Moved example source files into sub folder
This commit is contained in:
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a17e3924b3
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69 changed files with 685 additions and 164 deletions
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/*
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* Vulkan Example - Compute shader culling and LOD using indirect rendering
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*
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <time.h>
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#include <vector>
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#include <random>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "VulkanBuffer.hpp"
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#include "VulkanModel.hpp"
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#include "frustum.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define INSTANCE_BUFFER_BIND_ID 1
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#define ENABLE_VALIDATION false
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// Total number of objects (^3) in the scene
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#if defined(__ANDROID__)
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#define OBJECT_COUNT 32
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#else
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#define OBJECT_COUNT 64
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#endif
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#define MAX_LOD_LEVEL 5
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class VulkanExample : public VulkanExampleBase
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{
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public:
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bool fixedFrustum = false;
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struct {
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VkPipelineVertexInputStateCreateInfo inputState;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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} vertices;
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// Vertex layout for the models
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vks::VertexLayout vertexLayout = vks::VertexLayout({
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vks::VERTEX_COMPONENT_POSITION,
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vks::VERTEX_COMPONENT_NORMAL,
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vks::VERTEX_COMPONENT_COLOR,
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});
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struct {
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vks::Model lodObject;
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} models;
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// Per-instance data block
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struct InstanceData {
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glm::vec3 pos;
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float scale;
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};
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// Contains the instanced data
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vks::Buffer instanceBuffer;
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// Contains the indirect drawing commands
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vks::Buffer indirectCommandsBuffer;
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vks::Buffer indirectDrawCountBuffer;
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// Indirect draw statistics (updated via compute)
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struct {
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uint32_t drawCount; // Total number of indirect draw counts to be issued
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uint32_t lodCount[MAX_LOD_LEVEL + 1]; // Statistics for number of draws per LOD level (written by compute shader)
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} indirectStats;
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// Store the indirect draw commands containing index offsets and instance count per object
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std::vector<VkDrawIndexedIndirectCommand> indirectCommands;
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struct {
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glm::mat4 projection;
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glm::mat4 modelview;
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glm::vec4 cameraPos;
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glm::vec4 frustumPlanes[6];
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} uboScene;
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struct {
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vks::Buffer scene;
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} uniformData;
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struct {
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VkPipeline plants;
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} pipelines;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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// Resources for the compute part of the example
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struct {
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vks::Buffer lodLevelsBuffers; // Contains index start and counts for the different lod levels
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VkQueue queue; // Separate queue for compute commands (queue family may differ from the one used for graphics)
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VkCommandPool commandPool; // Use a separate command pool (queue family may differ from the one used for graphics)
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VkCommandBuffer commandBuffer; // Command buffer storing the dispatch commands and barriers
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VkFence fence; // Synchronization fence to avoid rewriting compute CB if still in use
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VkSemaphore semaphore; // Used as a wait semaphore for graphics submission
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VkDescriptorSetLayout descriptorSetLayout; // Compute shader binding layout
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VkDescriptorSet descriptorSet; // Compute shader bindings
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VkPipelineLayout pipelineLayout; // Layout of the compute pipeline
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VkPipeline pipeline; // Compute pipeline for updating particle positions
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} compute;
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// View frustum for culling invisible objects
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vks::Frustum frustum;
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uint32_t objectCount = 0;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "Vulkan Example - Compute cull and lod";
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camera.type = Camera::CameraType::firstperson;
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
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camera.setTranslation(glm::vec3(0.5f, 0.0f, 0.0f));
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camera.movementSpeed = 5.0f;
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settings.overlay = true;
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memset(&indirectStats, 0, sizeof(indirectStats));
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}
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~VulkanExample()
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{
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vkDestroyPipeline(device, pipelines.plants, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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models.lodObject.destroy();
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instanceBuffer.destroy();
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indirectCommandsBuffer.destroy();
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uniformData.scene.destroy();
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indirectDrawCountBuffer.destroy();
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compute.lodLevelsBuffers.destroy();
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vkDestroyPipelineLayout(device, compute.pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, compute.descriptorSetLayout, nullptr);
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vkDestroyPipeline(device, compute.pipeline, nullptr);
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vkDestroyFence(device, compute.fence, nullptr);
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vkDestroyCommandPool(device, compute.commandPool, nullptr);
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vkDestroySemaphore(device, compute.semaphore, nullptr);
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}
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virtual void getEnabledFeatures()
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{
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// Enable multi draw indirect if supported
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if (deviceFeatures.multiDrawIndirect) {
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enabledFeatures.multiDrawIndirect = VK_TRUE;
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}
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = { { 0.18f, 0.27f, 0.5f, 0.0f } };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.renderArea.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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// Set target frame buffer
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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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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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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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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// Mesh containing the LODs
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.plants);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.lodObject.vertices.buffer, offsets);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], INSTANCE_BUFFER_BIND_ID, 1, &instanceBuffer.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.lodObject.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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if (vulkanDevice->features.multiDrawIndirect)
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{
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vkCmdDrawIndexedIndirect(drawCmdBuffers[i], indirectCommandsBuffer.buffer, 0, indirectStats.drawCount, sizeof(VkDrawIndexedIndirectCommand));
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}
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else
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{
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// If multi draw is not available, we must issue separate draw commands
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for (auto j = 0; j < indirectCommands.size(); j++)
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{
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vkCmdDrawIndexedIndirect(drawCmdBuffers[i], indirectCommandsBuffer.buffer, j * sizeof(VkDrawIndexedIndirectCommand), 1, sizeof(VkDrawIndexedIndirectCommand));
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}
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}
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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void loadAssets()
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{
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models.lodObject.loadFromFile(getAssetPath() + "models/suzanne_lods.dae", vertexLayout, 0.1f, vulkanDevice, queue);
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}
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void setupVertexDescriptions()
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{
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vertices.bindingDescriptions.resize(2);
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// Binding 0: Per vertex
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vertices.bindingDescriptions[0] =
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vks::initializers::vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX);
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// Binding 1: Per instance
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vertices.bindingDescriptions[1] =
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vks::initializers::vertexInputBindingDescription(INSTANCE_BUFFER_BIND_ID, sizeof(InstanceData), VK_VERTEX_INPUT_RATE_INSTANCE);
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// Attribute descriptions
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// Describes memory layout and shader positions
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vertices.attributeDescriptions.clear();
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// Per-Vertex attributes
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// Location 0 : Position
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vertices.attributeDescriptions.push_back(
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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0,
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VK_FORMAT_R32G32B32_SFLOAT,
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0)
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);
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// Location 1 : Normal
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vertices.attributeDescriptions.push_back(
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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1,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 3)
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);
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// Location 2 : Color
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vertices.attributeDescriptions.push_back(
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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2,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 6)
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);
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// Instanced attributes
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// Location 4: Position
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vertices.attributeDescriptions.push_back(
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vks::initializers::vertexInputAttributeDescription(
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INSTANCE_BUFFER_BIND_ID, 4, VK_FORMAT_R32G32B32_SFLOAT, offsetof(InstanceData, pos))
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);
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// Location 5: Scale
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vertices.attributeDescriptions.push_back(
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vks::initializers::vertexInputAttributeDescription(
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INSTANCE_BUFFER_BIND_ID, 5, VK_FORMAT_R32_SFLOAT, offsetof(InstanceData, scale))
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);
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vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertices.inputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertices.bindingDescriptions.size());
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vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
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vertices.inputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertices.attributeDescriptions.size());
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vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
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}
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void buildComputeCommandBuffer()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VK_CHECK_RESULT(vkBeginCommandBuffer(compute.commandBuffer, &cmdBufInfo));
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// Add memory barrier to ensure that the indirect commands have been consumed before the compute shader updates them
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VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
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bufferBarrier.buffer = indirectCommandsBuffer.buffer;
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bufferBarrier.size = indirectCommandsBuffer.descriptor.range;
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bufferBarrier.srcAccessMask = VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
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bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics;
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bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
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vkCmdPipelineBarrier(
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compute.commandBuffer,
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VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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1, &bufferBarrier,
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0, nullptr);
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vkCmdBindPipeline(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipeline);
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vkCmdBindDescriptorSets(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineLayout, 0, 1, &compute.descriptorSet, 0, 0);
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// Dispatch the compute job
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// The compute shader will do the frustum culling and adjust the indirect draw calls depending on object visibility.
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// It also determines the lod to use depending on distance to the viewer.
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vkCmdDispatch(compute.commandBuffer, objectCount / 16, 1, 1);
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// Add memory barrier to ensure that the compute shader has finished writing the indirect command buffer before it's consumed
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bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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bufferBarrier.dstAccessMask = VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
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bufferBarrier.buffer = indirectCommandsBuffer.buffer;
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bufferBarrier.size = indirectCommandsBuffer.descriptor.range;
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bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
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bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics;
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vkCmdPipelineBarrier(
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compute.commandBuffer,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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1, &bufferBarrier,
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0, nullptr);
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// todo: barrier for indirect stats buffer?
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vkEndCommandBuffer(compute.commandBuffer);
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}
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void setupDescriptorPool()
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{
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// Example uses one ubo
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std::vector<VkDescriptorPoolSize> poolSizes =
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{
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 4)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vks::initializers::descriptorPoolCreateInfo(
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static_cast<uint32_t>(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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}
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void setupDescriptorSetLayout()
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
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{
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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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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vks::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
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static_cast<uint32_t>(setLayoutBindings.size()));
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
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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));
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}
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void setupDescriptorSet()
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{
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VkDescriptorSetAllocateInfo allocInfo =
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vks::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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{
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// Binding 0: Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformData.scene.descriptor),
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
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}
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void preparePipelines()
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{
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
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vks::initializers::pipelineInputAssemblyStateCreateInfo(
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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0,
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VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState =
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vks::initializers::pipelineRasterizationStateCreateInfo(
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_BACK_BIT,
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VK_FRONT_FACE_CLOCKWISE,
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0);
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VkPipelineColorBlendAttachmentState blendAttachmentState =
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vks::initializers::pipelineColorBlendAttachmentState(
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0xf,
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VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState =
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vks::initializers::pipelineColorBlendStateCreateInfo(
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1,
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&blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
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vks::initializers::pipelineDepthStencilStateCreateInfo(
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VK_TRUE,
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VK_TRUE,
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VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState =
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vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState =
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vks::initializers::pipelineMultisampleStateCreateInfo(
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VK_SAMPLE_COUNT_1_BIT,
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0);
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std::vector<VkDynamicState> dynamicStateEnables = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR
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};
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VkPipelineDynamicStateCreateInfo dynamicState =
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vks::initializers::pipelineDynamicStateCreateInfo(
|
||||
dynamicStateEnables.data(),
|
||||
static_cast<uint32_t>(dynamicStateEnables.size()),
|
||||
0);
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||
vks::initializers::pipelineCreateInfo(
|
||||
pipelineLayout,
|
||||
renderPass,
|
||||
0);
|
||||
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||
|
||||
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
|
||||
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
||||
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
||||
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
||||
pipelineCreateInfo.pMultisampleState = &multisampleState;
|
||||
pipelineCreateInfo.pViewportState = &viewportState;
|
||||
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
||||
pipelineCreateInfo.pDynamicState = &dynamicState;
|
||||
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
|
||||
pipelineCreateInfo.pStages = shaderStages.data();
|
||||
|
||||
// Indirect (and instanced) pipeline for the plants
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/computecullandlod/indirectdraw.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/computecullandlod/indirectdraw.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.plants));
|
||||
}
|
||||
|
||||
void prepareBuffers()
|
||||
{
|
||||
objectCount = OBJECT_COUNT * OBJECT_COUNT * OBJECT_COUNT;
|
||||
|
||||
vks::Buffer stagingBuffer;
|
||||
|
||||
std::vector<InstanceData> instanceData(objectCount);
|
||||
indirectCommands.resize(objectCount);
|
||||
|
||||
// Indirect draw commands
|
||||
for (uint32_t x = 0; x < OBJECT_COUNT; x++)
|
||||
{
|
||||
for (uint32_t y = 0; y < OBJECT_COUNT; y++)
|
||||
{
|
||||
for (uint32_t z = 0; z < OBJECT_COUNT; z++)
|
||||
{
|
||||
uint32_t index = x + y * OBJECT_COUNT + z * OBJECT_COUNT * OBJECT_COUNT;
|
||||
indirectCommands[index].instanceCount = 1;
|
||||
indirectCommands[index].firstInstance = index;
|
||||
// firstIndex and indexCount are written by the compute shader
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
indirectStats.drawCount = static_cast<uint32_t>(indirectCommands.size());
|
||||
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&stagingBuffer,
|
||||
indirectCommands.size() * sizeof(VkDrawIndexedIndirectCommand),
|
||||
indirectCommands.data()));
|
||||
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
||||
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
|
||||
&indirectCommandsBuffer,
|
||||
stagingBuffer.size));
|
||||
|
||||
vulkanDevice->copyBuffer(&stagingBuffer, &indirectCommandsBuffer, queue);
|
||||
|
||||
stagingBuffer.destroy();
|
||||
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&indirectDrawCountBuffer,
|
||||
sizeof(indirectStats)));
|
||||
|
||||
// Map for host access
|
||||
VK_CHECK_RESULT(indirectDrawCountBuffer.map());
|
||||
|
||||
// Instance data
|
||||
for (uint32_t x = 0; x < OBJECT_COUNT; x++)
|
||||
{
|
||||
for (uint32_t y = 0; y < OBJECT_COUNT; y++)
|
||||
{
|
||||
for (uint32_t z = 0; z < OBJECT_COUNT; z++)
|
||||
{
|
||||
uint32_t index = x + y * OBJECT_COUNT + z * OBJECT_COUNT * OBJECT_COUNT;
|
||||
instanceData[index].pos = glm::vec3((float)x, (float)y, (float)z) - glm::vec3((float)OBJECT_COUNT / 2.0f);
|
||||
instanceData[index].scale = 2.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&stagingBuffer,
|
||||
instanceData.size() * sizeof(InstanceData),
|
||||
instanceData.data()));
|
||||
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
||||
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
|
||||
&instanceBuffer,
|
||||
stagingBuffer.size));
|
||||
|
||||
vulkanDevice->copyBuffer(&stagingBuffer, &instanceBuffer, queue);
|
||||
|
||||
stagingBuffer.destroy();
|
||||
|
||||
// Shader storage buffer containing index offsets and counts for the LODs
|
||||
struct LOD
|
||||
{
|
||||
uint32_t firstIndex;
|
||||
uint32_t indexCount;
|
||||
float distance;
|
||||
float _pad0;
|
||||
};
|
||||
std::vector<LOD> LODLevels;
|
||||
uint32_t n = 0;
|
||||
for (auto modelPart : models.lodObject.parts)
|
||||
{
|
||||
LOD lod;
|
||||
lod.firstIndex = modelPart.indexBase; // First index for this LOD
|
||||
lod.indexCount = modelPart.indexCount; // Index count for this LOD
|
||||
lod.distance = 5.0f + n * 5.0f; // Starting distance (to viewer) for this LOD
|
||||
n++;
|
||||
LODLevels.push_back(lod);
|
||||
}
|
||||
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&stagingBuffer,
|
||||
LODLevels.size() * sizeof(LOD),
|
||||
LODLevels.data()));
|
||||
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
||||
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
|
||||
&compute.lodLevelsBuffers,
|
||||
stagingBuffer.size));
|
||||
|
||||
vulkanDevice->copyBuffer(&stagingBuffer, &compute.lodLevelsBuffers, queue);
|
||||
|
||||
stagingBuffer.destroy();
|
||||
|
||||
// Scene 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,
|
||||
&uniformData.scene,
|
||||
sizeof(uboScene)));
|
||||
|
||||
VK_CHECK_RESULT(uniformData.scene.map());
|
||||
|
||||
updateUniformBuffer(true);
|
||||
}
|
||||
|
||||
void prepareCompute()
|
||||
{
|
||||
// Create a compute capable device queue
|
||||
VkDeviceQueueCreateInfo queueCreateInfo = {};
|
||||
queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
|
||||
queueCreateInfo.pNext = NULL;
|
||||
queueCreateInfo.queueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
|
||||
queueCreateInfo.queueCount = 1;
|
||||
vkGetDeviceQueue(device, vulkanDevice->queueFamilyIndices.compute, 0, &compute.queue);
|
||||
|
||||
// Create compute pipeline
|
||||
// Compute pipelines are created separate from graphics pipelines even if they use the same queue (family index)
|
||||
|
||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
||||
// Binding 0: Instance input data buffer
|
||||
vks::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
VK_SHADER_STAGE_COMPUTE_BIT,
|
||||
0),
|
||||
// Binding 1: Indirect draw command output buffer (input)
|
||||
vks::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
VK_SHADER_STAGE_COMPUTE_BIT,
|
||||
1),
|
||||
// Binding 2: Uniform buffer with global matrices (input)
|
||||
vks::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
VK_SHADER_STAGE_COMPUTE_BIT,
|
||||
2),
|
||||
// Binding 3: Indirect draw stats (output)
|
||||
vks::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
VK_SHADER_STAGE_COMPUTE_BIT,
|
||||
3),
|
||||
// Binding 4: LOD info (input)
|
||||
vks::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
VK_SHADER_STAGE_COMPUTE_BIT,
|
||||
4),
|
||||
};
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||
vks::initializers::descriptorSetLayoutCreateInfo(
|
||||
setLayoutBindings.data(),
|
||||
static_cast<uint32_t>(setLayoutBindings.size()));
|
||||
|
||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &compute.descriptorSetLayout));
|
||||
|
||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
||||
vks::initializers::pipelineLayoutCreateInfo(
|
||||
&compute.descriptorSetLayout,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &compute.pipelineLayout));
|
||||
|
||||
VkDescriptorSetAllocateInfo allocInfo =
|
||||
vks::initializers::descriptorSetAllocateInfo(
|
||||
descriptorPool,
|
||||
&compute.descriptorSetLayout,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSet));
|
||||
|
||||
std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets =
|
||||
{
|
||||
// Binding 0: Instance input data buffer
|
||||
vks::initializers::writeDescriptorSet(
|
||||
compute.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
0,
|
||||
&instanceBuffer.descriptor),
|
||||
// Binding 1: Indirect draw command output buffer
|
||||
vks::initializers::writeDescriptorSet(
|
||||
compute.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
1,
|
||||
&indirectCommandsBuffer.descriptor),
|
||||
// Binding 2: Uniform buffer with global matrices
|
||||
vks::initializers::writeDescriptorSet(
|
||||
compute.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
2,
|
||||
&uniformData.scene.descriptor),
|
||||
// Binding 3: Atomic counter (written in shader)
|
||||
vks::initializers::writeDescriptorSet(
|
||||
compute.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
3,
|
||||
&indirectDrawCountBuffer.descriptor),
|
||||
// Binding 4: LOD info
|
||||
vks::initializers::writeDescriptorSet(
|
||||
compute.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
4,
|
||||
&compute.lodLevelsBuffers.descriptor)
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, static_cast<uint32_t>(computeWriteDescriptorSets.size()), computeWriteDescriptorSets.data(), 0, NULL);
|
||||
|
||||
// Create pipeline
|
||||
VkComputePipelineCreateInfo computePipelineCreateInfo = vks::initializers::computePipelineCreateInfo(compute.pipelineLayout, 0);
|
||||
computePipelineCreateInfo.stage = loadShader(getAssetPath() + "shaders/computecullandlod/cull.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
|
||||
|
||||
// Use specialization constants to pass max. level of detail (determined by no. of meshes)
|
||||
VkSpecializationMapEntry specializationEntry{};
|
||||
specializationEntry.constantID = 0;
|
||||
specializationEntry.offset = 0;
|
||||
specializationEntry.size = sizeof(uint32_t);
|
||||
|
||||
uint32_t specializationData = static_cast<uint32_t>(models.lodObject.parts.size()) - 1;
|
||||
|
||||
VkSpecializationInfo specializationInfo;
|
||||
specializationInfo.mapEntryCount = 1;
|
||||
specializationInfo.pMapEntries = &specializationEntry;
|
||||
specializationInfo.dataSize = sizeof(specializationData);
|
||||
specializationInfo.pData = &specializationData;
|
||||
|
||||
computePipelineCreateInfo.stage.pSpecializationInfo = &specializationInfo;
|
||||
|
||||
VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &compute.pipeline));
|
||||
|
||||
// Separate command pool as queue family for compute may be different than graphics
|
||||
VkCommandPoolCreateInfo cmdPoolInfo = {};
|
||||
cmdPoolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
||||
cmdPoolInfo.queueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
|
||||
cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
|
||||
VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &compute.commandPool));
|
||||
|
||||
// Create a command buffer for compute operations
|
||||
VkCommandBufferAllocateInfo cmdBufAllocateInfo =
|
||||
vks::initializers::commandBufferAllocateInfo(
|
||||
compute.commandPool,
|
||||
VK_COMMAND_BUFFER_LEVEL_PRIMARY,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &compute.commandBuffer));
|
||||
|
||||
// Fence for compute CB sync
|
||||
VkFenceCreateInfo fenceCreateInfo = vks::initializers::fenceCreateInfo(VK_FENCE_CREATE_SIGNALED_BIT);
|
||||
VK_CHECK_RESULT(vkCreateFence(device, &fenceCreateInfo, nullptr, &compute.fence));
|
||||
|
||||
VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
|
||||
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &compute.semaphore));
|
||||
|
||||
// Build a single command buffer containing the compute dispatch commands
|
||||
buildComputeCommandBuffer();
|
||||
}
|
||||
|
||||
void updateUniformBuffer(bool viewChanged)
|
||||
{
|
||||
if (viewChanged)
|
||||
{
|
||||
uboScene.projection = camera.matrices.perspective;
|
||||
uboScene.modelview = camera.matrices.view;
|
||||
if (!fixedFrustum)
|
||||
{
|
||||
uboScene.cameraPos = glm::vec4(camera.position, 1.0f) * -1.0f;
|
||||
frustum.update(uboScene.projection * uboScene.modelview);
|
||||
memcpy(uboScene.frustumPlanes, frustum.planes.data(), sizeof(glm::vec4) * 6);
|
||||
}
|
||||
}
|
||||
|
||||
memcpy(uniformData.scene.mapped, &uboScene, sizeof(uboScene));
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
VulkanExampleBase::prepareFrame();
|
||||
|
||||
// Submit compute shader for frustum culling
|
||||
|
||||
// Wait for fence to ensure that compute buffer writes have finished
|
||||
vkWaitForFences(device, 1, &compute.fence, VK_TRUE, UINT64_MAX);
|
||||
vkResetFences(device, 1, &compute.fence);
|
||||
|
||||
VkSubmitInfo computeSubmitInfo = vks::initializers::submitInfo();
|
||||
computeSubmitInfo.commandBufferCount = 1;
|
||||
computeSubmitInfo.pCommandBuffers = &compute.commandBuffer;
|
||||
computeSubmitInfo.signalSemaphoreCount = 1;
|
||||
computeSubmitInfo.pSignalSemaphores = &compute.semaphore;
|
||||
|
||||
VK_CHECK_RESULT(vkQueueSubmit(compute.queue, 1, &computeSubmitInfo, VK_NULL_HANDLE));
|
||||
|
||||
// Submit graphics command buffer
|
||||
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
||||
|
||||
// Wait on present and compute semaphores
|
||||
std::array<VkPipelineStageFlags,2> stageFlags = {
|
||||
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
|
||||
};
|
||||
std::array<VkSemaphore,2> waitSemaphores = {
|
||||
semaphores.presentComplete, // Wait for presentation to finished
|
||||
compute.semaphore // Wait for compute to finish
|
||||
};
|
||||
|
||||
submitInfo.pWaitSemaphores = waitSemaphores.data();
|
||||
submitInfo.waitSemaphoreCount = static_cast<uint32_t>(waitSemaphores.size());
|
||||
submitInfo.pWaitDstStageMask = stageFlags.data();
|
||||
|
||||
// Submit to queue
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, compute.fence));
|
||||
|
||||
VulkanExampleBase::submitFrame();
|
||||
|
||||
// Get draw count from compute
|
||||
memcpy(&indirectStats, indirectDrawCountBuffer.mapped, sizeof(indirectStats));
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
setupVertexDescriptions();
|
||||
prepareBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorPool();
|
||||
setupDescriptorSet();
|
||||
prepareCompute();
|
||||
buildCommandBuffers();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
if (!prepared)
|
||||
{
|
||||
return;
|
||||
}
|
||||
draw();
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateUniformBuffer(true);
|
||||
}
|
||||
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||
{
|
||||
if (overlay->header("Settings")) {
|
||||
if (overlay->checkBox("Freeze frustum", &fixedFrustum)) {
|
||||
updateUniformBuffer(true);
|
||||
}
|
||||
}
|
||||
if (overlay->header("Statistics")) {
|
||||
overlay->text("Visible objects: %d", indirectStats.drawCount);
|
||||
for (uint32_t i = 0; i < MAX_LOD_LEVEL + 1; i++) {
|
||||
overlay->text("LOD %d: %d", i, indirectStats.lodCount[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
VULKAN_EXAMPLE_MAIN()
|
||||
Loading…
Add table
Add a link
Reference in a new issue