Finished descriptor indexing example

This commit is contained in:
Sascha Willems 2021-01-28 22:04:25 +01:00
parent ca17431794
commit a86bdc2c44
4 changed files with 169 additions and 201 deletions

View file

@ -1,30 +1,24 @@
/*
* Vulkan Example - Descriptor indexing (VK_EXT_descriptor_indexing)
*
* Demonstrates use of descriptor indexing to dynamically index into a variable sized array of samples
*
* Relevant code parts are marked with [POI]
*
* Copyright (C) Sascha Willems - www.saschawillems.de
* Copyright (C) 2021 Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanexamplebase.h"
#define ENABLE_VALIDATION false
// Vertex layout for this example
struct Vertex {
float pos[3];
float uv[2];
int32_t textureIndex;
};
class VulkanExample : public VulkanExampleBase
{
public:
// Number of array layers in texture array
// Also used as instance count
uint32_t layerCount;
// We will be dynamically indexing into an array of samplers
std::vector<vks::Texture2D> textures;
vks::Buffer vertexBuffer;
@ -45,25 +39,27 @@ public:
VkPhysicalDeviceDescriptorIndexingFeaturesEXT physicalDeviceDescriptorIndexingFeatures{};
struct Vertex {
float pos[3];
float uv[2];
int32_t textureIndex;
};
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
title = "Descriptor indexing";
settings.overlay = true;
camera.type = Camera::CameraType::lookat;
camera.setPosition(glm::vec3(0.0f, 0.0f, -7.5f));
camera.setPosition(glm::vec3(0.0f, 0.0f, -10.0f));
camera.setRotation(glm::vec3(-35.0f, 0.0f, 0.0f));
camera.setPerspective(45.0f, (float)width / (float)height, 0.1f, 256.0f);
/*
[POI] Enable required extensions
*/
// [POI] Enable required extensions
enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
enabledDeviceExtensions.push_back(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
enabledDeviceExtensions.push_back(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
/*
[POI] Enable required extension features
*/
// [POI] Enable required extension features
physicalDeviceDescriptorIndexingFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_FEATURES_EXT;
physicalDeviceDescriptorIndexingFeatures.shaderSampledImageArrayNonUniformIndexing = VK_TRUE;
physicalDeviceDescriptorIndexingFeatures.runtimeDescriptorArray = VK_TRUE;
@ -74,10 +70,9 @@ public:
~VulkanExample()
{
//vkDestroyImageView(device, textureArray.view, nullptr);
//vkDestroyImage(device, textureArray.image, nullptr);
//vkDestroySampler(device, textureArray.sampler, nullptr);
//vkFreeMemory(device, textureArray.deviceMemory, nullptr);
for (auto &texture : textures) {
texture.destroy();
}
vkDestroyPipeline(device, pipeline, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
@ -86,136 +81,103 @@ public:
uniformBufferVS.destroy();
}
void loadAssets()
struct V {
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
};
// Generate some random textures
void generateTextures()
{
textures.resize(7);
for (uint32_t i = 0; i < 7; i++) {
textures[i].loadFromFile(getAssetPath() + "textures/array/" + std::to_string(i) + ".ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
textures.resize(32);
for (size_t i = 0; i < textures.size(); i++) {
std::random_device rndDevice;
std::default_random_engine rndEngine(rndDevice());
std::uniform_int_distribution<short> rndDist(50, 255);
const int32_t dim = 3;
const size_t bufferSize = dim * dim * 4;
std::vector<uint8_t> texture(bufferSize);
for (size_t i = 0; i < dim * dim; i++) {
texture[i * 4] = rndDist(rndEngine);
texture[i * 4 + 1] = rndDist(rndEngine);
texture[i * 4 + 2] = rndDist(rndEngine);
texture[i * 4 + 3] = 255;
}
textures[i].fromBuffer(texture.data(), bufferSize, VK_FORMAT_R8G8B8A8_UNORM, dim, dim, vulkanDevice, queue, VK_FILTER_NEAREST);
}
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &vertexBuffer.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, layerCount, 0, 0, 0);
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void generateCube(glm::vec3 pos, float scale, std::vector<Vertex> &vertices, std::vector<uint32_t> &indices)
{
// Generate random per-face texture indices
std::random_device mch;
std::default_random_engine generator(mch());
std::uniform_int_distribution<int32_t> rndTextureIndex(0, layerCount - 1);
std::vector<int32_t> faceTextureIndex(6);
for (auto &textureIndex : faceTextureIndex) {
textureIndex = rndTextureIndex(generator);
}
std::cout << faceTextureIndex[0] << std::endl;
std::vector<Vertex> cubeVertices = {
{ { -scale, -scale, scale }, { 0.0f, 0.0f }, faceTextureIndex[0] },
{ { scale, -scale, scale }, { 1.0f, 0.0f }, faceTextureIndex[0] },
{ { scale, scale, scale }, { 1.0f, 1.0f }, faceTextureIndex[0] },
{ { -scale, scale, scale }, { 0.0f, 1.0f }, faceTextureIndex[0] },
{ { scale, scale, scale }, { 0.0f, 0.0f }, faceTextureIndex[1] },
{ { scale, scale, -scale }, { 1.0f, 0.0f }, faceTextureIndex[1] },
{ { scale, -scale, -scale }, { 1.0f, 1.0f }, faceTextureIndex[1] },
{ { scale, -scale, scale }, { 0.0f, 1.0f }, faceTextureIndex[1] },
{ { -scale, -scale, -scale }, { 0.0f, 0.0f }, faceTextureIndex[2] },
{ { scale, -scale, -scale }, { 1.0f, 0.0f }, faceTextureIndex[2] },
{ { scale, scale, -scale }, { 1.0f, 1.0f }, faceTextureIndex[2] },
{ { -scale, scale, -scale }, { 0.0f, 1.0f }, faceTextureIndex[2] },
{ { -scale, -scale, -scale }, { 0.0f, 0.0f }, faceTextureIndex[3] },
{ { -scale, -scale, scale }, { 1.0f, 0.0f }, faceTextureIndex[3] },
{ { -scale, scale, scale }, { 1.0f, 1.0f }, faceTextureIndex[3] },
{ { -scale, scale, -scale }, { 0.0f, 1.0f }, faceTextureIndex[3] },
{ { scale, scale, scale }, { 0.0f, 0.0f }, faceTextureIndex[4] },
{ { -scale, scale, scale }, { 1.0f, 0.0f }, faceTextureIndex[4] },
{ { -scale, scale, -scale }, { 1.0f, 1.0f }, faceTextureIndex[4] },
{ { scale, scale, -scale }, { 0.0f, 1.0f }, faceTextureIndex[4] },
{ { -scale, -scale, -scale }, { 0.0f, 0.0f }, faceTextureIndex[5] },
{ { scale, -scale, -scale }, { 1.0f, 0.0f }, faceTextureIndex[5] },
{ { scale, -scale, scale }, { 1.0f, 1.0f }, faceTextureIndex[5] },
{ { -scale, -scale, scale }, { 0.0f, 1.0f }, faceTextureIndex[5] },
};
for (auto &vertex : cubeVertices) {
vertex.pos[0] += pos.x;
vertex.pos[1] += pos.y;
vertex.pos[2] += pos.z;
}
std::vector<uint32_t> cubeIndices = {
0,1,2, 0,2,3, 4,5,6, 4,6,7, 8,9,10, 8,10,11, 12,13,14, 12,14,15, 16,17,18, 16,18,19, 20,21,22, 20,22,23
};
for (auto &index : cubeIndices) {
index += vertices.size();
}
vertices.insert(vertices.end(), cubeVertices.begin(), cubeVertices.end());
indices.insert(indices.end(), cubeIndices.begin(), cubeIndices.end());
}
void generateBuffers()
// Generates a line of cubes with randomized per-face texture indices
void generateCubes()
{
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
float offset = -1.5f;
float center = (layerCount * offset) / 2.0f - (offset * 0.5f);
//for (uint32_t i = 0; i < 7; i++) {
//generateCube(glm::vec3(i * offset - center, 0.0f, 0.0f), 0.5f, vertices, indices);
//}
generateCube(glm::vec3(0.0f, 0.0f, 0.0f), 0.5f, vertices, indices);
// Generate random per-face texture indices
std::random_device rndDevice;
std::default_random_engine rndEngine(rndDevice());
std::uniform_int_distribution<int32_t> rndDist(0, static_cast<uint32_t>(textures.size()) - 1);
// Generate cubes with random per-face texture indices
const uint32_t count = 6;
for (uint32_t i = 0; i < count; i++) {
// Get random per-Face texture indices that the shader will sample from
int32_t textureIndices[6];
for (uint32_t j = 0; j < 6; j++) {
textureIndices[j] = rndDist(rndEngine);
}
// Push vertices to buffer
float pos = 2.5f * i - (count * 2.5f / 2.0f);
const std::vector<Vertex> cube = {
{ { -1.0f + pos, -1.0f, 1.0f }, { 0.0f, 0.0f }, textureIndices[0] },
{ { 1.0f + pos, -1.0f, 1.0f }, { 1.0f, 0.0f }, textureIndices[0] },
{ { 1.0f + pos, 1.0f, 1.0f }, { 1.0f, 1.0f }, textureIndices[0] },
{ { -1.0f + pos, 1.0f, 1.0f }, { 0.0f, 1.0f }, textureIndices[0] },
{ { 1.0f + pos, 1.0f, 1.0f }, { 0.0f, 0.0f }, textureIndices[1] },
{ { 1.0f + pos, 1.0f, -1.0f }, { 1.0f, 0.0f }, textureIndices[1] },
{ { 1.0f + pos, -1.0f, -1.0f }, { 1.0f, 1.0f }, textureIndices[1] },
{ { 1.0f + pos, -1.0f, 1.0f }, { 0.0f, 1.0f }, textureIndices[1] },
{ { -1.0f + pos, -1.0f, -1.0f }, { 0.0f, 0.0f }, textureIndices[2] },
{ { 1.0f + pos, -1.0f, -1.0f }, { 1.0f, 0.0f }, textureIndices[2] },
{ { 1.0f + pos, 1.0f, -1.0f }, { 1.0f, 1.0f }, textureIndices[2] },
{ { -1.0f + pos, 1.0f, -1.0f }, { 0.0f, 1.0f }, textureIndices[2] },
{ { -1.0f + pos, -1.0f, -1.0f }, { 0.0f, 0.0f }, textureIndices[3] },
{ { -1.0f + pos, -1.0f, 1.0f }, { 1.0f, 0.0f }, textureIndices[3] },
{ { -1.0f + pos, 1.0f, 1.0f }, { 1.0f, 1.0f }, textureIndices[3] },
{ { -1.0f + pos, 1.0f, -1.0f }, { 0.0f, 1.0f }, textureIndices[3] },
{ { 1.0f + pos, 1.0f, 1.0f }, { 0.0f, 0.0f }, textureIndices[4] },
{ { -1.0f + pos, 1.0f, 1.0f }, { 1.0f, 0.0f }, textureIndices[4] },
{ { -1.0f + pos, 1.0f, -1.0f }, { 1.0f, 1.0f }, textureIndices[4] },
{ { 1.0f + pos, 1.0f, -1.0f }, { 0.0f, 1.0f }, textureIndices[4] },
{ { -1.0f + pos, -1.0f, -1.0f }, { 0.0f, 0.0f }, textureIndices[5] },
{ { 1.0f + pos, -1.0f, -1.0f }, { 1.0f, 0.0f }, textureIndices[5] },
{ { 1.0f + pos, -1.0f, 1.0f }, { 1.0f, 1.0f }, textureIndices[5] },
{ { -1.0f + pos, -1.0f, 1.0f }, { 0.0f, 1.0f }, textureIndices[5] },
};
for (auto& vertex : cube) {
vertices.push_back(vertex);
}
// Push indices to buffer
const std::vector<uint32_t> cubeIndices = {
0,1,2,0,2,3,
4,5,6,4,6,7,
8,9,10,8,10,11,
12,13,14,12,14,15,
16,17,18,16,18,19,
20,21,22,20,22,23
};
for (auto& index : cubeIndices) {
indices.push_back(index + static_cast<uint32_t>(vertices.size()));
}
}
indexCount = static_cast<uint32_t>(indices.size());
// For the sake of simplicity we won't stage the vertex data to the gpu memory
@ -233,37 +195,30 @@ public:
indices.data()));
}
/*
[POI] Set up descriptor sets and set layout
*/
// [POI] Set up descriptor sets and set layout
void setupDescriptorSets()
{
/*
Descriptor set layout
*/
// Descriptor pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, static_cast<uint32_t>(textures.size()))
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Descriptor set layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0 : Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
/*
[POI]
Binding 1 contains a texture array that is dynamically non-uniform sampled from
FS:
outFragColor = texture(textures[nonuniformEXT(inTexIndex)], inUV);
*/
// [POI] Binding 1 contains a texture array that is dynamically non-uniform sampled from
// In the fragment shader:
// outFragColor = texture(textures[nonuniformEXT(inTexIndex)], inUV);
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1, static_cast<uint32_t>(textures.size()))
};
/*
[POI]
The fragment shader will be using an unsized array, which has to be marked with a certain flag
FS:
layout (set = 0, binding = 1) uniform sampler2D textures[];
*/
// [POI] The fragment shader will be using an unsized array of samplers, which has to be marked with the VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT_EXT
// In the fragment shader:
// layout (set = 0, binding = 1) uniform sampler2D textures[];
VkDescriptorSetLayoutBindingFlagsCreateInfoEXT setLayoutBindingFlags{};
setLayoutBindingFlags.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO_EXT;
setLayoutBindingFlags.bindingCount = 2;
@ -273,28 +228,14 @@ public:
};
setLayoutBindingFlags.pBindingFlags = descriptorBindingFlags.data();
VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), setLayoutBindings.size());
VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
descriptorSetLayoutCI.pNext = &setLayoutBindingFlags;
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCI, nullptr, &descriptorSetLayout));
/*
Descriptor pool
*/
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, textures.size())
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes.size(), poolSizes.data(), 2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
/*
Descriptor sets
*/
// Descriptor sets
VkDescriptorSetVariableDescriptorCountAllocateInfoEXT variableDescriptorCountAllocInfo = {};
uint32_t variableDescCounts[] = {textures.size()};
uint32_t variableDescCounts[] = { static_cast<uint32_t>(textures.size())};
variableDescriptorCountAllocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_ALLOCATE_INFO_EXT;
variableDescriptorCountAllocInfo.descriptorSetCount = 1;
@ -317,13 +258,8 @@ public:
textureDescriptors[i].imageView = textures[i].view;
}
/*
[POI]
Second and final descriptor is a texture array
Unlike an array texture, these are adressed like typical arrays
*/
// [POI] Second and final descriptor is a texture array
// Unlike an array texture, these are adressed like typical arrays
writeDescriptorSets[1] = {};
writeDescriptorSets[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeDescriptorSets[1].dstBinding = 1;
@ -334,7 +270,7 @@ public:
writeDescriptorSets[1].dstSet = descriptorSet;
writeDescriptorSets[1].pImageInfo = textureDescriptors.data();
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
@ -351,7 +287,7 @@ public:
VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), dynamicStateEnables.size(), 0);
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
// Vertex bindings and attributes
VkVertexInputBindingDescription vertexInputBinding = { 0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX };
@ -370,6 +306,7 @@ public:
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
shaderStages[0] = loadShader(getShadersPath() + "descriptorindexing/descriptorindexing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
// [POI] The fragment shader does non-uniform access into our sampler array, so we need to use nonuniformEXT: texture(textures[nonuniformEXT(inTexIndex)], inUV)
shaderStages[1] = loadShader(getShadersPath() + "descriptorindexing/descriptorindexing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
@ -381,7 +318,7 @@ public:
pipelineCI.pViewportState = &viewportStateCI;
pipelineCI.pDepthStencilState = &depthStencilStateCI;
pipelineCI.pDynamicState = &dynamicStateCI;
pipelineCI.stageCount = shaderStages.size();
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCI.pStages = shaderStages.data();
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
@ -406,23 +343,57 @@ public:
memcpy(uniformBufferVS.mapped, &uboVS, sizeof(uboVS));
}
void buildCommandBuffers()
{
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
renderPassBeginInfo.framebuffer = frameBuffers[i];
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &vertexBuffer.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
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();
layerCount = textures.size();
generateBuffers();
generateTextures();
generateCubes();
prepareUniformBuffers();
setupDescriptorSets();
preparePipelines();