Refactored compute ray tracing example, use dedicated graphics queue if available
This commit is contained in:
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1c9492acba
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5 changed files with 163 additions and 254 deletions
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@ -23,35 +23,43 @@
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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#if defined(__ANDROID__)
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#define TEX_DIM 1024
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#else
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#define TEX_DIM 2048
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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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#endif
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class VulkanExample : public VulkanExampleBase
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{
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private:
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vkTools::VulkanTexture textureComputeTarget;
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public:
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vkTools::VulkanTexture textureComputeTarget;
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// Resources for the graphics part of the example
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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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VkDescriptorSetLayout descriptorSetLayout; // Raytraced image display shader binding layout
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VkDescriptorSet descriptorSetPreCompute; // Raytraced image display shader bindings before compute shader image manipulation
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VkDescriptorSet descriptorSet; // Raytraced image display shader bindings after compute shader image manipulation
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VkPipeline pipeline; // Raytraced 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 {
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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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VkPipeline pipeline; // Compute raytracing pipeline
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} compute;
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vk::Buffer uniformDataCompute;
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struct {
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vkMeshLoader::MeshBuffer quad;
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} meshes;
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vkTools::UniformData uniformDataCompute;
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struct {
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glm::vec3 lightPos;
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// Aspect ratio of the viewport
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float aspectRatio;
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glm::vec3 lightPos;
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float aspectRatio; // Aspect ratio of the viewport
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glm::vec4 fogColor = glm::vec4(0.0f);
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struct {
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glm::vec3 pos = glm::vec3(0.0f, 1.5f, 4.0f);
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@ -60,28 +68,10 @@ public:
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} camera;
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} uboCompute;
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struct {
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VkPipeline display;
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VkPipeline compute;
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} pipelines;
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int vertexBufferSize;
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VkQueue computeQueue;
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VkCommandBuffer computeCmdBuffer;
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VkPipelineLayout computePipelineLayout;
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VkDescriptorSet computeDescriptorSet;
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VkDescriptorSetLayout computeDescriptorSetLayout;
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VkDescriptorPool computeDescriptorPool;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSetPostCompute;
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VkDescriptorSetLayout descriptorSetLayout;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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zoom = -2.0f;
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title = "Vulkan Example - Compute shader ray tracing";
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enableTextOverlay = true;
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uboCompute.aspectRatio = (float)width / (float)height;
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paused = true;
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timerSpeed *= 0.5f;
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@ -89,26 +79,20 @@ public:
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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.display, nullptr);
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vkDestroyPipeline(device, pipelines.compute, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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vkMeshLoader::freeMeshBufferResources(device, &meshes.quad);
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vkTools::destroyUniformData(device, &uniformDataCompute);
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vkFreeCommandBuffers(device, cmdPool, 1, &computeCmdBuffer);
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textureLoader->destroyTexture(textureComputeTarget);
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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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vkDestroyPipelineLayout(device, computePipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, computeDescriptorSetLayout, nullptr);
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vkDestroyPipeline(device, compute.pipeline, nullptr);
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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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uniformDataCompute.destroy();
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textureLoader->destroyTexture(textureComputeTarget);
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}
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// Prepare a texture target that is used to store compute shader calculations
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@ -134,9 +118,7 @@ public:
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imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
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imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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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 =
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VK_IMAGE_USAGE_SAMPLED_BIT |
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VK_IMAGE_USAGE_STORAGE_BIT;
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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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VkMemoryAllocateInfo memAllocInfo = vkTools::initializers::memoryAllocateInfo();
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@ -166,7 +148,7 @@ public:
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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_REPEAT;
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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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@ -185,6 +167,11 @@ public:
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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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}
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void buildCommandBuffers()
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@ -219,22 +206,19 @@ public:
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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// Image memory barrier to make sure that compute
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// shader writes are finished before sampling
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// from the texture
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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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imageMemoryBarrier.pNext = NULL;
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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_INPUT_ATTACHMENT_READ_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_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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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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@ -248,16 +232,11 @@ public:
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VkRect2D scissor = vkTools::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, &meshes.quad.vertices.buf, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.quad.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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// Display ray traced image generated by compute shader as a full screen quad
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSetPostCompute, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.display);
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vkCmdDrawIndexed(drawCmdBuffers[i], meshes.quad.indexCount, 1, 0, 0, 0);
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// Quad vertices are generated in the vertex shader
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipelineLayout, 0, 1, &graphics.descriptorSet, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipeline);
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vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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@ -270,82 +249,14 @@ public:
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{
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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VK_CHECK_RESULT(vkBeginCommandBuffer(computeCmdBuffer, &cmdBufInfo));
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VK_CHECK_RESULT(vkBeginCommandBuffer(compute.commandBuffer, &cmdBufInfo));
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vkCmdBindPipeline(computeCmdBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipelines.compute);
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vkCmdBindDescriptorSets(computeCmdBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, computePipelineLayout, 0, 1, &computeDescriptorSet, 0, 0);
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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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vkCmdDispatch(computeCmdBuffer, textureComputeTarget.width / 16, textureComputeTarget.height / 16, 1);
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vkCmdDispatch(compute.commandBuffer, textureComputeTarget.width / 16, textureComputeTarget.height / 16, 1);
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vkEndCommandBuffer(computeCmdBuffer);
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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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#define dim 1.0f
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std::vector<Vertex> vertexBuffer =
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{
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{ { dim, dim, 0.0f }, { 1.0f, 1.0f } },
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{ { -dim, dim, 0.0f }, { 0.0f, 1.0f } },
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{ { -dim, -dim, 0.0f }, { 0.0f, 0.0f } },
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{ { dim, -dim, 0.0f }, { 1.0f, 0.0f } }
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};
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#undef dim
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createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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vertexBuffer.size() * sizeof(Vertex),
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vertexBuffer.data(),
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&meshes.quad.vertices.buf,
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&meshes.quad.vertices.mem);
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// Setup indices
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std::vector<uint32_t> indexBuffer = { 0,1,2, 2,3,0 };
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meshes.quad.indexCount = indexBuffer.size();
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createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
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indexBuffer.size() * sizeof(uint32_t),
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indexBuffer.data(),
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&meshes.quad.indices.buf,
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&meshes.quad.indices.mem);
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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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vkTools::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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vkTools::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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// Location 1 : Texture coordinates
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vertices.attributeDescriptions[1] =
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vkTools::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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sizeof(float) * 3);
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// Assign to vertex buffer
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vertices.inputState = vkTools::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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vkEndCommandBuffer(compute.commandBuffer);
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}
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void setupDescriptorPool()
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@ -384,14 +295,14 @@ public:
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setLayoutBindings.data(),
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setLayoutBindings.size());
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &graphics.descriptorSetLayout));
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
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vkTools::initializers::pipelineLayoutCreateInfo(
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&descriptorSetLayout,
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&graphics.descriptorSetLayout,
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1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &graphics.pipelineLayout));
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}
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void setupDescriptorSet()
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VkDescriptorSetAllocateInfo allocInfo =
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vkTools::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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&graphics.descriptorSetLayout,
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1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSetPostCompute));
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// Image descriptor for the color map texture
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VkDescriptorImageInfo texDescriptor =
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vkTools::initializers::descriptorImageInfo(
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textureComputeTarget.sampler,
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textureComputeTarget.view,
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VK_IMAGE_LAYOUT_GENERAL);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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{
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// Binding 0 : Fragment shader texture sampler
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vkTools::initializers::writeDescriptorSet(
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descriptorSetPostCompute,
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graphics.descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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0,
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&texDescriptor)
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&textureComputeTarget.descriptor)
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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}
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// Create a separate command buffer for compute commands
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void createComputeCommandBuffer()
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{
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VkCommandBufferAllocateInfo cmdBufAllocateInfo =
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vkTools::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, &computeCmdBuffer));
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}
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void preparePipelines()
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{
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
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@ -447,7 +339,7 @@ public:
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VkPipelineRasterizationStateCreateInfo rasterizationState =
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vkTools::initializers::pipelineRasterizationStateCreateInfo(
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_NONE,
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VK_CULL_MODE_FRONT_BIT,
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VK_FRONT_FACE_COUNTER_CLOCKWISE,
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0);
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@ -463,8 +355,8 @@ public:
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
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vkTools::initializers::pipelineDepthStencilStateCreateInfo(
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VK_TRUE,
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VK_TRUE,
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VK_FALSE,
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VK_FALSE,
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VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState =
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@ -493,11 +385,18 @@ public:
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vkTools::initializers::pipelineCreateInfo(
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pipelineLayout,
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graphics.pipelineLayout,
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renderPass,
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0);
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pipelineCreateInfo.pVertexInputState = &vertices.inputState;
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VkPipelineVertexInputStateCreateInfo emptyInputState{};
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emptyInputState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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emptyInputState.vertexAttributeDescriptionCount = 0;
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emptyInputState.pVertexAttributeDescriptions = nullptr;
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emptyInputState.vertexBindingDescriptionCount = 0;
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emptyInputState.pVertexBindingDescriptions = nullptr;
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pipelineCreateInfo.pVertexInputState = &emptyInputState;
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pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
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pipelineCreateInfo.pRasterizationState = &rasterizationState;
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pipelineCreateInfo.pColorBlendState = &colorBlendState;
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@ -509,12 +408,23 @@ public:
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pipelineCreateInfo.pStages = shaderStages.data();
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pipelineCreateInfo.renderPass = renderPass;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.display));
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &graphics.pipeline));
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}
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// Prepare the compute pipeline that generates the ray traced image
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void prepareCompute()
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{
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// Create a compute capable device queue
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// The VulkanDevice::createLogicalDevice functions finds a compute capable queue and prefers queue families that only support compute
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// Depending on the implementation this may result in different queue family indices for graphics and computes,
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// requiring proper synchronization (see the memory barriers in buildComputeCommandBuffer)
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VkDeviceQueueCreateInfo queueCreateInfo = {};
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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);
|
||||
|
||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
||||
// Binding 0 : Sampled image (write)
|
||||
vkTools::initializers::descriptorSetLayoutBinding(
|
||||
|
|
@ -533,42 +443,34 @@ public:
|
|||
setLayoutBindings.data(),
|
||||
setLayoutBindings.size());
|
||||
|
||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &computeDescriptorSetLayout));
|
||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &compute.descriptorSetLayout));
|
||||
|
||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
||||
vkTools::initializers::pipelineLayoutCreateInfo(
|
||||
&computeDescriptorSetLayout,
|
||||
&compute.descriptorSetLayout,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &computePipelineLayout));
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &compute.pipelineLayout));
|
||||
|
||||
VkDescriptorSetAllocateInfo allocInfo =
|
||||
vkTools::initializers::descriptorSetAllocateInfo(
|
||||
descriptorPool,
|
||||
&computeDescriptorSetLayout,
|
||||
&compute.descriptorSetLayout,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &computeDescriptorSet));
|
||||
|
||||
std::vector<VkDescriptorImageInfo> computeTexDescriptors =
|
||||
{
|
||||
vkTools::initializers::descriptorImageInfo(
|
||||
VK_NULL_HANDLE,
|
||||
textureComputeTarget.view,
|
||||
VK_IMAGE_LAYOUT_GENERAL)
|
||||
};
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSet));
|
||||
|
||||
std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets =
|
||||
{
|
||||
// Binding 0 : Output storage image
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
computeDescriptorSet,
|
||||
compute.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
|
||||
0,
|
||||
&computeTexDescriptors[0]),
|
||||
&textureComputeTarget.descriptor),
|
||||
// Binding 1 : Uniform buffer block
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
computeDescriptorSet,
|
||||
compute.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
1,
|
||||
&uniformDataCompute.descriptor)
|
||||
|
|
@ -576,28 +478,48 @@ public:
|
|||
|
||||
vkUpdateDescriptorSets(device, computeWriteDescriptorSets.size(), computeWriteDescriptorSets.data(), 0, NULL);
|
||||
|
||||
|
||||
// Create compute shader pipelines
|
||||
VkComputePipelineCreateInfo computePipelineCreateInfo =
|
||||
vkTools::initializers::computePipelineCreateInfo(
|
||||
computePipelineLayout,
|
||||
compute.pipelineLayout,
|
||||
0);
|
||||
|
||||
computePipelineCreateInfo.stage = loadShader(getAssetPath() + "shaders/raytracing/raytracing.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
|
||||
VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &pipelines.compute));
|
||||
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 =
|
||||
vkTools::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 = vkTools::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
|
||||
createBuffer(
|
||||
// Compute shader parameter uniform buffer block
|
||||
vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
sizeof(uboCompute),
|
||||
&uboCompute,
|
||||
&uniformDataCompute.buffer,
|
||||
&uniformDataCompute.memory,
|
||||
&uniformDataCompute.descriptor);
|
||||
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&uniformDataCompute,
|
||||
sizeof(uboCompute));
|
||||
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
|
@ -608,35 +530,9 @@ public:
|
|||
uboCompute.lightPos.y = 5.0f;
|
||||
uboCompute.lightPos.z = 1.0f;
|
||||
uboCompute.lightPos.z = 0.0f + cos(glm::radians(timer * 360.0f)) * 2.0f;
|
||||
uint8_t *pData;
|
||||
VK_CHECK_RESULT(vkMapMemory(device, uniformDataCompute.memory, 0, sizeof(uboCompute), 0, (void **)&pData));
|
||||
memcpy(pData, &uboCompute, sizeof(uboCompute));
|
||||
vkUnmapMemory(device, uniformDataCompute.memory);
|
||||
}
|
||||
|
||||
// Find and create a compute capable device queue
|
||||
void getComputeQueue()
|
||||
{
|
||||
uint32_t queueIndex = 0;
|
||||
uint32_t queueCount;
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueCount, NULL);
|
||||
assert(queueCount >= 1);
|
||||
|
||||
std::vector<VkQueueFamilyProperties> queueProps;
|
||||
queueProps.resize(queueCount);
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueCount, queueProps.data());
|
||||
|
||||
for (queueIndex = 0; queueIndex < queueCount; queueIndex++)
|
||||
{
|
||||
if (queueProps[queueIndex].queueFlags & VK_QUEUE_COMPUTE_BIT)
|
||||
break;
|
||||
}
|
||||
assert(queueIndex < queueCount);
|
||||
|
||||
VkDeviceQueueCreateInfo queueCreateInfo = {};
|
||||
queueCreateInfo.queueFamilyIndex = queueIndex;
|
||||
queueCreateInfo.queueCount = 1;
|
||||
vkGetDeviceQueue(device, queueIndex, 0, &computeQueue);
|
||||
VK_CHECK_RESULT(uniformDataCompute.map());
|
||||
memcpy(uniformDataCompute.mapped, &uboCompute, sizeof(uboCompute));
|
||||
uniformDataCompute.unmap();
|
||||
}
|
||||
|
||||
void draw()
|
||||
|
|
@ -646,28 +542,25 @@ public:
|
|||
// Command buffer to be sumitted to the queue
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
||||
|
||||
// Submit to queue
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||
|
||||
VulkanExampleBase::submitFrame();
|
||||
|
||||
// Compute
|
||||
// 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 = vkTools::initializers::submitInfo();
|
||||
computeSubmitInfo.commandBufferCount = 1;
|
||||
computeSubmitInfo.pCommandBuffers = &computeCmdBuffer;
|
||||
computeSubmitInfo.pCommandBuffers = &compute.commandBuffer;
|
||||
|
||||
VK_CHECK_RESULT(vkQueueSubmit(computeQueue, 1, &computeSubmitInfo, VK_NULL_HANDLE));
|
||||
VK_CHECK_RESULT(vkQueueWaitIdle(computeQueue));
|
||||
VK_CHECK_RESULT(vkQueueSubmit(compute.queue, 1, &computeSubmitInfo, compute.fence));
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
generateQuad();
|
||||
getComputeQueue();
|
||||
createComputeCommandBuffer();
|
||||
setupVertexDescriptions();
|
||||
prepareUniformBuffers();
|
||||
prepareTextureTarget(&textureComputeTarget, TEX_DIM, TEX_DIM, VK_FORMAT_R8G8B8A8_UNORM);
|
||||
setupDescriptorSetLayout();
|
||||
|
|
@ -676,7 +569,6 @@ public:
|
|||
setupDescriptorSet();
|
||||
prepareCompute();
|
||||
buildCommandBuffers();
|
||||
buildComputeCommandBuffer();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
|
|
@ -693,6 +585,7 @@ public:
|
|||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
uboCompute.aspectRatio = (float)width / (float)height;
|
||||
updateUniformBuffers();
|
||||
}
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue