Continued work on multi threaded rendering example (wip)
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5 changed files with 208 additions and 141 deletions
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@ -1,5 +1,5 @@
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/*
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* Vulkan Example - Multi threaded command buffer generation and update (using push constants)
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* Vulkan Example - Multi threaded command buffer generation and rendering
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*
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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*
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@ -12,7 +12,6 @@
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#include <assert.h>
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#include <vector>
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#include <thread>
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#include <iomanip> // todo : only for debug
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#define GLM_FORCE_RADIANS
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#define GLM_DEPTH_ZERO_TO_ONE
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@ -23,7 +22,6 @@
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#include "vulkanexamplebase.h"
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#define VERTEX_BUFFER_BIND_ID 0
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//#define USE_GLSL
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#define ENABLE_VALIDATION false
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// Vertex layout used in this example
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@ -48,15 +46,12 @@ public:
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vkMeshLoader::MeshBuffer ufo;
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} meshes;
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struct {
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vkTools::UniformData vsScene;
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} uniformData;
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struct {
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struct UBO {
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glm::mat4 projection;
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glm::mat4 view;
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glm::mat4 model;
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glm::vec4 lightPos = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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} uboVS;
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};
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struct {
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VkPipeline phong;
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@ -77,11 +72,31 @@ public:
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glm::vec3 color;
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};
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struct MeshData {
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glm::vec3 pos;
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glm::vec3 rotation;
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float deltaT;
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vkMeshLoader::MeshBuffer *meshBuffer;
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};
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struct RenderThread {
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uint32_t index;
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std::thread thread;
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ThreadPushConstantBlock pushConstantBlock;
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MeshData meshData;
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// Vulkan objects
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VkCommandPool cmdPool;
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std::vector<VkCommandBuffer> cmdBuffers;
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ThreadPushConstantBlock pushConstantBlock;
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VkViewport viewport;
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VkRect2D scissor;
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VkDevice device;
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std::vector<VkCommandBufferInheritanceInfo> inheritanceInfo;
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// todo : maybe move to mesh data if using different meshes per thread
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VkPipeline pipeline;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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UBO ubo;
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vkTools::UniformData uniformData;
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};
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std::vector<RenderThread> renderThreads;
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@ -101,6 +116,7 @@ public:
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// todo : test, remove
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std::cout << "numThreads = " << numThreads << std::endl;
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srand(time(NULL));
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numThreads *= 4; // todo : test
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}
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~VulkanExample()
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@ -112,7 +128,6 @@ public:
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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vkTools::destroyUniformData(device, &uniformData.vsScene);
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vkMeshLoader::freeMeshBufferResources(device, &meshes.ufo);
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@ -120,13 +135,81 @@ public:
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{
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vkFreeCommandBuffers(device, thread.cmdPool, thread.cmdBuffers.size(), thread.cmdBuffers.data());
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vkDestroyCommandPool(device, thread.cmdPool, nullptr);
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vkTools::destroyUniformData(device, &thread.uniformData);
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}
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}
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// Update command buffer and push constants
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void threadUpdate(uint32_t index)
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// Update thread's uniform buffer
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static void threadUpdate(RenderThread *thread)
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{
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// todo : Update secondary command buffer
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// Update
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thread->meshData.rotation.y += 0.15f;
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if (thread->meshData.rotation.y > 360.0f)
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thread->meshData.rotation.y -= 360.0f;
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thread->meshData.deltaT += 0.0005f;
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if (thread->meshData.deltaT > 1.0f)
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thread->meshData.deltaT -= 1.0f;
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thread->meshData.pos.y = sin(glm::radians(thread->meshData.deltaT * 360.0f)) * 1.5f;
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thread->ubo.model = glm::translate(glm::mat4(), thread->meshData.pos);
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thread->ubo.model = glm::rotate(thread->ubo.model, -sinf(glm::radians(thread->meshData.deltaT * 360.0f)) * 0.25f, glm::vec3(1.0f, 0.0f, 0.0f));
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thread->ubo.model = glm::rotate(thread->ubo.model, glm::radians(thread->meshData.rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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thread->ubo.model = glm::rotate(thread->ubo.model, glm::radians(thread->meshData.deltaT * 360.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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uint8_t *pData;
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VkResult err = vkMapMemory(thread->device, thread->uniformData.memory, 0, sizeof(UBO), 0, (void **)&pData);
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assert(!err);
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memcpy(pData, &thread->ubo, sizeof(UBO));
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vkUnmapMemory(thread->device, thread->uniformData.memory);
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}
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// Update command buffer
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static void threadSetup(RenderThread *thread)
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{
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// Push constant block
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// Color
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// todo : randomize
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thread->pushConstantBlock.color = glm::vec3(1.0f, 1.0f, 1.0f);
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// Model matrix
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glm::mat4 modelMat = glm::translate(glm::mat4(), thread->meshData.pos);
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modelMat = glm::rotate(modelMat, -sinf(glm::radians(thread->meshData.deltaT * 360.0f)) * 0.25f, glm::vec3(1.0f, 0.0f, 0.0f));
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modelMat = glm::rotate(modelMat, glm::radians(thread->meshData.rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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modelMat = glm::rotate(modelMat, glm::radians(thread->meshData.deltaT * 360.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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thread->pushConstantBlock.model = modelMat;
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// Fill command buffers
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for (uint32_t i = 0; i < thread->cmdBuffers.size(); ++i)
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{
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VkCommandBufferBeginInfo beginInfo = vkTools::initializers::commandBufferBeginInfo();
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beginInfo.flags = VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT;
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beginInfo.pInheritanceInfo = &thread->inheritanceInfo[i];
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vkBeginCommandBuffer(thread->cmdBuffers[i], &beginInfo);
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vkCmdSetViewport(thread->cmdBuffers[i], 0, 1, &thread->viewport);
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vkCmdSetScissor(thread->cmdBuffers[i], 0, 1, &thread->scissor);
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// Update shader push constant block
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// Contains model view matrix
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vkCmdPushConstants(
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thread->cmdBuffers[i],
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thread->pipelineLayout,
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VK_SHADER_STAGE_VERTEX_BIT,
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0,
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sizeof(ThreadPushConstantBlock),
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&thread->pushConstantBlock);
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vkCmdBindPipeline(thread->cmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, thread->pipeline);
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vkCmdBindDescriptorSets(thread->cmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, thread->pipelineLayout, 0, 1, &thread->descriptorSet, 0, NULL);
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// Render mesh
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(thread->cmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &thread->meshData.meshBuffer->vertices.buf, offsets);
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vkCmdBindIndexBuffer(thread->cmdBuffers[i], thread->meshData.meshBuffer->indices.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(thread->cmdBuffers[i], thread->meshData.meshBuffer->indexCount, 1, 0, 0, 0);
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vkEndCommandBuffer(thread->cmdBuffers[i]);
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}
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}
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// Create all threads and initialize shader push constants
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@ -138,14 +221,16 @@ public:
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uint32_t index = 0;
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for (auto& thread : renderThreads)
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{
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// Command pool
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thread.index = index;
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// Create command pool
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VkCommandPoolCreateInfo cmdPoolInfo = vkTools::initializers::commandPoolCreateInfo();
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cmdPoolInfo.queueFamilyIndex = swapChain.queueNodeIndex;
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cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
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err = vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &thread.cmdPool);
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assert(!err);
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// Command buffer
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// Create command buffers
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// Use secondary level command buffers
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thread.cmdBuffers.resize(swapChain.imageCount);
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VkCommandBufferAllocateInfo cmdBufAllocateInfo =
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@ -157,74 +242,76 @@ public:
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err = vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, thread.cmdBuffers.data());
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assert(!err);
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// Push constant block
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// Vulkan objects
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thread.device = device;
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// Color
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// todo : randomize
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thread.pushConstantBlock.color = glm::vec3(1.0f, 1.0f, 1.0f);
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// Model matrix
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float rot = (float)(rand() % 360);
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float deltaT = (float)(rand() % 255) / 255.0f;
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// todo...
