Updated graphics pipeline library sample
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5 changed files with 356 additions and 318 deletions
33
data/shaders/glsl/graphicspipelinelibrary/shared.vert
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33
data/shaders/glsl/graphicspipelinelibrary/shared.vert
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@ -0,0 +1,33 @@
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 lightPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 4) flat out vec3 outFlatNormal;
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void main()
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{
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outNormal = inNormal;
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outColor = inColor;
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vec4 pos = vec4(inPos.xyz, 1.0);
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gl_Position = ubo.projection * ubo.model * pos;
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pos = ubo.model * pos;
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outNormal = mat3(ubo.model) * inNormal;
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vec3 lPos = ubo.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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}
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BIN
data/shaders/glsl/graphicspipelinelibrary/shared.vert.spv
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data/shaders/glsl/graphicspipelinelibrary/shared.vert.spv
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61
data/shaders/glsl/graphicspipelinelibrary/uber.frag
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data/shaders/glsl/graphicspipelinelibrary/uber.frag
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@ -0,0 +1,61 @@
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#version 450
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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 = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 4) flat in vec3 inFlatNormal;
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layout (constant_id = 0) const int LIGHTING_MODEL = 0;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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switch (LIGHTING_MODEL) {
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case 0: // Phong
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{
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vec3 ambient = inColor * vec3(0.25);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * inColor;
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vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(0.75);
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outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
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break;
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}
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case 1: // Toon
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{
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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float intensity = dot(N,L);
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vec3 color;
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if (intensity > 0.98)
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color = inColor * 1.5;
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else if (intensity > 0.9)
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color = inColor * 1.0;
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else if (intensity > 0.5)
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color = inColor * 0.6;
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else if (intensity > 0.25)
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color = inColor * 0.4;
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else
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color = inColor * 0.2;
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outFragColor.rgb = color;
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break;
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}
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case 2: // No shading
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{
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outFragColor.rgb = inColor;
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break;
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}
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case 3: // Greyscale
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{
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outFragColor.rgb = vec3(dot(inColor.rgb, vec3(0.299, 0.587, 0.114)));
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break;
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}
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}
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// Scene is dark, brigthen up a bit
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outFragColor.rgb *= 1.25;
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}
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data/shaders/glsl/graphicspipelinelibrary/uber.frag.spv
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data/shaders/glsl/graphicspipelinelibrary/uber.frag.spv
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@ -1,8 +1,6 @@
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/*
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/*
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* Vulkan Example - Using VK_EXT_graphics_pipeline_library
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* Vulkan Example - Using VK_EXT_graphics_pipeline_library
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*
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*
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* Important note: Work-in-progress, sample is not finished yet
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*
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* Copyright (C) 2022 by Sascha Willems - www.saschawillems.de
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* Copyright (C) 2022 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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@ -10,6 +8,7 @@
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#include "vulkanexamplebase.h"
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#include "vulkanexamplebase.h"
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#include "VulkanglTFModel.h"
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#include "VulkanglTFModel.h"
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#include <mutex>
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#define ENABLE_VALIDATION false
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#define ENABLE_VALIDATION false
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@ -18,14 +17,12 @@ class VulkanExample: public VulkanExampleBase
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public:
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public:
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vkglTF::Model scene;
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vkglTF::Model scene;
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vks::Buffer uniformBuffer;
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// Same uniform buffer layout as shader
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struct UBOVS {
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struct UBOVS {
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glm::mat4 projection;
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glm::mat4 projection;
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glm::mat4 modelView;
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glm::mat4 modelView;
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glm::vec4 lightPos = glm::vec4(0.0f, 2.0f, 1.0f, 0.0f);
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glm::vec4 lightPos = glm::vec4(0.0f, 2.0f, 1.0f, 0.0f);
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} uboVS;
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} uboVS;
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vks::Buffer uniformBuffer;
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VkPipelineLayout pipelineLayout;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSet descriptorSet;
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VkPhysicalDeviceGraphicsPipelineLibraryFeaturesEXT graphicsPipelineLibraryFeatures{};
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VkPhysicalDeviceGraphicsPipelineLibraryFeaturesEXT graphicsPipelineLibraryFeatures{};
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struct {
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struct PipelineLibrary {
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VkPipeline phong;
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VkPipeline vertexInputInterface;
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VkPipeline wireframe;
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VkPipeline preRasterizationShaders;
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VkPipeline toon;
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VkPipeline fragmentOutputInterface;
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} pipelines;
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} pipelineLibrary;
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std::vector<VkPipeline> pipelines{};
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struct ShaderInfo {
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struct ShaderInfo {
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uint32_t* code;
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uint32_t* code;
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size_t size;
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size_t size;
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};
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};
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std::mutex mutex;
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VkPipelineCache threadPipelineCache{ VK_NULL_HANDLE };
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bool newPipelineCreated = false;
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uint32_t splitX{ 2 };
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uint32_t splitY{ 2 };
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std::vector<glm::vec3> colors{};
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float rotation{ 0.0f };
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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{
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title = "Graphics pipeline library";
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title = "Graphics pipeline library";
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camera.type = Camera::CameraType::lookat;
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -10.5f));
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camera.setPosition(glm::vec3(0.0f, 0.0f, -2.0f));
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camera.setRotation(glm::vec3(-25.0f, 15.0f, 0.0f));
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camera.setRotation(glm::vec3(-25.0f, 15.0f, 0.0f));
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camera.setRotationSpeed(0.5f);
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camera.setRotationSpeed(0.5f);
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camera.setPerspective(60.0f, (float)(width / 3.0f) / (float)height, 0.1f, 256.0f);
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// Enable required extensions
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// Enable required extensions
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enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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~VulkanExample()
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~VulkanExample()
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{
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{
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// Clean up used Vulkan resources
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if (device) {
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// Note : Inherited destructor cleans up resources stored in base class
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for (auto pipeline : pipelines) {
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vkDestroyPipeline(device, pipelines.phong, nullptr);
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vkDestroyPipeline(device, pipeline, nullptr);
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if (deviceFeatures.fillModeNonSolid)
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{
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vkDestroyPipeline(device, pipelines.wireframe, nullptr);
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}
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vkDestroyPipeline(device, pipelines.toon, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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uniformBuffer.destroy();
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}
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// Enable physical device features required for this example
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virtual void getEnabledFeatures()
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{
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// Fill mode non solid is required for wireframe display
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if (deviceFeatures.fillModeNonSolid) {
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enabledFeatures.fillModeNonSolid = VK_TRUE;
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// Wide lines must be present for line width > 1.0f
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if (deviceFeatures.wideLines) {
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enabledFeatures.wideLines = VK_TRUE;
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}
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}
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};
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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uniformBuffer.destroy();
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}
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}
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}
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void buildCommandBuffers()
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void buildCommandBuffers()
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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{
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// Set target frame buffer
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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scene.bindBuffers(drawCmdBuffers[i]);
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scene.bindBuffers(drawCmdBuffers[i]);
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// Left : Solid colored
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// Render a viewport for each pipeline
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viewport.width = (float)width / 3.0;
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float w = (float)width / (float)splitX;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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float h = (float)height / (float)splitY;
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong);
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uint32_t idx = 0;
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scene.draw(drawCmdBuffers[i]);
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for (uint32_t y = 0; y < splitX; y++) {
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for (uint32_t x = 0; x < splitY; x++) {
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VkViewport viewport{};
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viewport.x = w * (float)x;
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viewport.y = h * (float)y;
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viewport.width = w;
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viewport.height = h;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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// Center : Toon
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VkRect2D scissor{};
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viewport.x = (float)width / 3.0;
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scissor.extent.width = (uint32_t)w;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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scissor.extent.height = (uint32_t)h;
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.toon);
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scissor.offset.x = (uint32_t)w * x;
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// Line width > 1.0f only if wide lines feature is supported
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scissor.offset.y = (uint32_t)h * y;
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if (deviceFeatures.wideLines) {
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdSetLineWidth(drawCmdBuffers[i], 2.0f);
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}
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scene.draw(drawCmdBuffers[i]);
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if (deviceFeatures.fillModeNonSolid)
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if (pipelines.size() > idx) {
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{
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines[idx]);
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// Right : Wireframe
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scene.draw(drawCmdBuffers[i]);
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viewport.x = (float)width / 3.0 + (float)width / 3.0;
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}
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.wireframe);
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idx++;
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scene.draw(drawCmdBuffers[i]);
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}
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}
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}
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drawUI(drawCmdBuffers[i]);
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drawUI(drawCmdBuffers[i]);
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void loadAssets()
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void loadAssets()
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{
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{
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const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
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const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
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scene.loadFromFile(getAssetPath() + "models/treasure_smooth.gltf", vulkanDevice, queue, glTFLoadingFlags);
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scene.loadFromFile(getAssetPath() + "models/color_teapot_spheres.gltf", vulkanDevice, queue, glTFLoadingFlags);
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}
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}
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void setupDescriptorPool()
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void setupDescriptorPool()
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{
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{
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std::vector<VkDescriptorPoolSize> poolSizes =
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std::vector<VkDescriptorPoolSize> poolSizes = {
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{
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1)
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1)
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};
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vks::initializers::descriptorPoolCreateInfo(
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poolSizes.size(),
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poolSizes.data(),
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2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
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}
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void setupDescriptorSetLayout()
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void setupDescriptorSetLayout()
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{
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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{
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0)
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_VERTEX_BIT,
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0)
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};
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vks::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
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setLayoutBindings.size());
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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vks::initializers::pipelineLayoutCreateInfo(
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&descriptorSetLayout,
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1);
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|
||||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
|
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
|
||||||
}
|
}
|
||||||
|
|
||||||
void setupDescriptorSet()
|
void setupDescriptorSet()
|
||||||
{
|
{
|
||||||
VkDescriptorSetAllocateInfo allocInfo =
|
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
|
||||||
vks::initializers::descriptorSetAllocateInfo(
|
|
||||||
descriptorPool,
|
|
||||||
&descriptorSetLayout,
|
|
||||||
1);
|
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
|
||||||
|
|
||||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
|
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
|
||||||
{
|
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor)
|
||||||
// Binding 0 : Vertex shader uniform buffer
|
|
||||||
vks::initializers::writeDescriptorSet(
|
|
||||||
descriptorSet,
|
|
||||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
||||||
0,
|
|
||||||
&uniformBuffer.descriptor)
|
|
||||||
};
|
};
|
||||||
|
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, nullptr);
|
||||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// With VK_EXT_graphics_pipeline_library we don't need to create the shader module when loading it, but instead have the driver create it at linking time
|
// With VK_EXT_graphics_pipeline_library we don't need to create the shader module when loading it, but instead have the driver create it at linking time
|
||||||
// So we use a custom function that only loads the required shader information without actually creating the shader module
|
// So we use a custom function that only loads the required shader information without actually creating the shader module
|
||||||
|
bool loadShaderFile(std::string fileName, ShaderInfo &shaderInfo)
|
||||||
#if defined(__ANDROID__)
|
|
||||||
// Android shaders are stored as assets in the apk so they need to be loaded via the asset manager
|
|
||||||
bool loadShader(AAssetManager* assetManager, std::string fileName, const uint32_t** pShaderCode, size_t& shaderSize)
|
|
||||||
{
|
{
|
||||||
|
#if defined(__ANDROID__)
|
||||||
// Load shader from compressed asset
|
// Load shader from compressed asset
|
||||||
AAsset* asset = AAssetManager_open(assetManager, fileName, AASSET_MODE_STREAMING);
|
// @todo
|
||||||
|
AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, fileName, AASSET_MODE_STREAMING);
|
||||||
assert(asset);
|
assert(asset);
|
||||||
size_t size = AAsset_getLength(asset);
|
size_t size = AAsset_getLength(asset);
|
||||||
assert(size > 0);
|
assert(size > 0);
|
||||||
|
|
||||||
char* shaderCode = new char[size];
|
shaderInfo.size = size;
|
||||||
|
shaderInfo.code = new uint32_t[size / 4];
|
||||||
AAsset_read(asset, shaderCode, size);
|
AAsset_read(asset, shaderCode, size);
|
||||||
AAsset_close(asset);
|
AAsset_close(asset);
|
||||||
|
|
||||||
VkShaderModule shaderModule;
|
|
||||||
VkShaderModuleCreateInfo moduleCreateInfo;
|
|
||||||
moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
|
||||||
moduleCreateInfo.pNext = NULL;
|
|
||||||
moduleCreateInfo.codeSize = size;
|
|
||||||
moduleCreateInfo.pCode = (uint32_t*)shaderCode;
|
|
||||||
moduleCreateInfo.flags = 0;
|
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreateShaderModule(device, &moduleCreateInfo, NULL, &shaderModule));
|
|
||||||
|
|
||||||
delete[] shaderCode;
|
|
||||||
|
|
||||||
return shaderModule;
|
|
||||||
}
|
|
||||||
#else
|
#else
|
||||||
bool loadShaderFile(std::string fileName, ShaderInfo &shaderInfo)
|
|
||||||
{
|
|
||||||
std::ifstream is(fileName, std::ios::binary | std::ios::in | std::ios::ate);
|
std::ifstream is(fileName, std::ios::binary | std::ios::in | std::ios::ate);
|
||||||
|
|
||||||
if (is.is_open())
|
if (is.is_open())
|
||||||
|
|
@ -279,223 +219,209 @@ public:
|
||||||
return true;
|
return true;
|
||||||
} else {
|
} else {
|
||||||
std::cerr << "Error: Could not open shader file \"" << fileName << "\"" << "\n";
|
std::cerr << "Error: Could not open shader file \"" << fileName << "\"" << "\n";
|
||||||
|
throw std::runtime_error("Could open shader file");
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
VkPipeline createVertexInputState(VkDevice device, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
|
|
||||||
{
|
|
||||||
VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
|
|
||||||
libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
|
|
||||||
libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_VERTEX_INPUT_INTERFACE_BIT_EXT;
|
|
||||||
|
|
||||||
VkPipelineVertexInputStateCreateInfo vertexInputState = *vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color });
|
|
||||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
|
||||||
|
|
||||||
VkGraphicsPipelineCreateInfo pipelineCI{};
|
|
||||||
pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
|
||||||
pipelineCI.pNext = &libraryInfo;
|
|
||||||
pipelineCI.pInputAssemblyState = &inputAssemblyState;
|
|
||||||
pipelineCI.pVertexInputState = &vertexInputState;
|
|
||||||
|
|
||||||
VkPipeline library = VK_NULL_HANDLE;
|
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library));
|
|
||||||
return library;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
VkPipeline createVertexShader(VkDevice device, const ShaderInfo shaderInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
|
// Create the shared pipeline parts up-front
|
||||||
|
void preparePipelineLibrary()
|
||||||
{
|
{
|
||||||
VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
|
// Create a pipeline library for the vertex input interface
|
||||||
libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
|
{
|
||||||
libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT;
|
VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
|
||||||
|
libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
|
||||||
|
libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_VERTEX_INPUT_INTERFACE_BIT_EXT;
|
||||||
|
|
||||||
VkDynamicState vertexDynamicStates[2] = {
|
VkPipelineVertexInputStateCreateInfo vertexInputState = *vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color });
|
||||||
VK_DYNAMIC_STATE_VIEWPORT,
|
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
||||||
VK_DYNAMIC_STATE_SCISSOR };
|
|
||||||
|
|
||||||
VkPipelineDynamicStateCreateInfo dynamicInfo{};
|
VkGraphicsPipelineCreateInfo pipelineCI{};
|
||||||
dynamicInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
|
pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||||
dynamicInfo.dynamicStateCount = 2;
|
pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
|
||||||
dynamicInfo.pDynamicStates = vertexDynamicStates;
|
pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||||
|
pipelineCI.pNext = &libraryInfo;
|
||||||
|
pipelineCI.pInputAssemblyState = &inputAssemblyState;
|
||||||
|
pipelineCI.pVertexInputState = &vertexInputState;
|
||||||
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelineLibrary.vertexInputInterface));
|
||||||
|
}
|
||||||
|
|
||||||
VkPipelineViewportStateCreateInfo viewportState = {};
|
// Creata a pipeline library for the vertex shader stage
|
||||||
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
|
{
|
||||||
viewportState.viewportCount = 1;
|
VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
|
||||||
viewportState.scissorCount = 1;
|
libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
|
||||||
|
libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT;
|
||||||
|
|
||||||
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
|
VkDynamicState vertexDynamicStates[2] = {
|
||||||
|
VK_DYNAMIC_STATE_VIEWPORT,
|
||||||
|
VK_DYNAMIC_STATE_SCISSOR };
|
||||||
|
|
||||||
VkShaderModuleCreateInfo shaderModuleCreateInfo{};
|
VkPipelineDynamicStateCreateInfo dynamicInfo{};
|
||||||
shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
dynamicInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
|
||||||
shaderModuleCreateInfo.codeSize = shaderInfo.size;
|
dynamicInfo.dynamicStateCount = 2;
|
||||||
shaderModuleCreateInfo.pCode = shaderInfo.code;
|
dynamicInfo.pDynamicStates = vertexDynamicStates;
|
||||||
|
|
||||||
VkPipelineShaderStageCreateInfo shaderStageCreateInfo{};
|
VkPipelineViewportStateCreateInfo viewportState = {};
|
||||||
shaderStageCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
|
||||||
shaderStageCreateInfo.pNext = &shaderModuleCreateInfo;
|
viewportState.viewportCount = 1;
|
||||||
shaderStageCreateInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
|
viewportState.scissorCount = 1;
|
||||||
shaderStageCreateInfo.pName = "main";
|
|
||||||
|
|
||||||
VkGraphicsPipelineCreateInfo pipelineCI{};
|
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
|
||||||
pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
|
||||||
pipelineCI.pNext = &libraryInfo;
|
|
||||||
pipelineCI.renderPass = renderPass;
|
|
||||||
pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
|
|
||||||
pipelineCI.stageCount = 1;
|
|
||||||
pipelineCI.pStages = &shaderStageCreateInfo;
|
|
||||||
pipelineCI.layout = layout;
|
|
||||||
pipelineCI.pDynamicState = &dynamicInfo;
|
|
||||||
pipelineCI.pViewportState = &viewportState;
|
|
||||||
pipelineCI.pRasterizationState = &rasterizationState;
|
|
||||||
|
|
||||||
VkPipeline library = VK_NULL_HANDLE;
|
// @todo: we can skip the pipeline shader module info and directly consume the shader module
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library));
|
ShaderInfo shaderInfo{};
|
||||||
return library;
|
loadShaderFile(getShadersPath() + "graphicspipelinelibrary/shared.vert.spv", shaderInfo);
|
||||||
|
|
||||||
|
VkShaderModuleCreateInfo shaderModuleCI{};
|
||||||
|
shaderModuleCI.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||||
|
shaderModuleCI.codeSize = shaderInfo.size;
|
||||||
|
shaderModuleCI.pCode = shaderInfo.code;
|
||||||
|
|
||||||
|
VkPipelineShaderStageCreateInfo shaderStageCI{};
|
||||||
|
shaderStageCI.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||||
|
shaderStageCI.pNext = &shaderModuleCI;
|
||||||
|
shaderStageCI.stage = VK_SHADER_STAGE_VERTEX_BIT;
|
||||||
|
shaderStageCI.pName = "main";
|
||||||
|
|
||||||
|
VkGraphicsPipelineCreateInfo pipelineCI{};
|
||||||
|
pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||||
|
pipelineCI.pNext = &libraryInfo;
|
||||||
|
pipelineCI.renderPass = renderPass;
|
||||||
|
pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
|
||||||
|
pipelineCI.stageCount = 1;
|
||||||
|
pipelineCI.pStages = &shaderStageCI;
|
||||||
|
pipelineCI.layout = pipelineLayout;
|
||||||
|
pipelineCI.pDynamicState = &dynamicInfo;
|
||||||
|
pipelineCI.pViewportState = &viewportState;
|
||||||
|
pipelineCI.pRasterizationState = &rasterizationState;
|
||||||
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelineLibrary.preRasterizationShaders));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create a pipeline library for the fragment output interface
|
||||||
|
{
|
||||||
|
VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
|
||||||
|
libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
|
||||||
|
libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_OUTPUT_INTERFACE_BIT_EXT;
|
||||||
|
|
||||||
|
VkPipelineColorBlendAttachmentState blendAttachmentSstate = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
||||||
|
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentSstate);
|
||||||
|
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
|
||||||
|
|
||||||
|
VkGraphicsPipelineCreateInfo pipelineLibraryCI{};
|
||||||
|
pipelineLibraryCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||||
|
pipelineLibraryCI.pNext = &libraryInfo;
|
||||||
|
pipelineLibraryCI.layout = pipelineLayout;
|
||||||
|
pipelineLibraryCI.renderPass = renderPass;
|
||||||
|
pipelineLibraryCI.pColorBlendState = &colorBlendState;
|
||||||
|
pipelineLibraryCI.pMultisampleState = &multisampleState;
|
||||||
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineLibraryCI, nullptr, &pipelineLibrary.fragmentOutputInterface));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
VkPipeline createFragmentShader(VkDevice device, const ShaderInfo shaderInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
|
void threadFn()
|
||||||
{
|
{
|
||||||
|
const std::lock_guard<std::mutex> lock(mutex);
|
||||||
|
|
||||||
|
auto start = std::chrono::steady_clock::now();
|
||||||
|
|
||||||
|
prepareNewPipeline();
|
||||||
|
newPipelineCreated = true;
|
||||||
|
|
||||||
|
// Change viewport/draw count
|
||||||
|
if (pipelines.size() > splitX * splitY) {
|
||||||
|
splitX++;
|
||||||
|
splitY++;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto delta = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now() - start);
|
||||||
|
std::cout << "Pipeline created in " << delta.count() << " microseconds\n";
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create a new pipeline using the pipeline library and a customized fragment shader
|
||||||
|
// Used from a thread
|
||||||
|
void prepareNewPipeline()
|
||||||
|
{
|
||||||
|
// Create the fragment shader part of the pipeline library with some random options
|
||||||
VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
|
VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
|
||||||
libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
|
libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
|
||||||
libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT;
|
libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT;
|
||||||
|
|
||||||
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||||
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
|
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
|
||||||
|
|
||||||
VkShaderModuleCreateInfo shaderModuleCreateInfo{};
|
// Using the pipeline library extension, we can skip the pipeline shader module creation and directly pass the shader code to the pipeline
|
||||||
shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
ShaderInfo shaderInfo{};
|
||||||
shaderModuleCreateInfo.codeSize = shaderInfo.size;
|
loadShaderFile(getShadersPath() + "graphicspipelinelibrary/uber.frag.spv", shaderInfo);
|
||||||
shaderModuleCreateInfo.pCode = shaderInfo.code;
|
|
||||||
|
|
||||||
VkPipelineShaderStageCreateInfo shaderStageCreateInfo{};
|
VkShaderModuleCreateInfo shaderModuleCI{};
|
||||||
shaderStageCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
shaderModuleCI.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||||
shaderStageCreateInfo.pNext = &shaderModuleCreateInfo;
|
shaderModuleCI.codeSize = shaderInfo.size;
|
||||||
shaderStageCreateInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
|
shaderModuleCI.pCode = shaderInfo.code;
|
||||||
shaderStageCreateInfo.pName = "main";
|
|
||||||
|
VkPipelineShaderStageCreateInfo shaderStageCI{};
|
||||||
|
shaderStageCI.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||||
|
shaderStageCI.pNext = &shaderModuleCI;
|
||||||
|
shaderStageCI.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||||
|
shaderStageCI.pName = "main";
|
||||||
|
|
||||||
|
// Select lighting model using a specialization constant
|
||||||
|
srand((unsigned int)time(NULL));
|
||||||
|
uint32_t lighting_model = (int)(rand() % 4);
|
||||||
|
|
||||||
|
// Each shader constant of a shader stage corresponds to one map entry
|
||||||
|
VkSpecializationMapEntry specializationMapEntry{};
|
||||||
|
specializationMapEntry.constantID = 0;
|
||||||
|
specializationMapEntry.size = sizeof(uint32_t);
|
||||||
|
|
||||||
|
VkSpecializationInfo specializationInfo{};
|
||||||
|
specializationInfo.mapEntryCount = 1;
|
||||||
|
specializationInfo.pMapEntries = &specializationMapEntry;
|
||||||
|
specializationInfo.dataSize = sizeof(uint32_t);
|
||||||
|
specializationInfo.pData = &lighting_model;
|
||||||
|
|
||||||
|
shaderStageCI.pSpecializationInfo = &specializationInfo;
|
||||||
|
|
||||||
VkGraphicsPipelineCreateInfo pipelineCI{};
|
VkGraphicsPipelineCreateInfo pipelineCI{};
|
||||||
pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||||
pipelineCI.pNext = &libraryInfo;
|
pipelineCI.pNext = &libraryInfo;
|
||||||
pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
|
pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
|
||||||
pipelineCI.stageCount = 1;
|
pipelineCI.stageCount = 1;
|
||||||
pipelineCI.pStages = &shaderStageCreateInfo;
|
pipelineCI.pStages = &shaderStageCI;
|
||||||
pipelineCI.layout = layout;
|
pipelineCI.layout = pipelineLayout;
|
||||||
pipelineCI.renderPass = renderPass;
|
pipelineCI.renderPass = renderPass;
|
||||||
pipelineCI.pDepthStencilState = &depthStencilState;
|
pipelineCI.pDepthStencilState = &depthStencilState;
|
||||||
pipelineCI.pMultisampleState = &multisampleState;
|
pipelineCI.pMultisampleState = &multisampleState;
|
||||||
|
VkPipeline fragment_shader = VK_NULL_HANDLE;
|
||||||
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, threadPipelineCache, 1, &pipelineCI, nullptr, &fragment_shader));
|
||||||
|
|
||||||
VkPipeline library = VK_NULL_HANDLE;
|
// Create the pipeline using the pre-built pipeline library parts
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library));
|
// Except for above fragment shader part all parts have been pre-built and will be re-used
|
||||||
return library;
|
std::vector<VkPipeline> libraries = {
|
||||||
}
|
pipelineLibrary.vertexInputInterface,
|
||||||
|
pipelineLibrary.preRasterizationShaders,
|
||||||
|
fragment_shader,
|
||||||
|
pipelineLibrary.fragmentOutputInterface };
|
||||||
|
|
||||||
VkPipeline createFragmentOutputState(VkDevice device, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
|
// Link the library parts into a graphics pipeline
|
||||||
{
|
VkPipelineLibraryCreateInfoKHR pipelineLibraryCI{};
|
||||||
VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
|
pipelineLibraryCI.sType = VK_STRUCTURE_TYPE_PIPELINE_LIBRARY_CREATE_INFO_KHR;
|
||||||
libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
|
pipelineLibraryCI.libraryCount = static_cast<uint32_t>(libraries.size());
|
||||||
libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_OUTPUT_INTERFACE_BIT_EXT;
|
pipelineLibraryCI.pLibraries = libraries.data();
|
||||||
|
|
||||||
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
// If set to true, we pass VK_PIPELINE_CREATE_LINK_TIME_OPTIMIZATION_BIT_EXT which will let the implementation do additional optimizations at link time
|
||||||
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
// This trades in pipeline creation time for run-time performance
|
||||||
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
|
bool optimized = true;
|
||||||
|
|
||||||
VkGraphicsPipelineCreateInfo pipelineCI{};
|
VkGraphicsPipelineCreateInfo executablePipelineCI{};
|
||||||
pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
executablePipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||||
pipelineCI.pNext = &libraryInfo;
|
executablePipelineCI.pNext = &pipelineLibraryCI;
|
||||||
pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
|
executablePipelineCI.flags |= optimized ? VK_PIPELINE_CREATE_LINK_TIME_OPTIMIZATION_BIT_EXT : 0;
|
||||||
pipelineCI.layout = layout;
|
|
||||||
pipelineCI.renderPass = renderPass;
|
|
||||||
pipelineCI.pColorBlendState = &colorBlendState;
|
|
||||||
pipelineCI.pMultisampleState = &multisampleState;
|
|
||||||
|
|
||||||
VkPipeline library = VK_NULL_HANDLE;
|
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library));
|
|
||||||
return library;
|
|
||||||
}
|
|
||||||
|
|
||||||
VkPipeline linkExecutable(VkDevice device, const std::vector<VkPipeline> libraries, VkPipelineCache executableCache, bool optimized)
|
|
||||||
{
|
|
||||||
VkPipelineLibraryCreateInfoKHR linkingInfo{};
|
|
||||||
linkingInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LIBRARY_CREATE_INFO_KHR;
|
|
||||||
linkingInfo.libraryCount = static_cast<uint32_t>(libraries.size());
|
|
||||||
linkingInfo.pLibraries = libraries.data();
|
|
||||||
|
|
||||||
VkGraphicsPipelineCreateInfo executablePipelineCreateInfo{};
|
|
||||||
executablePipelineCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
|
||||||
executablePipelineCreateInfo.pNext = &linkingInfo;
|
|
||||||
executablePipelineCreateInfo.flags |= optimized ? VK_PIPELINE_CREATE_LINK_TIME_OPTIMIZATION_BIT_EXT : 0;
|
|
||||||
|
|
||||||
VkPipeline executable = VK_NULL_HANDLE;
|
VkPipeline executable = VK_NULL_HANDLE;
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, executableCache, 1, &executablePipelineCreateInfo, nullptr, &executable));
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, threadPipelineCache, 1, &executablePipelineCI, nullptr, &executable));
|
||||||
return executable;
|
|
||||||
}
|
|
||||||
|
|
||||||
void preparePipelines()
|
pipelines.push_back(executable);
|
||||||
{
|
|
||||||
struct Shaders {
|
|
||||||
ShaderInfo phongVS;
|
|
||||||
ShaderInfo phongFS;
|
|
||||||
} shaders;
|
|
||||||
loadShaderFile(getShadersPath() + "pipelines/phong.vert.spv", shaders.phongVS);
|
|
||||||
loadShaderFile(getShadersPath() + "pipelines/phong.frag.spv", shaders.phongFS);
|
|
||||||
VkPipelineShaderStageCreateInfo vsShader = loadShader(getShadersPath() + "pipelines/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
||||||
VkPipelineShaderStageCreateInfo fsShader = loadShader(getShadersPath() + "pipelines/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
||||||
std::vector<VkPipeline> libraries = {
|
|
||||||
createVertexInputState(device, pipelineCache, pipelineLayout),
|
|
||||||
createVertexShader(device, shaders.phongVS, pipelineCache, pipelineLayout),
|
|
||||||
createFragmentShader(device, shaders.phongFS, pipelineCache, pipelineLayout),
|
|
||||||
createFragmentOutputState(device, pipelineCache, pipelineLayout),
|
|
||||||
};
|
|
||||||
VkPipeline compiledPipeline = linkExecutable(device, libraries, pipelineCache, true);
|
|
||||||
|
|
||||||
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_BACK_BIT, 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);
|
|
||||||
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_LINE_WIDTH, };
|
|
||||||
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
|
|
||||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
|
||||||
|
|
||||||
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
|
|
||||||
pipelineCI.pInputAssemblyState = &inputAssemblyState;
|
|
||||||
pipelineCI.pRasterizationState = &rasterizationState;
|
|
||||||
pipelineCI.pColorBlendState = &colorBlendState;
|
|
||||||
pipelineCI.pMultisampleState = &multisampleState;
|
|
||||||
pipelineCI.pViewportState = &viewportState;
|
|
||||||
pipelineCI.pDepthStencilState = &depthStencilState;
|
|
||||||
pipelineCI.pDynamicState = &dynamicState;
|
|
||||||
pipelineCI.stageCount = shaderStages.size();
|
|
||||||
pipelineCI.pStages = shaderStages.data();
|
|
||||||
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color});
|
|
||||||
|
|
||||||
// Create the graphics pipeline state objects
|
|
||||||
|
|
||||||
// Textured pipeline
|
|
||||||
// Phong shading pipeline
|
|
||||||
//shaderStages[0] = loadShader(getShadersPath() + "pipelines/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
||||||
//shaderStages[1] = loadShader(getShadersPath() + "pipelines/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
||||||
//VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.phong));
|
|
||||||
|
|
||||||
pipelines.phong = compiledPipeline;
|
|
||||||
|
|
||||||
// Toon shading pipeline
|
|
||||||
shaderStages[0] = loadShader(getShadersPath() + "pipelines/toon.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
||||||
shaderStages[1] = loadShader(getShadersPath() + "pipelines/toon.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.toon));
|
|
||||||
|
|
||||||
// Pipeline for wire frame rendering
|
|
||||||
// Non solid rendering is not a mandatory Vulkan feature
|
|
||||||
if (deviceFeatures.fillModeNonSolid)
|
|
||||||
{
|
|
||||||
rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
|
|
||||||
shaderStages[0] = loadShader(getShadersPath() + "pipelines/wireframe.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
||||||
shaderStages[1] = loadShader(getShadersPath() + "pipelines/wireframe.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.wireframe));
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Prepare and initialize uniform buffer containing shader uniforms
|
// Prepare and initialize uniform buffer containing shader uniforms
|
||||||
|
|
@ -516,8 +442,12 @@ public:
|
||||||
|
|
||||||
void updateUniformBuffers()
|
void updateUniformBuffers()
|
||||||
{
|
{
|
||||||
|
if (!paused) {
|
||||||
|
rotation += frameTimer * 0.1f;
|
||||||
|
}
|
||||||
|
camera.setPerspective(45.0f, ((float)width / (float)splitX) / ((float)height / (float)splitY), 0.1f, 256.0f);
|
||||||
uboVS.projection = camera.matrices.perspective;
|
uboVS.projection = camera.matrices.perspective;
|
||||||
uboVS.modelView = camera.matrices.view;
|
uboVS.modelView = camera.matrices.view * glm::rotate(glm::mat4(1.0f), glm::radians(rotation * 360.0f), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||||
memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS));
|
memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -538,10 +468,20 @@ public:
|
||||||
loadAssets();
|
loadAssets();
|
||||||
prepareUniformBuffers();
|
prepareUniformBuffers();
|
||||||
setupDescriptorSetLayout();
|
setupDescriptorSetLayout();
|
||||||
preparePipelines();
|
preparePipelineLibrary();
|
||||||
setupDescriptorPool();
|
setupDescriptorPool();
|
||||||
setupDescriptorSet();
|
setupDescriptorSet();
|
||||||
buildCommandBuffers();
|
buildCommandBuffers();
|
||||||
|
|
||||||
|
// Create a separate pipeline cache for the pipeline creation thread
|
||||||
|
VkPipelineCacheCreateInfo pipelineCachCI = {};
|
||||||
|
pipelineCachCI.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
|
||||||
|
vkCreatePipelineCache(device, &pipelineCachCI, nullptr, &threadPipelineCache);
|
||||||
|
|
||||||
|
// Create first pipeline using a background thread
|
||||||
|
std::thread pipelineGenerationThread(&VulkanExample::threadFn, this);
|
||||||
|
pipelineGenerationThread.detach();
|
||||||
|
|
||||||
prepared = true;
|
prepared = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -549,18 +489,22 @@ public:
|
||||||
{
|
{
|
||||||
if (!prepared)
|
if (!prepared)
|
||||||
return;
|
return;
|
||||||
draw();
|
if (newPipelineCreated)
|
||||||
if (camera.updated) {
|
{
|
||||||
updateUniformBuffers();
|
newPipelineCreated = false;
|
||||||
|
vkQueueWaitIdle(queue);
|
||||||
|
buildCommandBuffers();
|
||||||
}
|
}
|
||||||
|
draw();
|
||||||
|
updateUniformBuffers();
|
||||||
}
|
}
|
||||||
|
|
||||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||||
{
|
{
|
||||||
if (!deviceFeatures.fillModeNonSolid) {
|
if (overlay->button("New pipeline")) {
|
||||||
if (overlay->header("Info")) {
|
// Spwan a thread to create a new pipeline in the background
|
||||||
overlay->text("Non solid fill modes not supported!");
|
std::thread pipelineGenerationThread(&VulkanExample::threadFn, this);
|
||||||
}
|
pipelineGenerationThread.detach();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue