Started working on sample for VK_EXT_graphics_pipeline_library
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examples/graphicspipelinelibrary/graphicspipelinelibrary.cpp
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examples/graphicspipelinelibrary/graphicspipelinelibrary.cpp
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/*
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* Vulkan Example - Using VK_EXT_graphics_pipeline_library
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*
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* Important note: Work-in-progress, sample is not finished yet
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*
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* Copyright (C) 2022 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 "vulkanexamplebase.h"
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#include "VulkanglTFModel.h"
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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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vkglTF::Model scene;
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vks::Buffer uniformBuffer;
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// Same uniform buffer layout as shader
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struct UBOVS {
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glm::mat4 projection;
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glm::mat4 modelView;
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glm::vec4 lightPos = glm::vec4(0.0f, 2.0f, 1.0f, 0.0f);
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} uboVS;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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VkPhysicalDeviceGraphicsPipelineLibraryFeaturesEXT graphicsPipelineLibraryFeatures{};
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struct {
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VkPipeline phong;
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VkPipeline wireframe;
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VkPipeline toon;
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} pipelines;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "Graphics pipeline library";
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -10.5f));
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camera.setRotation(glm::vec3(-25.0f, 15.0f, 0.0f));
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camera.setRotationSpeed(0.5f);
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camera.setPerspective(60.0f, (float)(width / 3.0f) / (float)height, 0.1f, 256.0f);
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// Enable required extensions
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enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_EXT_GRAPHICS_PIPELINE_LIBRARY_EXTENSION_NAME);
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// Enable required extension features
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graphicsPipelineLibraryFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_GRAPHICS_PIPELINE_LIBRARY_FEATURES_EXT;
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graphicsPipelineLibraryFeatures.graphicsPipelineLibrary = VK_TRUE;
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deviceCreatepNextChain = &graphicsPipelineLibraryFeatures;
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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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if (deviceFeatures.fillModeNonSolid)
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{
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vkDestroyPipeline(device, pipelines.wireframe, nullptr);
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}
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vkDestroyPipeline(device, pipelines.toon, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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uniformBuffer.destroy();
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}
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// Enable physical device features required for this example
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virtual void getEnabledFeatures()
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{
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// Fill mode non solid is required for wireframe display
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if (deviceFeatures.fillModeNonSolid) {
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enabledFeatures.fillModeNonSolid = VK_TRUE;
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// Wide lines must be present for line width > 1.0f
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if (deviceFeatures.wideLines) {
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enabledFeatures.wideLines = VK_TRUE;
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}
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};
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = 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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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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scene.bindBuffers(drawCmdBuffers[i]);
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// Left : Solid colored
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viewport.width = (float)width / 3.0;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong);
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scene.draw(drawCmdBuffers[i]);
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// Center : Toon
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viewport.x = (float)width / 3.0;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.toon);
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// Line width > 1.0f only if wide lines feature is supported
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if (deviceFeatures.wideLines) {
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vkCmdSetLineWidth(drawCmdBuffers[i], 2.0f);
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}
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scene.draw(drawCmdBuffers[i]);
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if (deviceFeatures.fillModeNonSolid)
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{
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// Right : Wireframe
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viewport.x = (float)width / 3.0 + (float)width / 3.0;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.wireframe);
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scene.draw(drawCmdBuffers[i]);
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}
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drawUI(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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void loadAssets()
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{
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const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
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scene.loadFromFile(getAssetPath() + "models/treasure_smooth.gltf", vulkanDevice, queue, glTFLoadingFlags);
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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, 1)
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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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2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
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void setupDescriptorSetLayout()
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
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{
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_VERTEX_BIT,
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0)
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vks::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
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setLayoutBindings.size());
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
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vks::initializers::pipelineLayoutCreateInfo(
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&descriptorSetLayout,
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1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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}
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void setupDescriptorSet()
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{
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VkDescriptorSetAllocateInfo allocInfo =
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vks::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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{
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformBuffer.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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VkPipeline createVertexShader(VkDevice device, VkPipelineShaderStageCreateInfo shaderStageCreateInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
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{
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VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
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libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
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libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT;
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VkDynamicState vertexDynamicStates[2] = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dynamicInfo{};
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dynamicInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
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dynamicInfo.dynamicStateCount = 2;
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dynamicInfo.pDynamicStates = vertexDynamicStates;
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VkPipelineViewportStateCreateInfo viewportState = {};
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viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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viewportState.viewportCount = 1;
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viewportState.scissorCount = 1;
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VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkGraphicsPipelineCreateInfo vertexShaderCreateInfo{};
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vertexShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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vertexShaderCreateInfo.pNext = &libraryInfo;
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vertexShaderCreateInfo.renderPass = renderPass;
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vertexShaderCreateInfo.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
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vertexShaderCreateInfo.stageCount = 1;
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vertexShaderCreateInfo.pStages = &shaderStageCreateInfo;
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vertexShaderCreateInfo.layout = layout;
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vertexShaderCreateInfo.pDynamicState = &dynamicInfo;
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vertexShaderCreateInfo.pViewportState = &viewportState;
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vertexShaderCreateInfo.pRasterizationState = &rasterizationState;
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VkPipeline vertexShader;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &vertexShaderCreateInfo, nullptr, &vertexShader));
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return vertexShader;
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}
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VkPipeline createFragmentShader(VkDevice device, VkPipelineShaderStageCreateInfo shaderStageCreateInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
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{
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VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
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libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
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libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT;
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VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkGraphicsPipelineCreateInfo fragmentShaderCreateInfo{};
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fragmentShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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fragmentShaderCreateInfo.pNext = &libraryInfo;
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fragmentShaderCreateInfo.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
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fragmentShaderCreateInfo.stageCount = 1;
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fragmentShaderCreateInfo.pStages = &shaderStageCreateInfo;
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fragmentShaderCreateInfo.layout = layout;
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fragmentShaderCreateInfo.renderPass = renderPass;
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fragmentShaderCreateInfo.pDepthStencilState = &depthStencilState;
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VkPipeline fragmentShader;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &fragmentShaderCreateInfo, nullptr, &fragmentShader));
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return fragmentShader;
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}
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VkPipeline linkExecutable(VkDevice device, const std::vector<VkPipeline> libraries, VkPipelineCache executableCache, bool optimized)
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{
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VkPipelineLibraryCreateInfoKHR linkingInfo{};
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linkingInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LIBRARY_CREATE_INFO_KHR;
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linkingInfo.libraryCount = static_cast<uint32_t>(libraries.size());
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linkingInfo.pLibraries = libraries.data();
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VkGraphicsPipelineCreateInfo executablePipelineCreateInfo{};
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executablePipelineCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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executablePipelineCreateInfo.pNext = &linkingInfo;
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executablePipelineCreateInfo.flags |= optimized ? VK_PIPELINE_CREATE_LINK_TIME_OPTIMIZATION_BIT_EXT : 0;
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VkPipeline executable = VK_NULL_HANDLE;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, executableCache, 1, &executablePipelineCreateInfo, nullptr, &executable));
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return executable;
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}
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void preparePipelines()
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{
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// @todo:
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VkPipelineShaderStageCreateInfo vsShader = loadShader(getShadersPath() + "pipelines/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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VkPipelineShaderStageCreateInfo fsShader = loadShader(getShadersPath() + "pipelines/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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std::vector<VkPipeline> libraries = {
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createVertexShader(device, vsShader, pipelineCache, pipelineLayout),
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createFragmentShader(device, fsShader, pipelineCache, pipelineLayout),
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};
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VkPipeline compiledPipeline = linkExecutable(device, libraries, pipelineCache, true);
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
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std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_LINE_WIDTH, };
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VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
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pipelineCI.pInputAssemblyState = &inputAssemblyState;
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pipelineCI.pRasterizationState = &rasterizationState;
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pipelineCI.pColorBlendState = &colorBlendState;
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pipelineCI.pMultisampleState = &multisampleState;
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pipelineCI.pViewportState = &viewportState;
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pipelineCI.pDepthStencilState = &depthStencilState;
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pipelineCI.pDynamicState = &dynamicState;
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pipelineCI.stageCount = shaderStages.size();
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pipelineCI.pStages = shaderStages.data();
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pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color});
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// Create the graphics pipeline state objects
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// We are using this pipeline as the base for the other pipelines (derivatives)
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// Pipeline derivatives can be used for pipelines that share most of their state
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// Depending on the implementation this may result in better performance for pipeline
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// switching and faster creation time
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pipelineCI.flags = VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT;
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// Textured pipeline
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// Phong shading pipeline
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shaderStages[0] = loadShader(getShadersPath() + "pipelines/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "pipelines/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.phong));
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// All pipelines created after the base pipeline will be derivatives
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pipelineCI.flags = VK_PIPELINE_CREATE_DERIVATIVE_BIT;
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// Base pipeline will be our first created pipeline
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pipelineCI.basePipelineHandle = pipelines.phong;
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// It's only allowed to either use a handle or index for the base pipeline
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// As we use the handle, we must set the index to -1 (see section 9.5 of the specification)
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pipelineCI.basePipelineIndex = -1;
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// Toon shading pipeline
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shaderStages[0] = loadShader(getShadersPath() + "pipelines/toon.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "pipelines/toon.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.toon));
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// Pipeline for wire frame rendering
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// Non solid rendering is not a mandatory Vulkan feature
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if (deviceFeatures.fillModeNonSolid)
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{
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rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
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shaderStages[0] = loadShader(getShadersPath() + "pipelines/wireframe.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "pipelines/wireframe.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.wireframe));
|
||||
}
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
void prepareUniformBuffers()
|
||||
{
|
||||
// Create the 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,
|
||||
&uniformBuffer,
|
||||
sizeof(uboVS)));
|
||||
|
||||
// Map persistent
|
||||
VK_CHECK_RESULT(uniformBuffer.map());
|
||||
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
void updateUniformBuffers()
|
||||
{
|
||||
uboVS.projection = camera.matrices.perspective;
|
||||
uboVS.modelView = camera.matrices.view;
|
||||
memcpy(uniformBuffer.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();
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorPool();
|
||||
setupDescriptorSet();
|
||||
buildCommandBuffers();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
if (camera.updated) {
|
||||
updateUniformBuffers();
|
||||
}
|
||||
}
|
||||
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||
{
|
||||
if (!deviceFeatures.fillModeNonSolid) {
|
||||
if (overlay->header("Info")) {
|
||||
overlay->text("Non solid fill modes not supported!");
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
VULKAN_EXAMPLE_MAIN()
|
||||
Loading…
Add table
Add a link
Reference in a new issue