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thread.viewport = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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thread.viewport.width = (float)width / (float)numThreads;
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thread.viewport.height = (float)height;
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thread.viewport.x = thread.viewport.width * thread.index;
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glm::mat4 modelMat = glm::translate(glm::mat4(), glm::vec3((float)index * 4.0f - (float)(numThreads-1) * 2.0f, 0.0f, 0.0f));
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modelMat = glm::rotate(modelMat, -sinf(glm::radians(deltaT * 360.0f)) * 0.25f, glm::vec3(1.0f, 0.0f, 0.0f));
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modelMat = glm::rotate(modelMat, glm::radians(rot), glm::vec3(0.0f, 1.0f, 0.0f));
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modelMat = glm::rotate(modelMat, glm::radians(deltaT * 360.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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thread.pushConstantBlock.model = modelMat;
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thread.thread = std::thread([=] { threadUpdate(index); });
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index++;
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// Viewport and scissor rect are shared
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VkViewport viewport = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0);
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// Fill command buffers
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thread.scissor = vkTools::initializers::rect2D(width, height, 0, 0);
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thread.pipeline = pipelines.phong;
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thread.pipelineLayout = pipelineLayout;
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// Inheritance info for secondary command buffers
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for (uint32_t i = 0; i < thread.cmdBuffers.size(); ++i)
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{
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// Inheritance infor for secondary command buffers
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VkCommandBufferInheritanceInfo inheritanceInfo = vkTools::initializers::commandBufferInheritanceInfo();
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inheritanceInfo.renderPass = renderPass;
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inheritanceInfo.framebuffer = frameBuffers[i];
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VkCommandBufferBeginInfo beginInfo = vkTools::initializers::commandBufferBeginInfo();
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beginInfo.flags = VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT;
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beginInfo.pInheritanceInfo = &inheritanceInfo;
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vkBeginCommandBuffer(thread.cmdBuffers[i], &beginInfo);
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vkCmdSetViewport(thread.cmdBuffers[i], 0, 1, &viewport);
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vkCmdSetScissor(thread.cmdBuffers[i], 0, 1, &scissor);
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vkCmdBindPipeline(thread.cmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong);
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// Update shader push constant block
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// Contains model view matrix
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vkCmdPushConstants(
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thread.cmdBuffers[i],
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pipelineLayout,
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VK_SHADER_STAGE_VERTEX_BIT,
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0,
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sizeof(ThreadPushConstantBlock),
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&thread.pushConstantBlock);
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// Render mesh
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindDescriptorSets(thread.cmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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vkCmdBindVertexBuffers(thread.cmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.ufo.vertices.buf, offsets);
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vkCmdBindIndexBuffer(thread.cmdBuffers[i], meshes.ufo.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(thread.cmdBuffers[i], meshes.ufo.indexCount, 1, 0, 0, 0);
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vkEndCommandBuffer(thread.cmdBuffers[i]);
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thread.inheritanceInfo.push_back(inheritanceInfo);
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}
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// Separate vertex shader uniform buffer block for each thread
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createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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sizeof(UBO),
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&thread.ubo,
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&thread.uniformData.buffer,
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&thread.uniformData.memory,
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&thread.uniformData.descriptor);
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// Descriptor set
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VkDescriptorSetAllocateInfo allocInfo =
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vkTools::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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1);
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VkResult vkRes = vkAllocateDescriptorSets(device, &allocInfo, &thread.descriptorSet);
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assert(!vkRes);
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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{
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// Binding 0 : Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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thread.descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&thread.uniformData.descriptor)
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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// Initialize mesh data
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thread.meshData.pos = glm::vec3(0.0f, 0.0f, 0.0f);
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// thread.meshData.pos = glm::vec3((float)index * 4.0f - (float)(numThreads - 1) * 2.0f, 0.0f, 0.0f);
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thread.meshData.rotation = glm::vec3(0.0f, (float)(rand() % 360), 0.0f);
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thread.meshData.deltaT = (float)(rand() % 255) / 255.0f;
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// todo : different models (and multiple meshes) per thread
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thread.meshData.meshBuffer = &meshes.ufo;
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// Create thread
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thread.thread = std::thread(VulkanExample::threadSetup, &thread);
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index++;
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}
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for (auto& thread : renderThreads)
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{
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thread.thread.join();
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}
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}
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void buildCommandBuffers()
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@ -233,6 +320,7 @@ public:
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VkClearValue clearValues[2];
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clearValues[0].color = defaultClearColor;
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clearValues[0].color = { {0.0f, 0.0f, 0.2f, 0.0f} };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
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void draw()
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{
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VkResult err;
