Code cleanup, simplified descriptor setup

This commit is contained in:
Sascha Willems 2024-01-15 19:12:06 +01:00
parent 53bb3d63f0
commit 668b9c9b57
13 changed files with 102 additions and 195 deletions

View file

@ -1,6 +1,8 @@
/*
* Vulkan Example - Displacement mapping with tessellation shaders
*
* This samples uses tessellation shaders to displace geometry based on a height map
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
@ -12,40 +14,32 @@
class VulkanExample : public VulkanExampleBase
{
private:
struct {
vks::Texture2D colorHeightMap;
} textures;
public:
bool splitScreen = true;
bool displacement = true;
vkglTF::Model plane;
vks::Texture2D colorHeightMap;
struct {
vks::Buffer tessControl, tessEval;
} uniformBuffers;
struct UBOTessControl {
float tessLevel = 64.0f;
} uboTessControl;
struct UBOTessEval {
// Uniform data/buffer used by both tessellation shader stages
struct UniformData {
glm::mat4 projection;
glm::mat4 modelView;
glm::vec4 lightPos = glm::vec4(0.0f, -1.0f, 0.0f, 0.0f);
float tessAlpha = 1.0f;
float tessStrength = 0.1f;
} uboTessEval;
float tessLevel = 64.0f;
} uniformData;
vks::Buffer uniformBuffer;
struct Pipelines {
VkPipeline solid;
VkPipeline wireframe = VK_NULL_HANDLE;
VkPipeline solid{ VK_NULL_HANDLE };
VkPipeline wireframe{ VK_NULL_HANDLE };
} pipelines;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
VulkanExample() : VulkanExampleBase()
{
@ -58,19 +52,16 @@ public:
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
if (device) {
vkDestroyPipeline(device, pipelines.solid, nullptr);
if (pipelines.wireframe != VK_NULL_HANDLE) {
vkDestroyPipeline(device, pipelines.wireframe, nullptr);
};
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
uniformBuffers.tessControl.destroy();
uniformBuffers.tessEval.destroy();
textures.colorHeightMap.destroy();
uniformBuffer.destroy();
colorHeightMap.destroy();
}
}
// Enable physical device features required for this example
@ -96,7 +87,7 @@ public:
{
const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
plane.loadFromFile(getAssetPath() + "models/displacement_plane.gltf", vulkanDevice, queue, glTFLoadingFlags);
textures.colorHeightMap.loadFromFile(getAssetPath() + "textures/stonefloor03_color_height_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
colorHeightMap.loadFromFile(getAssetPath() + "textures/stonefloor03_color_height_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
}
void buildCommandBuffers()
@ -156,122 +147,56 @@ public:
}
}
void setupDescriptorPool()
void setupDescriptors()
{
// Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
{
// Binding 0 : Tessellation control shader ubo
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT,
0),
// Binding 1 : Tessellation evaluation shader ubo
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
1),
// Binding 2 : Combined color (rgb) and height (alpha) map
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
2),
// Layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0 : Tessellation shader ubo
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT | VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, 0),
// Binding 1 : Combined color (rgb) and height (alpha) map
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 1),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
static_cast<uint32_t>(setLayoutBindings.size()));
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vks::initializers::pipelineLayoutCreateInfo(
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
}
void setupDescriptorSet()
{
// Set
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
// Binding 0 : Tessellation control shader ubo
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.tessControl.descriptor),
// Binding 1 : Tessellation evaluation shader ubo
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, &uniformBuffers.tessEval.descriptor),
// Binding 2 : Color and displacement map (alpha channel)
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.colorHeightMap.descriptor),
// Binding 0 : Tessellation shader ubo
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
// Binding 1 : Color and displacement map (alpha channel)
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &colorHeightMap.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vks::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_PATCH_LIST,
0,
VK_FALSE);
// Layout
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
VkPipelineRasterizationStateCreateInfo rasterizationState =
vks::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_BACK_BIT,
VK_FRONT_FACE_COUNTER_CLOCKWISE,
0);
// Pipelines
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_PATCH_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, 0);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_LINE_WIDTH };
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
VkPipelineTessellationStateCreateInfo tessellationState = vks::initializers::pipelineTessellationStateCreateInfo(3);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vks::initializers::pipelineColorBlendAttachmentState(
0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vks::initializers::pipelineColorBlendStateCreateInfo(
1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vks::initializers::pipelineDepthStencilStateCreateInfo(
VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState =
vks::initializers::pipelineMultisampleStateCreateInfo(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
VK_DYNAMIC_STATE_LINE_WIDTH
};
VkPipelineDynamicStateCreateInfo dynamicState =
vks::initializers::pipelineDynamicStateCreateInfo(
dynamicStateEnables.data(),
static_cast<uint32_t>(dynamicStateEnables.size()),
0);
VkPipelineTessellationStateCreateInfo tessellationState =
vks::initializers::pipelineTessellationStateCreateInfo(3);
// Tessellation pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
shaderStages[0] = loadShader(getShadersPath() + "displacement/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
@ -292,6 +217,7 @@ public:
pipelineCI.pStages = shaderStages.data();
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV });
// Tessellation pipelines
// Solid pipeline
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.solid));
if (deviceFeatures.fillModeNonSolid) {
@ -306,88 +232,54 @@ public:
void prepareUniformBuffers()
{
// Tessellation evaluation shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.tessEval,
sizeof(uboTessEval)));
// Tessellation control shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.tessControl,
sizeof(uboTessControl)));
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffer, sizeof(UniformData)));
// Map persistent
VK_CHECK_RESULT(uniformBuffers.tessControl.map());
VK_CHECK_RESULT(uniformBuffers.tessEval.map());
updateUniformBuffers();
VK_CHECK_RESULT(uniformBuffer.map());
}
void updateUniformBuffers()
{
uboTessEval.projection = camera.matrices.perspective;
uboTessEval.modelView = camera.matrices.view;
uboTessEval.lightPos.y = -0.5f - uboTessEval.tessStrength;
memcpy(uniformBuffers.tessEval.mapped, &uboTessEval, sizeof(uboTessEval));
uniformData.projection = camera.matrices.perspective;
uniformData.modelView = camera.matrices.view;
uniformData.lightPos.y = -0.5f - uniformData.tessStrength;
// Tessellation control
float savedLevel = uboTessControl.tessLevel;
if (!displacement)
{
uboTessControl.tessLevel = 1.0f;
float savedLevel = uniformData.tessLevel;
// If displacement is unchecked, we simply set the tessellation level to 1.0f, which disables tessellation
if (!displacement) {
uniformData.tessLevel = 1.0f;
}
memcpy(uniformBuffers.tessControl.mapped, &uboTessControl, sizeof(uboTessControl));
if (!displacement)
{
uboTessControl.tessLevel = savedLevel;
memcpy(uniformBuffer.mapped, &uniformData, sizeof(UniformData));
if (!displacement) {
uniformData.tessLevel = savedLevel;
}
}
void draw()
{
VulkanExampleBase::prepareFrame();
// Command buffer to be submitted to the queue
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// Submit to queue
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
prepareUniformBuffers();
setupDescriptorSetLayout();
setupDescriptors();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
virtual void render()
{
if (!prepared)
return;
updateUniformBuffers();
draw();
if (camera.updated) {
updateUniformBuffers();
}
}
virtual void viewChanged()
{
updateUniformBuffers();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
@ -396,10 +288,10 @@ public:
if (overlay->checkBox("Tessellation displacement", &displacement)) {
updateUniformBuffers();
}
if (overlay->inputFloat("Strength", &uboTessEval.tessStrength, 0.025f, 3)) {
if (overlay->inputFloat("Strength", &uniformData.tessStrength, 0.025f, 3)) {
updateUniformBuffers();
}
if (overlay->inputFloat("Level", &uboTessControl.tessLevel, 0.5f, 2)) {
if (overlay->inputFloat("Level", &uniformData.tessLevel, 0.5f, 2)) {
updateUniformBuffers();
}
if (deviceFeatures.fillModeNonSolid) {

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@ -1,6 +1,6 @@
#version 450
layout (binding = 2) uniform sampler2D colorMap;
layout (binding = 1) uniform sampler2D colorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;

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@ -2,6 +2,11 @@
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
float tessAlpha;
float tessStrength;
float tessLevel;
} ubo;

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@ -1,15 +1,16 @@
#version 450
layout (binding = 1) uniform UBO
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
float tessAlpha;
float tessStrength;
float tessLevel;
} ubo;
layout (binding = 2) uniform sampler2D displacementMap;
layout (binding = 1) uniform sampler2D displacementMap;
layout(triangles, equal_spacing, cw) in;

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@ -1,7 +1,8 @@
// Copyright 2020 Google LLC
// Copyright 2023 Sascha Willems
Texture2D textureColorMap : register(t2);
SamplerState samplerColorMap : register(s2);
Texture2D textureColorMap : register(t1);
SamplerState samplerColorMap : register(s1);
struct DSOutput
{

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@ -1,7 +1,13 @@
// Copyright 2020 Google LLC
// Copyright 2023 Sascha Willems
struct UBO
{
float4x4 projection;
float4x4 model;
float4 lightPos;
float tessAlpha;
float tessStrength;
float tessLevel;
};

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@ -1,4 +1,5 @@
// Copyright 2020 Google LLC
// Copyright 2023 Sascha Willems
struct UBO
{
@ -7,12 +8,13 @@ struct UBO
float4 lightPos;
float tessAlpha;
float tessStrength;
float tessLevel;
};
cbuffer ubo : register(b1) { UBO ubo; }
cbuffer ubo : register(b0) { UBO ubo; }
Texture2D textureDisplacementMap : register(t2);
SamplerState samplerDisplacementMap : register(s2);
Texture2D textureDisplacementMap : register(t1);
SamplerState samplerDisplacementMap : register(s1);
struct HSOutput
{