_MODE_FILL,
|
|
||||||
VK_CULL_MODE_NONE,
|
|
||||||
VK_FRONT_FACE_COUNTER_CLOCKWISE,
|
|
||||||
0);
|
|
||||||
|
|
||||||
VkPipelineColorBlendAttachmentState blendAttachmentState =
|
|
||||||
vks::initializers::pipelineColorBlendAttachmentState(
|
|
||||||
0xf,
|
|
||||||
VK_FALSE);
|
|
||||||
|
|
||||||
VkPipelineColorBlendStateCreateInfo colorBlendState =
|
|
||||||
vks::initializers::pipelineColorBlendStateCreateInfo(
|
|
||||||
1,
|
|
||||||
&blendAttachmentState);
|
|
||||||
|
|
||||||
VkPipelineDepthStencilStateCreateInfo depthStencilState =
|
|
||||||
vks::initializers::pipelineDepthStencilStateCreateInfo(
|
|
||||||
VK_TRUE,
|
|
||||||
VK_TRUE,
|
|
||||||
VK_COMPARE_OP_LESS_OR_EQUAL);
|
|
||||||
|
|
||||||
VkPipelineViewportStateCreateInfo viewportState =
|
|
||||||
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
|
||||||
|
|
||||||
VkPipelineMultisampleStateCreateInfo multisampleState =
|
|
||||||
vks::initializers::pipelineMultisampleStateCreateInfo(
|
|
||||||
VK_SAMPLE_COUNT_1_BIT,
|
|
||||||
0);
|
|
||||||
|
|
||||||
std::vector<VkDynamicState> dynamicStateEnables = {
|
|
||||||
VK_DYNAMIC_STATE_VIEWPORT,
|
|
||||||
VK_DYNAMIC_STATE_SCISSOR
|
|
||||||
};
|
|
||||||
VkPipelineDynamicStateCreateInfo dynamicState =
|
|
||||||
vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
|
|
||||||
|
|
||||||
// Rendering pipeline
|
|
||||||
// Load shaders
|
|
||||||
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
|
|
||||||
|
|
||||||
shaderStages[0] = loadShader(getShadersPath() + "computeshader/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
||||||
shaderStages[1] = loadShader(getShadersPath() + "computeshader/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
||||||
|
|
||||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
|
||||||
vks::initializers::pipelineCreateInfo(
|
|
||||||
graphics.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();
|
|
||||||
pipelineCreateInfo.renderPass = renderPass;
|
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &graphics.pipeline));
|
|
||||||
}
|
|
||||||
|
|
||||||
void prepareGraphics()
|
void prepareGraphics()
|
||||||
{
|
{
|
||||||
// Semaphore for compute & graphics sync
|
// Create a semaphore for compute & graphics sync
|
||||||
VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
|
VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
|
||||||
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &graphics.semaphore));
|
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &graphics.semaphore));
|
||||||
|
|
||||||
|
|
@ -489,6 +351,86 @@ public:
|
||||||
submitInfo.pSignalSemaphores = &graphics.semaphore;
|
submitInfo.pSignalSemaphores = &graphics.semaphore;
|
||||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||||
VK_CHECK_RESULT(vkQueueWaitIdle(queue));
|
VK_CHECK_RESULT(vkQueueWaitIdle(queue));
|
||||||
|
|
||||||
|
// Setup descriptors
|
||||||
|
|
||||||
|
// The graphics pipeline uses two sets with two bindings
|
||||||
|
// One set for displaying the input image and one set for displaying the output image with the compute filter applied
|
||||||
|
// Binding 0: Vertex shader uniform buffer
|
||||||
|
// Binding 1: Sampled image (before/after compute filter is applied)
|
||||||
|
|
||||||
|
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
||||||
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
|
||||||
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1)
|
||||||
|
};
|
||||||
|
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
||||||
|
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &graphics.descriptorSetLayout));
|
||||||
|
|
||||||
|
VkDescriptorSetAllocateInfo allocInfo =
|
||||||
|
vks::initializers::descriptorSetAllocateInfo(descriptorPool, &graphics.descriptorSetLayout, 1);
|
||||||
|
|
||||||
|
// Input image (before compute post processing)
|
||||||
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSetPreCompute));
|
||||||
|
std::vector<VkWriteDescriptorSet> baseImageWriteDescriptorSets = {
|
||||||
|
vks::initializers::writeDescriptorSet(graphics.descriptorSetPreCompute, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &graphics.uniformBuffer.descriptor),
|
||||||
|
vks::initializers::writeDescriptorSet(graphics.descriptorSetPreCompute, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textureColorMap.descriptor)
|
||||||
|
};
|
||||||
|
vkUpdateDescriptorSets(device, static_cast<uint32_t>(baseImageWriteDescriptorSets.size()), baseImageWriteDescriptorSets.data(), 0, nullptr);
|
||||||
|
|
||||||
|
// Final image (after compute shader processing)
|
||||||
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSetPostCompute));
|
||||||
|
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
|
||||||
|
vks::initializers::writeDescriptorSet(graphics.descriptorSetPostCompute, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &graphics.uniformBuffer.descriptor),
|
||||||
|
vks::initializers::writeDescriptorSet(graphics.descriptorSetPostCompute, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &storageImage.descriptor)
|
||||||
|
};
|
||||||
|
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
|
||||||
|
|
||||||
|
// Graphics pipeline used to display the images (before and after the compute effect is applied)
|
||||||
|
|
||||||
|
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&graphics.descriptorSetLayout, 1);
|
||||||
|
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &graphics.pipelineLayout));
|
||||||
|
|
||||||
|
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
||||||
|
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
|
||||||
|
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
||||||
|
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
||||||
|
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||||
|
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||||
|
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
|
||||||
|
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||||
|
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
|
||||||
|
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||||
|
|
||||||
|
// Shaders
|
||||||
|
shaderStages[0] = loadShader(getShadersPath() + "computeshader/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||||
|
shaderStages[1] = loadShader(getShadersPath() + "computeshader/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||||
|
|
||||||
|
// Vertex input state
|
||||||
|
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
|
||||||
|
vks::initializers::vertexInputBindingDescription(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX)
|
||||||
|
};
|
||||||
|
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
||||||
|
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, pos)),
|
||||||
|
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32_SFLOAT, offsetof(Vertex, uv)),
|
||||||
|
};
|
||||||
|
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||||
|
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
|
||||||
|
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
|
||||||
|
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
||||||
|
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
||||||
|
|
||||||
|
VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo(graphics.pipelineLayout, renderPass, 0);
|
||||||
|
pipelineCreateInfo.pVertexInputState = &vertexInputState;
|
||||||
|
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();
|
||||||
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &graphics.pipeline));
|
||||||
}
|
}
|
||||||
|
|
||||||
void prepareCompute()
|
void prepareCompute()
|
||||||
|
|
@ -509,28 +451,23 @@ public:
|
||||||
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
||||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &compute.descriptorSetLayout));
|
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &compute.descriptorSetLayout));
|
||||||
|
|
||||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&compute.descriptorSetLayout, 1);
|
||||||
vks::initializers::pipelineLayoutCreateInfo(&compute.descriptorSetLayout, 1);
|
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &compute.pipelineLayout));
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &compute.pipelineLayout));
|
|
||||||
|
|
||||||
VkDescriptorSetAllocateInfo allocInfo =
|
|
||||||
vks::initializers::descriptorSetAllocateInfo(descriptorPool, &compute.descriptorSetLayout, 1);
|
|
||||||
|
|
||||||
|
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &compute.descriptorSetLayout, 1);
|
||||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSet));
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSet));
|
||||||
std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets = {
|
std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets = {
|
||||||
vks::initializers::writeDescriptorSet(compute.descriptorSet, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 0, &textureColorMap.descriptor),
|
vks::initializers::writeDescriptorSet(compute.descriptorSet, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 0, &textureColorMap.descriptor),
|
||||||
vks::initializers::writeDescriptorSet(compute.descriptorSet, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, &textureComputeTarget.descriptor)
|
vks::initializers::writeDescriptorSet(compute.descriptorSet, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, &storageImage.descriptor)
|
||||||
};
|
};
|
||||||
vkUpdateDescriptorSets(device, static_cast<uint32_t>(computeWriteDescriptorSets.size()), computeWriteDescriptorSets.data(), 0, nullptr);
|
vkUpdateDescriptorSets(device, static_cast<uint32_t>(computeWriteDescriptorSets.size()), computeWriteDescriptorSets.data(), 0, nullptr);
|
||||||
|
|
||||||
// Create compute shader pipelines
|
// Create compute shader pipelines
|
||||||
VkComputePipelineCreateInfo computePipelineCreateInfo =
|
VkComputePipelineCreateInfo computePipelineCreateInfo = vks::initializers::computePipelineCreateInfo(compute.pipelineLayout, 0);
|
||||||
vks::initializers::computePipelineCreateInfo(compute.pipelineLayout, 0);
|
|
||||||
|
|
||||||
// One pipeline for each effect
|
// One pipeline for each available image filter
|
||||||
shaderNames = { "emboss", "edgedetect", "sharpen" };
|
filterNames = { "emboss", "edgedetect", "sharpen" };
|
||||||
for (auto& shaderName : shaderNames) {
|
for (auto& shaderName : filterNames) {
|
||||||
std::string fileName = getShadersPath() + "computeshader/" + shaderName + ".comp.spv";
|
std::string fileName = getShadersPath() + "computeshader/" + shaderName + ".comp.spv";
|
||||||
computePipelineCreateInfo.stage = loadShader(fileName, VK_SHADER_STAGE_COMPUTE_BIT);
|
computePipelineCreateInfo.stage = loadShader(fileName, VK_SHADER_STAGE_COMPUTE_BIT);
|
||||||
VkPipeline pipeline;
|
VkPipeline pipeline;
|
||||||
|
|
@ -546,12 +483,7 @@ public:
|
||||||
VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &compute.commandPool));
|
VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &compute.commandPool));
|
||||||
|
|
||||||
// Create a command buffer for compute operations
|
// Create a command buffer for compute operations
|
||||||
VkCommandBufferAllocateInfo cmdBufAllocateInfo =
|
VkCommandBufferAllocateInfo cmdBufAllocateInfo = vks::initializers::commandBufferAllocateInfo( compute.commandPool, VK_COMMAND_BUFFER_LEVEL_PRIMARY, 1);
|
||||||
vks::initializers::commandBufferAllocateInfo(
|
|
||||||
compute.commandPool,
|
|
||||||
VK_COMMAND_BUFFER_LEVEL_PRIMARY,
|
|
||||||
1);
|
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &compute.commandBuffer));
|
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &compute.commandBuffer));
|
||||||
|
|
||||||
// Semaphore for compute & graphics sync
|
// Semaphore for compute & graphics sync
|
||||||
|
|
@ -562,27 +494,35 @@ public:
|
||||||
buildComputeCommandBuffer();
|
buildComputeCommandBuffer();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Prepare and initialize uniform buffer containing shader uniforms
|
|
||||||
void prepareUniformBuffers()
|
void prepareUniformBuffers()
|
||||||
{
|
{
|
||||||
// Vertex shader uniform buffer block
|
// Vertex shader uniform buffer block
|
||||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &graphics.uniformBuffer, sizeof(Graphics::UniformData)));
|
||||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
|
||||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
|
||||||
&uniformBufferVS,
|
|
||||||
sizeof(uboVS)));
|
|
||||||
|
|
||||||
// Map persistent
|
// Map persistent
|
||||||
VK_CHECK_RESULT(uniformBufferVS.map());
|
VK_CHECK_RESULT(graphics.uniformBuffer.map());
|
||||||
|
|
||||||
updateUniformBuffers();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void updateUniformBuffers()
|
void updateUniformBuffers()
|
||||||
{
|
{
|
||||||
uboVS.projection = camera.matrices.perspective;
|
// We need to adjust the perspective as this sample displays two viewports side-by-side
|
||||||
uboVS.modelView = camera.matrices.view;
|
camera.setPerspective(60.0f, (float)width * 0.5f / (float)height, 1.0f, 256.0f);
|
||||||
memcpy(uniformBufferVS.mapped, &uboVS, sizeof(uboVS));
|
graphics.uniformData.projection = camera.matrices.perspective;
|
||||||
|
graphics.uniformData.modelView = camera.matrices.view;
|
||||||
|
memcpy(graphics.uniformBuffer.mapped, &graphics.uniformData, sizeof(Graphics::UniformData));
|
||||||
|
}
|
||||||
|
|
||||||
|
void prepare()
|
||||||
|
{
|
||||||
|
VulkanExampleBase::prepare();
|
||||||
|
loadAssets();
|
||||||
|
generateQuad();
|
||||||
|
prepareUniformBuffers();
|
||||||
|
prepareStorageImage();
|
||||||
|
setupDescriptorPool();
|
||||||
|
prepareGraphics();
|
||||||
|
prepareCompute();
|
||||||
|
buildCommandBuffers();
|
||||||
|
prepared = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void draw()
|
void draw()
|
||||||
|
|
@ -619,44 +559,18 @@ public:
|
||||||
VulkanExampleBase::submitFrame();
|
VulkanExampleBase::submitFrame();
|
||||||
}
|
}
|
||||||
|
|
||||||
void prepare()
|
|
||||||
{
|
|
||||||
VulkanExampleBase::prepare();
|
|
||||||
loadAssets();
|
|
||||||
generateQuad();
|
|
||||||
setupVertexDescriptions();
|
|
||||||
prepareUniformBuffers();
|
|
||||||
prepareTextureTarget(&textureComputeTarget, textureColorMap.width, textureColorMap.height, VK_FORMAT_R8G8B8A8_UNORM);
|
|
||||||
setupDescriptorSetLayout();
|
|
||||||
preparePipelines();
|
|
||||||
setupDescriptorPool();
|
|
||||||
setupDescriptorSet();
|
|
||||||
prepareGraphics();
|
|
||||||
prepareCompute();
|
|
||||||
buildCommandBuffers();
|
|
||||||
prepared = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
virtual void render()
|
virtual void render()
|
||||||
{
|
{
|
||||||
if (!prepared)
|
if (!prepared)
|
||||||
return;
|
return;
|
||||||
draw();
|
draw();
|
||||||
if (camera.updated) {
|
|
||||||
updateUniformBuffers();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
virtual void viewChanged()
|
|
||||||
{
|
|
||||||
camera.setPerspective(60.0f, (float)width * 0.5f / (float)height, 1.0f, 256.0f);
|
|
||||||
updateUniformBuffers();
|
updateUniformBuffers();
|
||||||
}
|
}
|
||||||
|
|
||||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||||
{
|
{
|
||||||
if (overlay->header("Settings")) {
|
if (overlay->header("Settings")) {
|
||||||
if (overlay->comboBox("Shader", &compute.pipelineIndex, shaderNames)) {
|
if (overlay->comboBox("Shader", &compute.pipelineIndex, filterNames)) {
|
||||||
buildComputeCommandBuffer();
|
buildComputeCommandBuffer();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue