Continued work on multi threaded rendering example (wip)
This commit is contained in:
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5 changed files with 208 additions and 141 deletions
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@ -5,7 +5,6 @@
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layout (location = 0) in vec3 inNormal;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in float inVisible;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 4) in vec3 inLightVec;
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@ -11,6 +11,7 @@ layout (binding = 0) uniform UBO
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{
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{
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mat4 projection;
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mat4 projection;
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mat4 view;
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mat4 view;
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mat4 model;
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vec4 lightPos;
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vec4 lightPos;
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} ubo;
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} ubo;
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@ -28,12 +29,12 @@ layout (location = 4) out vec3 outLightVec;
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void main()
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void main()
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{
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{
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outNormal = inNormal;
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outNormal = inNormal;
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outColor = inColor * pushConsts.color;
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outColor = inColor;// * pushConsts.color;
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gl_Position = ubo.projection * ubo.view * pushConsts.model * vec4(inPos.xyz, 1.0);
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.view * pushConsts.model * vec4(inPos, 1.0);
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vec4 pos = ubo.view * ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(ubo.view * pushConsts.model) * inNormal;
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outNormal = mat3(ubo.view * ubo.model) * inNormal;
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vec3 lPos = ubo.lightPos.xyz;
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vec3 lPos = ubo.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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outViewVec = -pos.xyz;
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@ -1,5 +1,5 @@
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/*
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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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*
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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*
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*
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@ -12,7 +12,6 @@
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#include <assert.h>
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#include <assert.h>
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#include <vector>
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#include <vector>
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#include <thread>
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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_FORCE_RADIANS
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#define GLM_DEPTH_ZERO_TO_ONE
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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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#include "vulkanexamplebase.h"
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#define VERTEX_BUFFER_BIND_ID 0
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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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#define ENABLE_VALIDATION false
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// Vertex layout used in this example
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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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vkMeshLoader::MeshBuffer ufo;
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} meshes;
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} meshes;
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struct {
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struct UBO {
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vkTools::UniformData vsScene;
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} uniformData;
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struct {
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glm::mat4 projection;
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glm::mat4 projection;
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glm::mat4 view;
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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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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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struct {
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VkPipeline phong;
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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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glm::vec3 color;
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};
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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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struct RenderThread {
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uint32_t index;
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std::thread thread;
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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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VkCommandPool cmdPool;
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std::vector<VkCommandBuffer> cmdBuffers;
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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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};
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std::vector<RenderThread> renderThreads;
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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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// todo : test, remove
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std::cout << "numThreads = " << numThreads << std::endl;
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std::cout << "numThreads = " << numThreads << std::endl;
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srand(time(NULL));
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srand(time(NULL));
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numThreads *= 4; // todo : test
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}
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}
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~VulkanExample()
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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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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, 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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vkMeshLoader::freeMeshBufferResources(device, &meshes.ufo);
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{
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{
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vkFreeCommandBuffers(device, thread.cmdPool, thread.cmdBuffers.size(), thread.cmdBuffers.data());
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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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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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}
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}
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// Update command buffer and push constants
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// Update thread's uniform buffer
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void threadUpdate(uint32_t index)
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static void threadUpdate(RenderThread *thread)
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{
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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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}
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// Create all threads and initialize shader push constants
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// Create all threads and initialize shader push constants
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uint32_t index = 0;
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uint32_t index = 0;
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for (auto& thread : renderThreads)
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for (auto& thread : renderThreads)
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{
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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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VkCommandPoolCreateInfo cmdPoolInfo = vkTools::initializers::commandPoolCreateInfo();
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cmdPoolInfo.queueFamilyIndex = swapChain.queueNodeIndex;
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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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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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err = vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &thread.cmdPool);
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assert(!err);
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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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// Use secondary level command buffers
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thread.cmdBuffers.resize(swapChain.imageCount);
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thread.cmdBuffers.resize(swapChain.imageCount);
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VkCommandBufferAllocateInfo cmdBufAllocateInfo =
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VkCommandBufferAllocateInfo cmdBufAllocateInfo =
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err = vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, thread.cmdBuffers.data());
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err = vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, thread.cmdBuffers.data());
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assert(!err);
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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...
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// todo : randomize
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thread.viewport = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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thread.pushConstantBlock.color = glm::vec3(1.0f, 1.0f, 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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// Model matrix
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thread.scissor = vkTools::initializers::rect2D(width, height, 0, 0);
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float rot = (float)(rand() % 360);
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thread.pipeline = pipelines.phong;
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float deltaT = (float)(rand() % 255) / 255.0f;
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thread.pipelineLayout = pipelineLayout;
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// Inheritance info for secondary command buffers
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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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for (uint32_t i = 0; i < thread.cmdBuffers.size(); ++i)
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for (uint32_t i = 0; i < thread.cmdBuffers.size(); ++i)
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{
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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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VkCommandBufferInheritanceInfo inheritanceInfo = vkTools::initializers::commandBufferInheritanceInfo();
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inheritanceInfo.renderPass = renderPass;
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inheritanceInfo.renderPass = renderPass;
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inheritanceInfo.framebuffer = frameBuffers[i];
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inheritanceInfo.framebuffer = frameBuffers[i];
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thread.inheritanceInfo.push_back(inheritanceInfo);
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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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}
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}
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// Separate vertex shader uniform buffer block for each thread
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||||||
|
createBuffer(
|
||||||
|
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||||
|
sizeof(UBO),
|
||||||
|
&thread.ubo,
|
||||||
|
&thread.uniformData.buffer,
|
||||||
|
&thread.uniformData.memory,
|
||||||
|
&thread.uniformData.descriptor);
|
||||||
|
|
||||||
|
// Descriptor set
|
||||||
|
VkDescriptorSetAllocateInfo allocInfo =
|
||||||
|
vkTools::initializers::descriptorSetAllocateInfo(
|
||||||
|
descriptorPool,
|
||||||
|
&descriptorSetLayout,
|
||||||
|
1);
|
||||||
|
|
||||||
|
VkResult vkRes = vkAllocateDescriptorSets(device, &allocInfo, &thread.descriptorSet);
|
||||||
|
assert(!vkRes);
|
||||||
|
|
||||||
|
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
|
||||||
|
{
|
||||||
|
// Binding 0 : Vertex shader uniform buffer
|
||||||
|
vkTools::initializers::writeDescriptorSet(
|
||||||
|
thread.descriptorSet,
|
||||||
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||||
|
0,
|
||||||
|
&thread.uniformData.descriptor)
|
||||||
|
};
|
||||||
|
|
||||||
|
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||||
|
|
||||||
|
// Initialize mesh data
|
||||||
|
thread.meshData.pos = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||||
|
// thread.meshData.pos = glm::vec3((float)index * 4.0f - (float)(numThreads - 1) * 2.0f, 0.0f, 0.0f);
|
||||||
|
thread.meshData.rotation = glm::vec3(0.0f, (float)(rand() % 360), 0.0f);
|
||||||
|
thread.meshData.deltaT = (float)(rand() % 255) / 255.0f;
|
||||||
|
// todo : different models (and multiple meshes) per thread
|
||||||
|
thread.meshData.meshBuffer = &meshes.ufo;
|
||||||
|
|
||||||
|
// Create thread
|
||||||
|
thread.thread = std::thread(VulkanExample::threadSetup, &thread);
|
||||||
|
|
||||||
|
index++;
|
||||||
}
|
}
|
||||||
|
|
||||||
for (auto& thread : renderThreads)
|
for (auto& thread : renderThreads)
|
||||||
{
|
{
|
||||||
thread.thread.join();
|
thread.thread.join();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void buildCommandBuffers()
|
void buildCommandBuffers()
|
||||||
|
|
@ -233,6 +320,7 @@ public:
|
||||||
|
|
||||||
VkClearValue clearValues[2];
|
VkClearValue clearValues[2];
|
||||||
clearValues[0].color = defaultClearColor;
|
clearValues[0].color = defaultClearColor;
|
||||||
|
clearValues[0].color = { {0.0f, 0.0f, 0.2f, 0.0f} };
|
||||||
clearValues[1].depthStencil = { 1.0f, 0 };
|
clearValues[1].depthStencil = { 1.0f, 0 };
|
||||||
|
|
||||||
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
|
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
|
||||||
|
|
@ -285,12 +373,12 @@ public:
|
||||||
|
|
||||||
void draw()
|
void draw()
|
||||||
{
|
{
|
||||||
VkResult err;
|
if (!paused)
|
||||||
VkSemaphore presentCompleteSemaphore;
|
{
|
||||||
VkSemaphoreCreateInfo presentCompleteSemaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
|
updateUniformBuffers();
|
||||||
|
}
|
||||||
|
|
||||||
err = vkCreateSemaphore(device, &presentCompleteSemaphoreCreateInfo, nullptr, &presentCompleteSemaphore);
|
VkResult err;
|
||||||
assert(!err);
|
|
||||||
|
|
||||||
// Get next image in the swap chain (back/front buffer)
|
// Get next image in the swap chain (back/front buffer)
|
||||||
err = swapChain.acquireNextImage(presentCompleteSemaphore, ¤tBuffer);
|
err = swapChain.acquireNextImage(presentCompleteSemaphore, ¤tBuffer);
|
||||||
|
|
@ -302,14 +390,27 @@ public:
|
||||||
submitInfo.commandBufferCount = 1;
|
submitInfo.commandBufferCount = 1;
|
||||||
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
||||||
|
|
||||||
|
// Put a fence in here
|
||||||
|
// todo : reuse
|
||||||
|
VkFence renderFence = {};
|
||||||
|
VkFenceCreateInfo fenceCreateInfo = vkTools::initializers::fenceCreateInfo(VK_FLAGS_NONE);
|
||||||
|
vkCreateFence(device, &fenceCreateInfo, NULL, &renderFence);
|
||||||
|
|
||||||
// Submit draw command buffer
|
// Submit draw command buffer
|
||||||
err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
|
err = vkQueueSubmit(queue, 1, &submitInfo, renderFence);
|
||||||
|
assert(!err);
|
||||||
|
|
||||||
|
// Wait for fence to signal that all command buffers are ready
|
||||||
|
do
|
||||||
|
{
|
||||||
|
err = vkWaitForFences(device, 1, &renderFence, VK_TRUE, 100000000);
|
||||||
|
} while (err == VK_TIMEOUT);
|
||||||
assert(!err);
|
assert(!err);
|
||||||
|
|
||||||
err = swapChain.queuePresent(queue, currentBuffer);
|
err = swapChain.queuePresent(queue, currentBuffer);
|
||||||
assert(!err);
|
assert(!err);
|
||||||
|
|
||||||
vkDestroySemaphore(device, presentCompleteSemaphore, nullptr);
|
vkDestroyFence(device, renderFence, nullptr);
|
||||||
|
|
||||||
submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
|
submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
|
||||||
|
|
||||||
|
|
@ -368,14 +469,14 @@ public:
|
||||||
{
|
{
|
||||||
std::vector<VkDescriptorPoolSize> poolSizes =
|
std::vector<VkDescriptorPoolSize> poolSizes =
|
||||||
{
|
{
|
||||||
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3)
|
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3 + numThreads)
|
||||||
};
|
};
|
||||||
|
|
||||||
VkDescriptorPoolCreateInfo descriptorPoolInfo =
|
VkDescriptorPoolCreateInfo descriptorPoolInfo =
|
||||||
vkTools::initializers::descriptorPoolCreateInfo(
|
vkTools::initializers::descriptorPoolCreateInfo(
|
||||||
poolSizes.size(),
|
poolSizes.size(),
|
||||||
poolSizes.data(),
|
poolSizes.data(),
|
||||||
3);
|
3 + numThreads);
|
||||||
|
|
||||||
VkResult vkRes = vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool);
|
VkResult vkRes = vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool);
|
||||||
assert(!vkRes);
|
assert(!vkRes);
|
||||||
|
|
@ -420,30 +521,6 @@ public:
|
||||||
assert(!err);
|
assert(!err);
|
||||||
}
|
}
|
||||||
|
|
||||||
void setupDescriptorSets()
|
|
||||||
{
|
|
||||||
VkDescriptorSetAllocateInfo allocInfo =
|
|
||||||
vkTools::initializers::descriptorSetAllocateInfo(
|
|
||||||
descriptorPool,
|
|
||||||
&descriptorSetLayout,
|
|
||||||
1);
|
|
||||||
|
|
||||||
VkResult vkRes = vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet);
|
|
||||||
assert(!vkRes);
|
|
||||||
|
|
||||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
|
|
||||||
{
|
|
||||||
// Binding 0 : Vertex shader uniform buffer
|
|
||||||
vkTools::initializers::writeDescriptorSet(
|
|
||||||
descriptorSet,
|
|
||||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
||||||
0,
|
|
||||||
&uniformData.vsScene.descriptor)
|
|
||||||
};
|
|
||||||
|
|
||||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
|
||||||
}
|
|
||||||
|
|
||||||
void preparePipelines()
|
void preparePipelines()
|
||||||
{
|
{
|
||||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
||||||
|
|
@ -497,13 +574,8 @@ public:
|
||||||
// Load shaders
|
// Load shaders
|
||||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
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[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);
|
shaderStages[1] = loadShader("./../data/shaders/multithreading/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||||
#endif
|
|
||||||
|
|
||||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||||
vkTools::initializers::pipelineCreateInfo(
|
vkTools::initializers::pipelineCreateInfo(
|
||||||
|
|
@ -526,35 +598,27 @@ public:
|
||||||
assert(!err);
|
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()
|
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));
|
glm::mat4 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));
|
view = glm::rotate(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));
|
view = glm::rotate(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));
|
view = glm::rotate(view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||||
|
|
||||||
uint8_t *pData;
|
for (auto& thread : renderThreads)
|
||||||
VkResult err = vkMapMemory(device, uniformData.vsScene.memory, 0, sizeof(uboVS), 0, (void **)&pData);
|
{
|
||||||
assert(!err);
|
//thread.ubo.projection = projection;
|
||||||
memcpy(pData, &uboVS, sizeof(uboVS));
|
thread.ubo.projection = glm::perspective(glm::radians(60.0f), (float)thread.viewport.width / (float)thread.viewport.height, 0.1f, 256.0f);
|
||||||
vkUnmapMemory(device, uniformData.vsScene.memory);
|
thread.ubo.view = view;
|
||||||
|
thread.thread = std::thread(VulkanExample::threadUpdate, &thread);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto& thread : renderThreads)
|
||||||
|
{
|
||||||
|
thread.thread.join();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void prepare()
|
void prepare()
|
||||||
|
|
@ -562,12 +626,11 @@ public:
|
||||||
VulkanExampleBase::prepare();
|
VulkanExampleBase::prepare();
|
||||||
loadMeshes();
|
loadMeshes();
|
||||||
setupVertexDescriptions();
|
setupVertexDescriptions();
|
||||||
prepareUniformBuffers();
|
|
||||||
setupDescriptorSetLayout();
|
setupDescriptorSetLayout();
|
||||||
preparePipelines();
|
preparePipelines();
|
||||||
setupDescriptorPool();
|
setupDescriptorPool();
|
||||||
setupDescriptorSets();
|
|
||||||
prepareMultiThreadedRenderer();
|
prepareMultiThreadedRenderer();
|
||||||
|
updateUniformBuffers();
|
||||||
buildCommandBuffers();
|
buildCommandBuffers();
|
||||||
prepared = true;
|
prepared = true;
|
||||||
}
|
}
|
||||||
|
|
@ -583,8 +646,12 @@ public:
|
||||||
|
|
||||||
virtual void viewChanged()
|
virtual void viewChanged()
|
||||||
{
|
{
|
||||||
|
if (paused)
|
||||||
|
{
|
||||||
|
|
||||||
updateUniformBuffers();
|
updateUniformBuffers();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
VulkanExample *vulkanExample;
|
VulkanExample *vulkanExample;
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue