Moved example source files into sub folder
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69 changed files with 685 additions and 164 deletions
641
examples/multithreading/multithreading.cpp
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examples/multithreading/multithreading.cpp
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/*
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* Vulkan Example - Multi threaded command buffer generation and 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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#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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#include <thread>
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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 "threadpool.hpp"
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#include "frustum.hpp"
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#include "VulkanModel.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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class VulkanExample : public VulkanExampleBase
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{
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public:
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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 ufo;
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vks::Model skysphere;
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} models;
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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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// Shared matrices used for thread push constant blocks
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struct {
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glm::mat4 projection;
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glm::mat4 view;
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} matrices;
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struct {
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VkPipeline phong;
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VkPipeline starsphere;
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} pipelines;
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VkPipelineLayout pipelineLayout;
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VkCommandBuffer primaryCommandBuffer;
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VkCommandBuffer secondaryCommandBuffer;
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// Number of animated objects to be renderer
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// by using threads and secondary command buffers
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uint32_t numObjectsPerThread;
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// Multi threaded stuff
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// Max. number of concurrent threads
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uint32_t numThreads;
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// Use push constants to update shader
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// parameters on a per-thread base
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struct ThreadPushConstantBlock {
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glm::mat4 mvp;
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glm::vec3 color;
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};
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struct ObjectData {
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glm::mat4 model;
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glm::vec3 pos;
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glm::vec3 rotation;
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float rotationDir;
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float rotationSpeed;
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float scale;
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float deltaT;
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float stateT = 0;
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bool visible = true;
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};
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struct ThreadData {
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VkCommandPool commandPool;
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// One command buffer per render object
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std::vector<VkCommandBuffer> commandBuffer;
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// One push constant block per render object
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std::vector<ThreadPushConstantBlock> pushConstBlock;
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// Per object information (position, rotation, etc.)
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std::vector<ObjectData> objectData;
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};
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std::vector<ThreadData> threadData;
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vks::ThreadPool threadPool;
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// Fence to wait for all command buffers to finish before
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// presenting to the swap chain
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VkFence renderFence = {};
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// Max. dimension of the ufo mesh for use as the sphere
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// radius for frustum culling
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float objectSphereDim;
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// View frustum for culling invisible objects
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vks::Frustum frustum;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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zoom = -32.5f;
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zoomSpeed = 2.5f;
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rotationSpeed = 0.5f;
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rotation = { 0.0f, 37.5f, 0.0f };
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title = "Multi threaded command buffer";
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settings.overlay = true;
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// Get number of max. concurrrent threads
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numThreads = std::thread::hardware_concurrency();
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assert(numThreads > 0);
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#if defined(__ANDROID__)
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LOGD("numThreads = %d", numThreads);
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#else
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std::cout << "numThreads = " << numThreads << std::endl;
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#endif
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srand(time(NULL));
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threadPool.setThreadCount(numThreads);
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numObjectsPerThread = 512 / numThreads;
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}
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~VulkanExample()
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{
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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vkDestroyPipeline(device, pipelines.phong, nullptr);
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vkDestroyPipeline(device, pipelines.starsphere, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkFreeCommandBuffers(device, cmdPool, 1, &primaryCommandBuffer);
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vkFreeCommandBuffers(device, cmdPool, 1, &secondaryCommandBuffer);
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models.ufo.destroy();
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models.skysphere.destroy();
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for (auto& thread : threadData)
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{
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vkFreeCommandBuffers(device, thread.commandPool, thread.commandBuffer.size(), thread.commandBuffer.data());
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vkDestroyCommandPool(device, thread.commandPool, nullptr);
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}
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vkDestroyFence(device, renderFence, nullptr);
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}
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float rnd(float range)
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{
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return range * (rand() / double(RAND_MAX));
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}
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// Create all threads and initialize shader push constants
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void prepareMultiThreadedRenderer()
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{
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// Since this demo updates the command buffers on each frame
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// we don't use the per-framebuffer command buffers from the
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// base class, and create a single primary command buffer instead
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VkCommandBufferAllocateInfo cmdBufAllocateInfo =
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vks::initializers::commandBufferAllocateInfo(
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cmdPool,
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VK_COMMAND_BUFFER_LEVEL_PRIMARY,
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1);
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VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &primaryCommandBuffer));
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// Create a secondary command buffer for rendering the star sphere
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cmdBufAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_SECONDARY;
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VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &secondaryCommandBuffer));
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threadData.resize(numThreads);
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float maxX = std::floor(std::sqrt(numThreads * numObjectsPerThread));
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uint32_t posX = 0;
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uint32_t posZ = 0;
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std::mt19937 rndGenerator((unsigned)time(NULL));
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std::uniform_real_distribution<float> uniformDist(0.0f, 1.0f);
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for (uint32_t i = 0; i < numThreads; i++)
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{
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ThreadData *thread = &threadData[i];
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// Create one command pool for each thread
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VkCommandPoolCreateInfo cmdPoolInfo = vks::initializers::commandPoolCreateInfo();
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cmdPoolInfo.queueFamilyIndex = swapChain.queueNodeIndex;
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cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
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VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &thread->commandPool));
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// One secondary command buffer per object that is updated by this thread
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thread->commandBuffer.resize(numObjectsPerThread);
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// Generate secondary command buffers for each thread
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VkCommandBufferAllocateInfo secondaryCmdBufAllocateInfo =
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vks::initializers::commandBufferAllocateInfo(
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thread->commandPool,
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VK_COMMAND_BUFFER_LEVEL_SECONDARY,
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thread->commandBuffer.size());
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VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &secondaryCmdBufAllocateInfo, thread->commandBuffer.data()));
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thread->pushConstBlock.resize(numObjectsPerThread);
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thread->objectData.resize(numObjectsPerThread);
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for (uint32_t j = 0; j < numObjectsPerThread; j++)
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{
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float theta = 2.0f * float(M_PI) * uniformDist(rndGenerator);
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float phi = acos(1.0f - 2.0f * uniformDist(rndGenerator));
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thread->objectData[j].pos = glm::vec3(sin(phi) * cos(theta), 0.0f, cos(phi)) * 35.0f;
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thread->objectData[j].rotation = glm::vec3(0.0f, rnd(360.0f), 0.0f);
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thread->objectData[j].deltaT = rnd(1.0f);
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thread->objectData[j].rotationDir = (rnd(100.0f) < 50.0f) ? 1.0f : -1.0f;
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thread->objectData[j].rotationSpeed = (2.0f + rnd(4.0f)) * thread->objectData[j].rotationDir;
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thread->objectData[j].scale = 0.75f + rnd(0.5f);
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thread->pushConstBlock[j].color = glm::vec3(rnd(1.0f), rnd(1.0f), rnd(1.0f));
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}
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}
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}
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// Builds the secondary command buffer for each thread
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void threadRenderCode(uint32_t threadIndex, uint32_t cmdBufferIndex, VkCommandBufferInheritanceInfo inheritanceInfo)
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{
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ThreadData *thread = &threadData[threadIndex];
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ObjectData *objectData = &thread->objectData[cmdBufferIndex];
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// Check visibility against view frustum
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objectData->visible = frustum.checkSphere(objectData->pos, objectSphereDim * 0.5f);
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if (!objectData->visible)
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{
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return;
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}
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VkCommandBufferBeginInfo commandBufferBeginInfo = vks::initializers::commandBufferBeginInfo();
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commandBufferBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT;
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commandBufferBeginInfo.pInheritanceInfo = &inheritanceInfo;
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VkCommandBuffer cmdBuffer = thread->commandBuffer[cmdBufferIndex];
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VK_CHECK_RESULT(vkBeginCommandBuffer(cmdBuffer, &commandBufferBeginInfo));
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(cmdBuffer, 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(cmdBuffer, 0, 1, &scissor);
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vkCmdBindPipeline(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong);
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// Update
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objectData->rotation.y += 2.5f * objectData->rotationSpeed * frameTimer;
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if (objectData->rotation.y > 360.0f)
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{
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objectData->rotation.y -= 360.0f;
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}
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objectData->deltaT += 0.15f * frameTimer;
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if (objectData->deltaT > 1.0f)
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objectData->deltaT -= 1.0f;
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objectData->pos.y = sin(glm::radians(objectData->deltaT * 360.0f)) * 2.5f;
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objectData->model = glm::translate(glm::mat4(1.0f), objectData->pos);
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objectData->model = glm::rotate(objectData->model, -sinf(glm::radians(objectData->deltaT * 360.0f)) * 0.25f, glm::vec3(objectData->rotationDir, 0.0f, 0.0f));
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objectData->model = glm::rotate(objectData->model, glm::radians(objectData->rotation.y), glm::vec3(0.0f, objectData->rotationDir, 0.0f));
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objectData->model = glm::rotate(objectData->model, glm::radians(objectData->deltaT * 360.0f), glm::vec3(0.0f, objectData->rotationDir, 0.0f));
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objectData->model = glm::scale(objectData->model, glm::vec3(objectData->scale));
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thread->pushConstBlock[cmdBufferIndex].mvp = matrices.projection * matrices.view * objectData->model;
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// Update shader push constant block
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// Contains model view matrix
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vkCmdPushConstants(
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cmdBuffer,
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pipelineLayout,
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VK_SHADER_STAGE_VERTEX_BIT,
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0,
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sizeof(ThreadPushConstantBlock),
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&thread->pushConstBlock[cmdBufferIndex]);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(cmdBuffer, 0, 1, &models.ufo.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(cmdBuffer, models.ufo.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(cmdBuffer, models.ufo.indexCount, 1, 0, 0, 0);
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VK_CHECK_RESULT(vkEndCommandBuffer(cmdBuffer));
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}
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void updateSecondaryCommandBuffer(VkCommandBufferInheritanceInfo inheritanceInfo)
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{
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// Secondary command buffer for the sky sphere
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VkCommandBufferBeginInfo commandBufferBeginInfo = vks::initializers::commandBufferBeginInfo();
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commandBufferBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT;
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commandBufferBeginInfo.pInheritanceInfo = &inheritanceInfo;
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VK_CHECK_RESULT(vkBeginCommandBuffer(secondaryCommandBuffer, &commandBufferBeginInfo));
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(secondaryCommandBuffer, 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(secondaryCommandBuffer, 0, 1, &scissor);
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vkCmdBindPipeline(secondaryCommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.starsphere);
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glm::mat4 view = glm::mat4(1.0f);
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view = glm::rotate(view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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view = glm::rotate(view, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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view = glm::rotate(view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 mvp = matrices.projection * view;
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vkCmdPushConstants(
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secondaryCommandBuffer,
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pipelineLayout,
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VK_SHADER_STAGE_VERTEX_BIT,
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0,
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sizeof(mvp),
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&mvp);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(secondaryCommandBuffer, 0, 1, &models.skysphere.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(secondaryCommandBuffer, models.skysphere.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(secondaryCommandBuffer, models.skysphere.indexCount, 1, 0, 0, 0);
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VK_CHECK_RESULT(vkEndCommandBuffer(secondaryCommandBuffer));
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}
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// Updates the secondary command buffers using a thread pool
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// and puts them into the primary command buffer that's
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// lat submitted to the queue for rendering
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void updateCommandBuffers(VkFramebuffer frameBuffer)
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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[0].color = { {0.0f, 0.0f, 0.2f, 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.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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renderPassBeginInfo.framebuffer = frameBuffer;
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// Set target frame buffer
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VK_CHECK_RESULT(vkBeginCommandBuffer(primaryCommandBuffer, &cmdBufInfo));
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// The primary command buffer does not contain any rendering commands
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// These are stored (and retrieved) from the secondary command buffers
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vkCmdBeginRenderPass(primaryCommandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS);
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// Inheritance info for the secondary command buffers
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VkCommandBufferInheritanceInfo inheritanceInfo = vks::initializers::commandBufferInheritanceInfo();
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inheritanceInfo.renderPass = renderPass;
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// Secondary command buffer also use the currently active framebuffer
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inheritanceInfo.framebuffer = frameBuffer;
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// Contains the list of secondary command buffers to be executed
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std::vector<VkCommandBuffer> commandBuffers;
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// Secondary command buffer with star background sphere
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updateSecondaryCommandBuffer(inheritanceInfo);
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commandBuffers.push_back(secondaryCommandBuffer);
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// Add a job to the thread's queue for each object to be rendered
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for (uint32_t t = 0; t < numThreads; t++)
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{
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for (uint32_t i = 0; i < numObjectsPerThread; i++)
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{
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threadPool.threads[t]->addJob([=] { threadRenderCode(t, i, inheritanceInfo); });
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}
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}
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threadPool.wait();
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// Only submit if object is within the current view frustum
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for (uint32_t t = 0; t < numThreads; t++)
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{
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for (uint32_t i = 0; i < numObjectsPerThread; i++)
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{
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if (threadData[t].objectData[i].visible)
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{
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commandBuffers.push_back(threadData[t].commandBuffer[i]);
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}
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}
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}
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// Execute render commands from the secondary command buffer
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vkCmdExecuteCommands(primaryCommandBuffer, commandBuffers.size(), commandBuffers.data());
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vkCmdEndRenderPass(primaryCommandBuffer);
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VK_CHECK_RESULT(vkEndCommandBuffer(primaryCommandBuffer));
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}
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void loadMeshes()
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{
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models.ufo.loadFromFile(getAssetPath() + "models/retroufo_red_lowpoly.dae", vertexLayout, 0.12f, vulkanDevice, queue);
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models.skysphere.loadFromFile(getAssetPath() + "models/sphere.obj", vertexLayout, 1.0f, vulkanDevice, queue);
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objectSphereDim = std::max(std::max(models.ufo.dim.size.x, models.ufo.dim.size.y), models.ufo.dim.size.z);
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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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vertexLayout.stride(),
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VK_VERTEX_INPUT_RATE_VERTEX);
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||||
|
||||
// Attribute descriptions
|
||||
// Describes memory layout and shader positions
|
||||
vertices.attributeDescriptions.resize(3);
|
||||
// Location 0 : Position
|
||||
vertices.attributeDescriptions[0] =
|
||||
vks::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
0,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
0);
|
||||
// Location 1 : Normal
|
||||
vertices.attributeDescriptions[1] =
|
||||
vks::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
1,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
sizeof(float) * 3);
|
||||
// Location 3 : Color
|
||||
vertices.attributeDescriptions[2] =
|
||||
vks::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
2,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
sizeof(float) * 6);
|
||||
|
||||
vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
|
||||
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
|
||||
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
|
||||
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
|
||||
}
|
||||
|
||||
void setupPipelineLayout()
|
||||
{
|
||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
||||
vks::initializers::pipelineLayoutCreateInfo(nullptr, 0);
|
||||
|
||||
// Push constants for model matrices
|
||||
VkPushConstantRange pushConstantRange =
|
||||
vks::initializers::pushConstantRange(
|
||||
VK_SHADER_STAGE_VERTEX_BIT,
|
||||
sizeof(ThreadPushConstantBlock),
|
||||
0);
|
||||
|
||||
// Push constant ranges are part of the pipeline layout
|
||||
pPipelineLayoutCreateInfo.pushConstantRangeCount = 1;
|
||||
pPipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
|
||||
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
|
||||
}
|
||||
|
||||
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_BACK_BIT,
|
||||
VK_FRONT_FACE_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);
|
||||
|
||||
// Solid rendering pipeline
|
||||
// Load shaders
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/multithreading/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/multithreading/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||
vks::initializers::pipelineCreateInfo(
|
||||
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();
|
||||
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.phong));
|
||||
|
||||
// Star sphere rendering pipeline
|
||||
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
|
||||
depthStencilState.depthWriteEnable = VK_FALSE;
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/multithreading/starsphere.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/multithreading/starsphere.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.starsphere));
|
||||
}
|
||||
|
||||
void updateMatrices()
|
||||
{
|
||||
matrices.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f);
|
||||
matrices.view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
|
||||
matrices.view = glm::rotate(matrices.view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
matrices.view = glm::rotate(matrices.view, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
matrices.view = glm::rotate(matrices.view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
frustum.update(matrices.projection * matrices.view);
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
VulkanExampleBase::prepareFrame();
|
||||
|
||||
updateCommandBuffers(frameBuffers[currentBuffer]);
|
||||
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = &primaryCommandBuffer;
|
||||
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, renderFence));
|
||||
|
||||
// Wait for fence to signal that all command buffers are ready
|
||||
VkResult fenceRes;
|
||||
do
|
||||
{
|
||||
fenceRes = vkWaitForFences(device, 1, &renderFence, VK_TRUE, 100000000);
|
||||
} while (fenceRes == VK_TIMEOUT);
|
||||
VK_CHECK_RESULT(fenceRes);
|
||||
vkResetFences(device, 1, &renderFence);
|
||||
|
||||
VulkanExampleBase::submitFrame();
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
// Create a fence for synchronization
|
||||
VkFenceCreateInfo fenceCreateInfo = vks::initializers::fenceCreateInfo(VK_FLAGS_NONE);
|
||||
vkCreateFence(device, &fenceCreateInfo, NULL, &renderFence);
|
||||
loadMeshes();
|
||||
setupVertexDescriptions();
|
||||
setupPipelineLayout();
|
||||
preparePipelines();
|
||||
prepareMultiThreadedRenderer();
|
||||
updateMatrices();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateMatrices();
|
||||
}
|
||||
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||
{
|
||||
if (overlay->header("Statistics")) {
|
||||
overlay->text("Active threads: %d", numThreads);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
VULKAN_EXAMPLE_MAIN()
|
||||
Loading…
Add table
Add a link
Reference in a new issue