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VkSemaphore presentCompleteSemaphore;
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VkSemaphoreCreateInfo presentCompleteSemaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
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if (!paused)
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{
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updateUniformBuffers();
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}
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err = vkCreateSemaphore(device, &presentCompleteSemaphoreCreateInfo, nullptr, &presentCompleteSemaphore);
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assert(!err);
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VkResult err;
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// Get next image in the swap chain (back/front buffer)
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err = swapChain.acquireNextImage(presentCompleteSemaphore, ¤tBuffer);
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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// Put a fence in here
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// todo : reuse
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VkFence renderFence = {};
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VkFenceCreateInfo fenceCreateInfo = vkTools::initializers::fenceCreateInfo(VK_FLAGS_NONE);
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vkCreateFence(device, &fenceCreateInfo, NULL, &renderFence);
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// Submit draw command buffer
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err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
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err = vkQueueSubmit(queue, 1, &submitInfo, renderFence);
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assert(!err);
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// Wait for fence to signal that all command buffers are ready
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do
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{
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err = vkWaitForFences(device, 1, &renderFence, VK_TRUE, 100000000);
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} while (err == VK_TIMEOUT);
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assert(!err);
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err = swapChain.queuePresent(queue, currentBuffer);
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assert(!err);
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vkDestroySemaphore(device, presentCompleteSemaphore, nullptr);
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vkDestroyFence(device, renderFence, nullptr);
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submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
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@ -368,14 +469,14 @@ public:
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{
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std::vector<VkDescriptorPoolSize> poolSizes =
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{
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vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3)
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vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3 + numThreads)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vkTools::initializers::descriptorPoolCreateInfo(
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poolSizes.size(),
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poolSizes.data(),
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3);
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3 + numThreads);
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VkResult vkRes = vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool);
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assert(!vkRes);
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@ -420,30 +521,6 @@ public:
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assert(!err);
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}
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void setupDescriptorSets()
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{
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VkDescriptorSetAllocateInfo allocInfo =
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vkTools::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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1);
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VkResult vkRes = vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet);
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assert(!vkRes);
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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{
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// Binding 0 : Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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||||
&uniformData.vsScene.descriptor)
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
}
|
||||
|
||||
void preparePipelines()
|
||||
{
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
||||
|
|
@ -497,13 +574,8 @@ public:
|
|||
// Load shaders
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||
|
||||
#ifdef USE_GLSL
|
||||
shaderStages[0] = loadShaderGLSL("./../data/shaders/multithreading/phong.vert", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShaderGLSL("./../data/shaders/multithreading/phong.frag", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
#else
|
||||
shaderStages[0] = loadShader("./../data/shaders/multithreading/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader("./../data/shaders/multithreading/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
#endif
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||
vkTools::initializers::pipelineCreateInfo(
|
||||
|
|
@ -526,35 +598,27 @@ public:
|
|||
assert(!err);
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
void prepareUniformBuffers()
|
||||
{
|
||||
// Vertex shader uniform buffer block
|
||||
createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
sizeof(uboVS),
|
||||
&uboVS,
|
||||
&uniformData.vsScene.buffer,
|
||||
&uniformData.vsScene.memory,
|
||||
&uniformData.vsScene.descriptor);
|
||||
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
void updateUniformBuffers()
|
||||
{
|
||||
uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f);
|
||||
glm::mat4 projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f);
|
||||
|
||||
uboVS.view = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, zoom));
|
||||
uboVS.view = glm::rotate(uboVS.view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
uboVS.view = glm::rotate(uboVS.view, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
uboVS.view = glm::rotate(uboVS.view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
glm::mat4 view = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, zoom));
|
||||
view = glm::rotate(view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
view = glm::rotate(view, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
view = glm::rotate(view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
uint8_t *pData;
|
||||
VkResult err = vkMapMemory(device, uniformData.vsScene.memory, 0, sizeof(uboVS), 0, (void **)&pData);
|
||||
assert(!err);
|
||||
memcpy(pData, &uboVS, sizeof(uboVS));
|
||||
vkUnmapMemory(device, uniformData.vsScene.memory);
|
||||
for (auto& thread : renderThreads)
|
||||
{
|
||||
//thread.ubo.projection = projection;
|
||||
thread.ubo.projection = glm::perspective(glm::radians(60.0f), (float)thread.viewport.width / (float)thread.viewport.height, 0.1f, 256.0f);
|
||||
thread.ubo.view = view;
|
||||
thread.thread = std::thread(VulkanExample::threadUpdate, &thread);
|
||||
}
|
||||
|
||||
for (auto& thread : renderThreads)
|
||||
{
|
||||
thread.thread.join();
|
||||
}
|
||||
}
|
||||
|
||||
void prepare()
|
||||
|
|
@ -562,12 +626,11 @@ public:
|
|||
VulkanExampleBase::prepare();
|
||||
loadMeshes();
|
||||
setupVertexDescriptions();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorPool();
|
||||
setupDescriptorSets();
|
||||
prepareMultiThreadedRenderer();
|
||||
updateUniformBuffers();
|
||||
buildCommandBuffers();
|
||||
prepared = true;
|
||||
}
|
||||
|
|
@ -583,7 +646,11 @@ public:
|
|||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateUniformBuffers();
|
||||
if (paused)
|
||||
{
|
||||
|
||||
updateUniformBuffers();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue