Moved example source files into sub folder
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69 changed files with 685 additions and 164 deletions
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examples/computeshader/computeshader.cpp
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examples/computeshader/computeshader.cpp
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/*
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* Vulkan Example - Compute shader image processing
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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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#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 <vector>
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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 "VulkanTexture.hpp"
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#include "VulkanBuffer.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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// Vertex layout for this example
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struct Vertex {
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float pos[3];
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float uv[2];
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};
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class VulkanExample : public VulkanExampleBase
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{
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private:
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vks::Texture2D textureColorMap;
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vks::Texture2D textureComputeTarget;
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public:
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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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// Resources for the graphics part of the example
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struct {
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VkDescriptorSetLayout descriptorSetLayout; // Image display shader binding layout
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VkDescriptorSet descriptorSetPreCompute; // Image display shader bindings before compute shader image manipulation
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VkDescriptorSet descriptorSetPostCompute; // Image display shader bindings after compute shader image manipulation
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VkPipeline pipeline; // Image display pipeline
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VkPipelineLayout pipelineLayout; // Layout of the graphics pipeline
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} graphics;
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// Resources for the compute part of the example
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struct Compute {
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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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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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std::vector<VkPipeline> pipelines; // Compute pipelines for image filters
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int32_t pipelineIndex = 0; // Current image filtering compute pipeline index
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uint32_t queueFamilyIndex; // Family index of the graphics queue, used for barriers
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} compute;
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vks::Buffer vertexBuffer;
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vks::Buffer indexBuffer;
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uint32_t indexCount;
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vks::Buffer uniformBufferVS;
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struct {
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glm::mat4 projection;
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glm::mat4 model;
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} uboVS;
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int vertexBufferSize;
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std::vector<std::string> shaderNames;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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zoom = -2.0f;
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title = "Compute shader image load/store";
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settings.overlay = true;
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}
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~VulkanExample()
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{
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// Graphics
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vkDestroyPipeline(device, graphics.pipeline, nullptr);
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vkDestroyPipelineLayout(device, graphics.pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, graphics.descriptorSetLayout, nullptr);
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// Compute
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for (auto& pipeline : compute.pipelines)
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{
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vkDestroyPipeline(device, pipeline, nullptr);
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}
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vkDestroyPipelineLayout(device, compute.pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, compute.descriptorSetLayout, nullptr);
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vkDestroyFence(device, compute.fence, nullptr);
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vkDestroyCommandPool(device, compute.commandPool, nullptr);
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vertexBuffer.destroy();
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indexBuffer.destroy();
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uniformBufferVS.destroy();
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textureColorMap.destroy();
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textureComputeTarget.destroy();
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}
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// Prepare a texture target that is used to store compute shader calculations
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void prepareTextureTarget(vks::Texture *tex, uint32_t width, uint32_t height, VkFormat format)
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{
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VkFormatProperties formatProperties;
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// Get device properties for the requested texture format
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vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
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// Check if requested image format supports image storage operations
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assert(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT);
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// Prepare blit target texture
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tex->width = width;
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tex->height = height;
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VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo();
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imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
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imageCreateInfo.format = format;
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imageCreateInfo.extent = { width, height, 1 };
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imageCreateInfo.mipLevels = 1;
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imageCreateInfo.arrayLayers = 1;
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imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
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imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
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// Image will be sampled in the fragment shader and used as storage target in the compute shader
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imageCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT;
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imageCreateInfo.flags = 0;
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// Sharing mode exclusive means that ownership of the image does not need to be explicitly transferred between the compute and graphics queue
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imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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VkMemoryAllocateInfo memAllocInfo = vks::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &tex->image));
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vkGetImageMemoryRequirements(device, tex->image, &memReqs);
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memAllocInfo.allocationSize = memReqs.size;
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memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &tex->deviceMemory));
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VK_CHECK_RESULT(vkBindImageMemory(device, tex->image, tex->deviceMemory, 0));
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VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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tex->imageLayout = VK_IMAGE_LAYOUT_GENERAL;
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vks::tools::setImageLayout(
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layoutCmd, tex->image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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tex->imageLayout);
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VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);
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// Create sampler
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VkSamplerCreateInfo sampler = vks::initializers::samplerCreateInfo();
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sampler.magFilter = VK_FILTER_LINEAR;
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sampler.minFilter = VK_FILTER_LINEAR;
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sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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sampler.addressModeV = sampler.addressModeU;
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sampler.addressModeW = sampler.addressModeU;
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sampler.mipLodBias = 0.0f;
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sampler.maxAnisotropy = 1.0f;
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sampler.compareOp = VK_COMPARE_OP_NEVER;
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sampler.minLod = 0.0f;
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sampler.maxLod = 0.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &tex->sampler));
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// Create image view
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VkImageViewCreateInfo view = vks::initializers::imageViewCreateInfo();
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view.image = VK_NULL_HANDLE;
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view.viewType = VK_IMAGE_VIEW_TYPE_2D;
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view.format = format;
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view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
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view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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view.image = tex->image;
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VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &tex->view));
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// Initialize a descriptor for later use
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tex->descriptor.imageLayout = tex->imageLayout;
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tex->descriptor.imageView = tex->view;
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tex->descriptor.sampler = tex->sampler;
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tex->device = vulkanDevice;
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}
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void loadAssets()
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{
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textureColorMap.loadFromFile(
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getAssetPath() + "textures/het_kanonschot_rgba8.ktx",
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VK_FORMAT_R8G8B8A8_UNORM,
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vulkanDevice,
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queue,
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VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT,
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VK_IMAGE_LAYOUT_GENERAL);
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}
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void buildCommandBuffers()
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{
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// Destroy command buffers if already present
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if (!checkCommandBuffers())
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{
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destroyCommandBuffers();
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createCommandBuffers();
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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 = defaultClearColor;
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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.offset.x = 0;
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renderPassBeginInfo.renderArea.offset.y = 0;
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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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// Image memory barrier to make sure that compute shader writes are finished before sampling from the texture
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VkImageMemoryBarrier imageMemoryBarrier = {};
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imageMemoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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// We won't be changing the layout of the image
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imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.image = textureComputeTarget.image;
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imageMemoryBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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imageMemoryBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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imageMemoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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vkCmdPipelineBarrier(
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drawCmdBuffers[i],
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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0, nullptr,
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1, &imageMemoryBarrier);
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vks::initializers::viewport((float)width * 0.5f, (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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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &vertexBuffer.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
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// Left (pre compute)
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipelineLayout, 0, 1, &graphics.descriptorSetPreCompute, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipeline);
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vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
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// Right (post compute)
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipelineLayout, 0, 1, &graphics.descriptorSetPostCompute, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipeline);
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viewport.x = (float)width / 2.0f;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
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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 buildComputeCommandBuffer()
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{
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// Flush the queue if we're rebuilding the command buffer after a pipeline change to ensure it's not currently in use
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vkQueueWaitIdle(compute.queue);
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VK_CHECK_RESULT(vkBeginCommandBuffer(compute.commandBuffer, &cmdBufInfo));
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vkCmdBindPipeline(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelines[compute.pipelineIndex]);
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vkCmdBindDescriptorSets(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineLayout, 0, 1, &compute.descriptorSet, 0, 0);
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vkCmdDispatch(compute.commandBuffer, textureComputeTarget.width / 16, textureComputeTarget.height / 16, 1);
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vkEndCommandBuffer(compute.commandBuffer);
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}
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// Setup vertices for a single uv-mapped quad
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void generateQuad()
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{
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// Setup vertices for a single uv-mapped quad made from two triangles
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std::vector<Vertex> vertices =
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{
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{ { 1.0f, 1.0f, 0.0f }, { 1.0f, 1.0f } },
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{ { -1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f } },
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{ { -1.0f, -1.0f, 0.0f }, { 0.0f, 0.0f } },
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{ { 1.0f, -1.0f, 0.0f }, { 1.0f, 0.0f } }
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};
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// Setup indices
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std::vector<uint32_t> indices = { 0,1,2, 2,3,0 };
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indexCount = static_cast<uint32_t>(indices.size());
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// Create buffers
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// For the sake of simplicity we won't stage the vertex data to the gpu memory
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// Vertex buffer
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&vertexBuffer,
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vertices.size() * sizeof(Vertex),
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vertices.data()));
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// Index buffer
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&indexBuffer,
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indices.size() * sizeof(uint32_t),
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indices.data()));
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}
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void setupVertexDescriptions()
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{
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// Binding description
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vertices.bindingDescriptions.resize(1);
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vertices.bindingDescriptions[0] =
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vks::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
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sizeof(Vertex),
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VK_VERTEX_INPUT_RATE_VERTEX);
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// Attribute descriptions
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// Describes memory layout and shader positions
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vertices.attributeDescriptions.resize(2);
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// Location 0 : Position
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vertices.attributeDescriptions[0] =
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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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offsetof(Vertex, pos));
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// Location 1 : Texture coordinates
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vertices.attributeDescriptions[1] =
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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_R32G32_SFLOAT,
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offsetof(Vertex, uv));
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// Assign to vertex buffer
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vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
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vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
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vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
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vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
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}
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void setupDescriptorPool()
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{
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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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// Graphics pipeline uses image samplers for display
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2),
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// Compute pipeline uses a sampled image for reading
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1),
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// Compute pipelines uses a storage image for image reads and writes
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 2),
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};
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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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3);
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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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// Binding 1 : Fragment shader image sampler
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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1)
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||
vks::initializers::descriptorSetLayoutCreateInfo(
|
||||
setLayoutBindings.data(),
|
||||
setLayoutBindings.size());
|
||||
|
||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &graphics.descriptorSetLayout));
|
||||
|
||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
||||
vks::initializers::pipelineLayoutCreateInfo(
|
||||
&graphics.descriptorSetLayout,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &graphics.pipelineLayout));
|
||||
}
|
||||
|
||||
void setupDescriptorSet()
|
||||
{
|
||||
VkDescriptorSetAllocateInfo allocInfo =
|
||||
vks::initializers::descriptorSetAllocateInfo(
|
||||
descriptorPool,
|
||||
&graphics.descriptorSetLayout,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSetPostCompute));
|
||||
|
||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
|
||||
{
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vks::initializers::writeDescriptorSet(
|
||||
graphics.descriptorSetPostCompute,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
0,
|
||||
&uniformBufferVS.descriptor),
|
||||
// Binding 1 : Fragment shader texture sampler
|
||||
vks::initializers::writeDescriptorSet(
|
||||
graphics.descriptorSetPostCompute,
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
1,
|
||||
&textureComputeTarget.descriptor)
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
|
||||
// Base image (before compute post process)
|
||||
allocInfo =
|
||||
vks::initializers::descriptorSetAllocateInfo(
|
||||
descriptorPool,
|
||||
&graphics.descriptorSetLayout,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSetPreCompute));
|
||||
|
||||
std::vector<VkWriteDescriptorSet> baseImageWriteDescriptorSets =
|
||||
{
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vks::initializers::writeDescriptorSet(
|
||||
graphics.descriptorSetPreCompute,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
0,
|
||||
&uniformBufferVS.descriptor),
|
||||
// Binding 1 : Fragment shader texture sampler
|
||||
vks::initializers::writeDescriptorSet(
|
||||
graphics.descriptorSetPreCompute,
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
1,
|
||||
&textureColorMap.descriptor)
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, baseImageWriteDescriptorSets.size(), baseImageWriteDescriptorSets.data(), 0, NULL);
|
||||
}
|
||||
|
||||
void preparePipelines()
|
||||
{
|
||||
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_NONE,
|
||||
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
|
||||
};
|
||||
VkPipelineDynamicStateCreateInfo dynamicState =
|
||||
vks::initializers::pipelineDynamicStateCreateInfo(
|
||||
dynamicStateEnables.data(),
|
||||
dynamicStateEnables.size(),
|
||||
0);
|
||||
|
||||
// Rendering pipeline
|
||||
// Load shaders
|
||||
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
|
||||
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/computeshader/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/computeshader/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||
vks::initializers::pipelineCreateInfo(
|
||||
graphics.pipelineLayout,
|
||||
renderPass,
|
||||
0);
|
||||
|
||||
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 = shaderStages.size();
|
||||
pipelineCreateInfo.pStages = shaderStages.data();
|
||||
pipelineCreateInfo.renderPass = renderPass;
|
||||
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &graphics.pipeline));
|
||||
}
|
||||
|
||||
// Find and create a compute capable device queue
|
||||
void getComputeQueue()
|
||||
{
|
||||
uint32_t queueFamilyCount;
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyCount, NULL);
|
||||
assert(queueFamilyCount >= 1);
|
||||
|
||||
std::vector<VkQueueFamilyProperties> queueFamilyProperties;
|
||||
queueFamilyProperties.resize(queueFamilyCount);
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyCount, queueFamilyProperties.data());
|
||||
|
||||
// Some devices have dedicated compute queues, so we first try to find a queue that supports compute and not graphics
|
||||
bool computeQueueFound = false;
|
||||
for (uint32_t i = 0; i < static_cast<uint32_t>(queueFamilyProperties.size()); i++)
|
||||
{
|
||||
if ((queueFamilyProperties[i].queueFlags & VK_QUEUE_COMPUTE_BIT) && ((queueFamilyProperties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) == 0))
|
||||
{
|
||||
compute.queueFamilyIndex = i;
|
||||
computeQueueFound = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// If there is no dedicated compute queue, just find the first queue family that supports compute
|
||||
if (!computeQueueFound)
|
||||
{
|
||||
for (uint32_t i = 0; i < static_cast<uint32_t>(queueFamilyProperties.size()); i++)
|
||||
{
|
||||
if (queueFamilyProperties[i].queueFlags & VK_QUEUE_COMPUTE_BIT)
|
||||
{
|
||||
compute.queueFamilyIndex = i;
|
||||
computeQueueFound = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Compute is mandatory in Vulkan, so there must be at least one queue family that supports compute
|
||||
assert(computeQueueFound);
|
||||
// Get a compute queue from the device
|
||||
vkGetDeviceQueue(device, compute.queueFamilyIndex, 0, &compute.queue);
|
||||
}
|
||||
|
||||
void prepareCompute()
|
||||
{
|
||||
getComputeQueue();
|
||||
|
||||
// Create compute pipeline
|
||||
// Compute pipelines are created separate from graphics pipelines even if they use the same queue
|
||||
|
||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
||||
// Binding 0 : Sampled image (read)
|
||||
vks::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
|
||||
VK_SHADER_STAGE_COMPUTE_BIT,
|
||||
0),
|
||||
// Binding 1 : Sampled image (write)
|
||||
vks::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
|
||||
VK_SHADER_STAGE_COMPUTE_BIT,
|
||||
1),
|
||||
};
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||
vks::initializers::descriptorSetLayoutCreateInfo(
|
||||
setLayoutBindings.data(),
|
||||
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 : Sampled image (read)
|
||||
vks::initializers::writeDescriptorSet(
|
||||
compute.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
|
||||
0,
|
||||
&textureColorMap.descriptor),
|
||||
// Binding 1 : Sampled image (write)
|
||||
vks::initializers::writeDescriptorSet(
|
||||
compute.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
|
||||
1,
|
||||
&textureComputeTarget.descriptor)
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, computeWriteDescriptorSets.size(), computeWriteDescriptorSets.data(), 0, NULL);
|
||||
|
||||
|
||||
// Create compute shader pipelines
|
||||
VkComputePipelineCreateInfo computePipelineCreateInfo =
|
||||
vks::initializers::computePipelineCreateInfo(
|
||||
compute.pipelineLayout,
|
||||
0);
|
||||
|
||||
// One pipeline for each effect
|
||||
shaderNames = { "sharpen", "edgedetect", "emboss" };
|
||||
for (auto& shaderName : shaderNames) {
|
||||
std::string fileName = getAssetPath() + "shaders/computeshader/" + shaderName + ".comp.spv";
|
||||
computePipelineCreateInfo.stage = loadShader(fileName.c_str(), VK_SHADER_STAGE_COMPUTE_BIT);
|
||||
VkPipeline pipeline;
|
||||
VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &pipeline));
|
||||
|
||||
compute.pipelines.push_back(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 = compute.queueFamilyIndex;
|
||||
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));
|
||||
|
||||
// Build a single command buffer containing the compute dispatch commands
|
||||
buildComputeCommandBuffer();
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
void prepareUniformBuffers()
|
||||
{
|
||||
// Vertex shader uniform buffer block
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&uniformBufferVS,
|
||||
sizeof(uboVS)));
|
||||
|
||||
// Map persistent
|
||||
VK_CHECK_RESULT(uniformBufferVS.map());
|
||||
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
void updateUniformBuffers()
|
||||
{
|
||||
// Vertex shader uniform buffer block
|
||||
uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width*0.5f / (float)height, 0.1f, 256.0f);
|
||||
glm::mat4 viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
|
||||
|
||||
uboVS.model = viewMatrix * glm::translate(glm::mat4(1.0f), cameraPos);
|
||||
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
memcpy(uniformBufferVS.mapped, &uboVS, sizeof(uboVS));
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
VulkanExampleBase::prepareFrame();
|
||||
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||
|
||||
VulkanExampleBase::submitFrame();
|
||||
|
||||
// Submit compute commands
|
||||
// Use a fence to ensure that compute command buffer has finished executin before using it again
|
||||
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;
|
||||
|
||||
VK_CHECK_RESULT(vkQueueSubmit(compute.queue, 1, &computeSubmitInfo, compute.fence));
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
generateQuad();
|
||||
setupVertexDescriptions();
|
||||
prepareUniformBuffers();
|
||||
prepareTextureTarget(&textureComputeTarget, textureColorMap.width, textureColorMap.height, VK_FORMAT_R8G8B8A8_UNORM);
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorPool();
|
||||
setupDescriptorSet();
|
||||
prepareCompute();
|
||||
buildCommandBuffers();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||
{
|
||||
if (overlay->header("Settings")) {
|
||||
if (overlay->comboBox("Shader", &compute.pipelineIndex, shaderNames)) {
|
||||
buildComputeCommandBuffer();
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
VULKAN_EXAMPLE_MAIN()
|
||||
Loading…
Add table
Add a link
Reference in a new issue