Continued work on multi threading example, now uses a thread pool for updating secondary command buffers

This commit is contained in:
saschawillems 2016-04-01 13:27:03 +02:00
parent 082033d384
commit ad49cb7997
6 changed files with 271 additions and 293 deletions

View file

@ -7,17 +7,9 @@ layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
vec4 lightPos;
} ubo;
layout (std140, push_constant) uniform PushConsts
{
mat4 model;
mat4 mvp;
vec3 color;
} pushConsts;
@ -31,11 +23,12 @@ void main()
outNormal = inNormal;
outColor = inColor;// * pushConsts.color;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
gl_Position = pushConsts.mvp * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.view * ubo.model * vec4(inPos, 1.0);
outNormal = mat3(ubo.view * ubo.model) * inNormal;
vec3 lPos = ubo.lightPos.xyz;
vec4 pos = pushConsts.mvp * vec4(inPos, 1.0);
outNormal = mat3(pushConsts.mvp) * inNormal;
// vec3 lPos = ubo.lightPos.xyz;
vec3 lPos = vec3(0.0);
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}

View file

@ -21,6 +21,8 @@
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "threadpool.hpp"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
@ -46,12 +48,11 @@ public:
vkMeshLoader::MeshBuffer ufo;
} meshes;
struct UBO {
// Shared matrices used for thread push constant blocks
struct {
glm::mat4 projection;
glm::mat4 view;
glm::mat4 model;
glm::vec4 lightPos = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
};
} matrices;
struct {
VkPipeline phong;
@ -61,6 +62,12 @@ public:
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
VkCommandBuffer primaryCommandBuffer;
// Number of animated objects to be renderer
// by using threads and secondary command buffers
uint32_t numObjectsPerThread;
// Multi threaded stuff
// Max. number of concurrent threads
uint32_t numThreads;
@ -68,7 +75,7 @@ public:
// Use push constants to update shader
// parameters on a per-thread base
struct ThreadPushConstantBlock {
glm::mat4 model;
glm::mat4 mvp;
glm::vec3 color;
};
@ -76,38 +83,29 @@ public:
glm::vec3 pos;
glm::vec3 rotation;
float deltaT;
vkMeshLoader::MeshBuffer *meshBuffer;
vkMeshLoader::MeshBufferInfo vertices;
vkMeshLoader::MeshBufferInfo indices;
uint32_t indexCount;
};
struct RenderThread {
uint32_t index;
std::thread thread;
ThreadPushConstantBlock pushConstantBlock;
struct ThreadData {
MeshData meshData;
// Vulkan objects
VkCommandPool cmdPool;
std::vector<VkCommandBuffer> cmdBuffers;
VkViewport viewport;
VkRect2D scissor;
VkDevice device;
std::vector<VkCommandBufferInheritanceInfo> inheritanceInfo;
// todo : maybe move to mesh data if using different meshes per thread
VkPipeline pipeline;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
UBO ubo;
vkTools::UniformData uniformData;
VkCommandPool commandPool;
std::vector<VkCommandBuffer> commandBuffer;
ThreadPushConstantBlock pushConstBlock;
};
std::vector<RenderThread> renderThreads;
std::vector<ThreadData> threadData;
vkTools::ThreadPool threadPool;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
width = 1280;
height = 720;
zoom = -20.0f;
zoom = -35.0f;
zoomSpeed = 2.5f;
rotationSpeed = 0.5f;
rotation = { 0.0f, 0.0f, 0.0f };
rotation = { -16.0f, -32.0f, 0.0f };
title = "Vulkan Example - Multi threaded rendering";
// Get number of max. concurrrent threads
// todo : May not work on all compilers (e.g. old GCC versions?)
@ -116,7 +114,12 @@ public:
// todo : test, remove
std::cout << "numThreads = " << numThreads << std::endl;
srand(time(NULL));
numThreads *= 4; // todo : test
//numThreads *= 4; // todo : test
threadPool.setThreadCount(numThreads);
// Render 32 animated objects
numObjectsPerThread = 32 / numThreads;
}
~VulkanExample()
@ -128,21 +131,127 @@ public:
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
vkFreeCommandBuffers(device, cmdPool, 1, &primaryCommandBuffer);
vkMeshLoader::freeMeshBufferResources(device, &meshes.ufo);
for (auto& thread : renderThreads)
for (auto& thread : threadData)
{
vkFreeCommandBuffers(device, thread.cmdPool, thread.cmdBuffers.size(), thread.cmdBuffers.data());
vkDestroyCommandPool(device, thread.cmdPool, nullptr);
vkTools::destroyUniformData(device, &thread.uniformData);
vkFreeCommandBuffers(device, thread.commandPool, thread.commandBuffer.size(), thread.commandBuffer.data());
vkDestroyCommandPool(device, thread.commandPool, nullptr);
}
}
// Update thread's uniform buffer
static void threadUpdate(RenderThread *thread)
// Create all threads and initialize shader push constants
void prepareMultiThreadedRenderer()
{
// Since this demo updates the command buffers on each frame
// we don't use the per-framebuffer command buffers from the
// base class, and create a single primary command buffer instead
VkCommandBufferAllocateInfo primaryAllocateInfo =
vkTools::initializers::commandBufferAllocateInfo(
cmdPool,
VK_COMMAND_BUFFER_LEVEL_PRIMARY,
1);
vkTools::checkResult(vkAllocateCommandBuffers(device, &primaryAllocateInfo, &primaryCommandBuffer));
threadData.resize(numThreads);
createSetupCommandBuffer();
for (uint32_t i = 0; i < numThreads; i++)
{
ThreadData *thread = &threadData[i];
// Create one command pool for each thread
VkCommandPoolCreateInfo cmdPoolInfo = vkTools::initializers::commandPoolCreateInfo();
cmdPoolInfo.queueFamilyIndex = swapChain.queueNodeIndex;
cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
vkTools::checkResult(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &thread->commandPool));
// One secondary command buffer per object that is updated by this thread
thread->commandBuffer.resize(numObjectsPerThread);
// Generate secondary command buffers for each thread
VkCommandBufferAllocateInfo cmdBufAllocateInfo =
vkTools::initializers::commandBufferAllocateInfo(
thread->commandPool,
VK_COMMAND_BUFFER_LEVEL_SECONDARY,
thread->commandBuffer.size());
vkTools::checkResult(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, thread->commandBuffer.data()));
// Unique vertex and index buffers per thread
createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
meshes.ufo.vertices.size,
nullptr,
&thread->meshData.vertices.buf,
&thread->meshData.vertices.mem);
createBuffer(
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
meshes.ufo.indices.size,
nullptr,
&thread->meshData.indices.buf,
&thread->meshData.indices.mem);
// Copy from mesh buffer
VkBufferCopy copyRegion = {};
// Vertex buffer
copyRegion.size = meshes.ufo.vertices.size;
vkCmdCopyBuffer(
setupCmdBuffer,
meshes.ufo.vertices.buf,
thread->meshData.vertices.buf,
1,
&copyRegion);
// Index buffer
copyRegion.size = meshes.ufo.indices.size;
vkCmdCopyBuffer(
setupCmdBuffer,
meshes.ufo.indices.buf,
thread->meshData.indices.buf,
1,
&copyRegion);
thread->meshData.indexCount = meshes.ufo.indexCount;
float step = 360.0f / (float)numThreads;
float radius = 20.0f;
thread->meshData.pos.x = sin(glm::radians(step * i)) * radius;
thread->meshData.pos.z = cos(glm::radians(step * i)) * radius;
thread->meshData.rotation = glm::vec3(0.0f, (float)(rand() % 360), 0.0f);
thread->meshData.deltaT = (float)(rand() % 255) / 255.0f;
}
// Submit buffer copies to the queue
flushSetupCommandBuffer();
// todo : fence?
}
// Builds the secondary command buffer for each thread
void threadRenderCode(uint32_t threadIndex, uint32_t cmdBufferIndex, VkCommandBufferInheritanceInfo inheritanceInfo)
{
VkCommandBufferBeginInfo commandBufferBeginInfo = vkTools::initializers::commandBufferBeginInfo();
commandBufferBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT;
commandBufferBeginInfo.pInheritanceInfo = &inheritanceInfo;
ThreadData *thread = &threadData[threadIndex];
VkCommandBuffer cmdBuffer = thread->commandBuffer[cmdBufferIndex];
vkTools::checkResult(vkBeginCommandBuffer(cmdBuffer, &commandBufferBeginInfo));
VkViewport viewport = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(cmdBuffer, 0, 1, &viewport);
VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(cmdBuffer, 0, 1, &scissor);
vkCmdBindPipeline(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong);
// Update
// todo : timebased
thread->meshData.rotation.y += 0.15f;
if (thread->meshData.rotation.y > 360.0f)
thread->meshData.rotation.y -= 360.0f;
@ -151,170 +260,32 @@ public:
thread->meshData.deltaT -= 1.0f;
thread->meshData.pos.y = sin(glm::radians(thread->meshData.deltaT * 360.0f)) * 1.5f;
thread->ubo.model = glm::translate(glm::mat4(), thread->meshData.pos);
thread->ubo.model = glm::rotate(thread->ubo.model, -sinf(glm::radians(thread->meshData.deltaT * 360.0f)) * 0.25f, glm::vec3(1.0f, 0.0f, 0.0f));
thread->ubo.model = glm::rotate(thread->ubo.model, glm::radians(thread->meshData.rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
thread->ubo.model = glm::rotate(thread->ubo.model, glm::radians(thread->meshData.deltaT * 360.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 model = glm::translate(glm::mat4(), thread->meshData.pos);
model = glm::rotate(model, -sinf(glm::radians(thread->meshData.deltaT * 360.0f)) * 0.25f, glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians(thread->meshData.rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::rotate(model, glm::radians(thread->meshData.deltaT * 360.0f), glm::vec3(0.0f, 1.0f, 0.0f));
uint8_t *pData;
VkResult err = vkMapMemory(thread->device, thread->uniformData.memory, 0, sizeof(UBO), 0, (void **)&pData);
assert(!err);
memcpy(pData, &thread->ubo, sizeof(UBO));
vkUnmapMemory(thread->device, thread->uniformData.memory);
thread->pushConstBlock.mvp = matrices.projection * matrices.view * model;
// Update shader push constant block
// Contains model view matrix
vkCmdPushConstants(
cmdBuffer,
pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT,
0,
sizeof(ThreadPushConstantBlock),
&thread->pushConstBlock);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(cmdBuffer, 0, 1, &thread->meshData.vertices.buf, offsets);
vkCmdBindIndexBuffer(cmdBuffer, thread->meshData.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(cmdBuffer, thread->meshData.indexCount, 1, 0, 0, 0);
vkTools::checkResult(vkEndCommandBuffer(cmdBuffer));
}
// Update command buffer
static void threadSetup(RenderThread *thread)
{
// Push constant block
// Color
// todo : randomize
thread->pushConstantBlock.color = glm::vec3(1.0f, 1.0f, 1.0f);
// Model matrix
glm::mat4 modelMat = glm::translate(glm::mat4(), thread->meshData.pos);
modelMat = glm::rotate(modelMat, -sinf(glm::radians(thread->meshData.deltaT * 360.0f)) * 0.25f, glm::vec3(1.0f, 0.0f, 0.0f));
modelMat = glm::rotate(modelMat, glm::radians(thread->meshData.rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
modelMat = glm::rotate(modelMat, glm::radians(thread->meshData.deltaT * 360.0f), glm::vec3(0.0f, 1.0f, 0.0f));
thread->pushConstantBlock.model = modelMat;
// Fill command buffers
for (uint32_t i = 0; i < thread->cmdBuffers.size(); ++i)
{
VkCommandBufferBeginInfo beginInfo = vkTools::initializers::commandBufferBeginInfo();
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT;
beginInfo.pInheritanceInfo = &thread->inheritanceInfo[i];
vkBeginCommandBuffer(thread->cmdBuffers[i], &beginInfo);
vkCmdSetViewport(thread->cmdBuffers[i], 0, 1, &thread->viewport);
vkCmdSetScissor(thread->cmdBuffers[i], 0, 1, &thread->scissor);
// Update shader push constant block
// Contains model view matrix
vkCmdPushConstants(
thread->cmdBuffers[i],
thread->pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT,
0,
sizeof(ThreadPushConstantBlock),
&thread->pushConstantBlock);
vkCmdBindPipeline(thread->cmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, thread->pipeline);
vkCmdBindDescriptorSets(thread->cmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, thread->pipelineLayout, 0, 1, &thread->descriptorSet, 0, NULL);
// Render mesh
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(thread->cmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &thread->meshData.meshBuffer->vertices.buf, offsets);
vkCmdBindIndexBuffer(thread->cmdBuffers[i], thread->meshData.meshBuffer->indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(thread->cmdBuffers[i], thread->meshData.meshBuffer->indexCount, 1, 0, 0, 0);
vkEndCommandBuffer(thread->cmdBuffers[i]);
}
}
// Create all threads and initialize shader push constants
void prepareMultiThreadedRenderer()
{
VkResult err;
renderThreads.resize(numThreads);
uint32_t index = 0;
for (auto& thread : renderThreads)
{
thread.index = index;
// Create command pool
VkCommandPoolCreateInfo cmdPoolInfo = vkTools::initializers::commandPoolCreateInfo();
cmdPoolInfo.queueFamilyIndex = swapChain.queueNodeIndex;
cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
err = vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &thread.cmdPool);
assert(!err);
// Create command buffers
// Use secondary level command buffers
thread.cmdBuffers.resize(swapChain.imageCount);
VkCommandBufferAllocateInfo cmdBufAllocateInfo =
vkTools::initializers::commandBufferAllocateInfo(
thread.cmdPool,
VK_COMMAND_BUFFER_LEVEL_SECONDARY,
(uint32_t)thread.cmdBuffers.size());
err = vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, thread.cmdBuffers.data());
assert(!err);
// Vulkan objects
thread.device = device;
// todo...
thread.viewport = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
thread.viewport.width = (float)width / (float)numThreads;
thread.viewport.height = (float)height;
thread.viewport.x = thread.viewport.width * thread.index;
thread.scissor = vkTools::initializers::rect2D(width, height, 0, 0);
thread.pipeline = pipelines.phong;
thread.pipelineLayout = pipelineLayout;
// Inheritance info for secondary command buffers
for (uint32_t i = 0; i < thread.cmdBuffers.size(); ++i)
{
VkCommandBufferInheritanceInfo inheritanceInfo = vkTools::initializers::commandBufferInheritanceInfo();
inheritanceInfo.renderPass = renderPass;
inheritanceInfo.framebuffer = frameBuffers[i];
thread.inheritanceInfo.push_back(inheritanceInfo);
}
// Separate vertex shader uniform buffer block for each thread
createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
sizeof(UBO),
&thread.ubo,
&thread.uniformData.buffer,
&thread.uniformData.memory,
&thread.uniformData.descriptor);
// Descriptor set
VkDescriptorSetAllocateInfo allocInfo =
vkTools::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
VkResult vkRes = vkAllocateDescriptorSets(device, &allocInfo, &thread.descriptorSet);
assert(!vkRes);
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(
thread.descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&thread.uniformData.descriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
// Initialize mesh data
thread.meshData.pos = glm::vec3(0.0f, 0.0f, 0.0f);
// thread.meshData.pos = glm::vec3((float)index * 4.0f - (float)(numThreads - 1) * 2.0f, 0.0f, 0.0f);
thread.meshData.rotation = glm::vec3(0.0f, (float)(rand() % 360), 0.0f);
thread.meshData.deltaT = (float)(rand() % 255) / 255.0f;
// todo : different models (and multiple meshes) per thread
thread.meshData.meshBuffer = &meshes.ufo;
// Create thread
thread.thread = std::thread(VulkanExample::threadSetup, &thread);
index++;
}
for (auto& thread : renderThreads)
{
thread.thread.join();
}
}
void buildCommandBuffers()
void updateCommandBuffers(VkFramebuffer frameBuffer)
{
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
@ -331,80 +302,76 @@ public:
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
renderPassBeginInfo.framebuffer = frameBuffer;
VkResult err;
// Set target frame buffer
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
vkTools::checkResult(vkBeginCommandBuffer(primaryCommandBuffer, &cmdBufInfo));
// The primary command buffer does not contain any rendering commands
// These are stored (and retrieved) from the secondary command buffers
vkCmdBeginRenderPass(primaryCommandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS);
std::vector<VkCommandBuffer> commandBuffers;
// Inheritance info for the secondary command buffers
VkCommandBufferInheritanceInfo inheritanceInfo = vkTools::initializers::commandBufferInheritanceInfo();
inheritanceInfo.renderPass = renderPass;
// Secondary command buffer also use the currently active framebuffer
inheritanceInfo.framebuffer = frameBuffer;
for (uint32_t t = 0; t < numThreads; t++)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
err = vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo);
assert(!err);
// The primary command buffer does not contain any rendering commands
// These are stored (and retrieved) from the secondary command buffers
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS);
// Execute secondary command buffers
for (auto& renderThread : renderThreads)
{
// todo : Make sure threads are finished before accessing their command buffers
vkCmdExecuteCommands(drawCmdBuffers[i], 1, &renderThread.cmdBuffers[i]);
}
vkCmdEndRenderPass(drawCmdBuffers[i]);
err = vkEndCommandBuffer(drawCmdBuffers[i]);
assert(!err);
threadPool.threads[t]->addJob([=] { threadRenderCode(t, 0, inheritanceInfo); });
commandBuffers.push_back(threadData[t].commandBuffer[0]);
}
threadPool.wait();
// Execute render commands from the secondary command buffer
vkCmdExecuteCommands(primaryCommandBuffer, commandBuffers.size(), commandBuffers.data());
vkCmdEndRenderPass(primaryCommandBuffer);
vkTools::checkResult(vkEndCommandBuffer(primaryCommandBuffer));
}
void draw()
{
if (!paused)
{
updateUniformBuffers();
}
VkResult err;
// Get next image in the swap chain (back/front buffer)
err = swapChain.acquireNextImage(semaphores.presentComplete, &currentBuffer);
assert(!err);
vkTools::checkResult(swapChain.acquireNextImage(semaphores.presentComplete, &currentBuffer));
submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
updateCommandBuffers(frameBuffers[currentBuffer]);
// Put a fence in here
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &primaryCommandBuffer;
// Setup a wait fence
// todo : reuse
VkFence renderFence = {};
VkFenceCreateInfo fenceCreateInfo = vkTools::initializers::fenceCreateInfo(VK_FLAGS_NONE);
vkCreateFence(device, &fenceCreateInfo, NULL, &renderFence);
// Submit draw command buffer
err = vkQueueSubmit(queue, 1, &submitInfo, renderFence);
assert(!err);
vkTools::checkResult(vkQueueSubmit(queue, 1, &submitInfo, renderFence));
// Wait for fence to signal that all command buffers are ready
VkResult fenceRes;
do
{
err = vkWaitForFences(device, 1, &renderFence, VK_TRUE, 100000000);
} while (err == VK_TIMEOUT);
assert(!err);
// todo : timeout as define
fenceRes = vkWaitForFences(device, 1, &renderFence, VK_TRUE, 100000000);
} while (fenceRes == VK_TIMEOUT);
vkTools::checkResult(fenceRes);
submitPrePresentBarrier(swapChain.buffers[currentBuffer].image);
err = swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete);
assert(!err);
vkTools::checkResult(swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete));
vkDestroyFence(device, renderFence, nullptr);
err = vkQueueWaitIdle(queue);
assert(!err);
vkTools::checkResult(vkQueueWaitIdle(queue));
}
void loadMeshes()
@ -458,19 +425,33 @@ public:
{
std::vector<VkDescriptorPoolSize> poolSizes =
{
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3 + numThreads)
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vkTools::initializers::descriptorPoolCreateInfo(
poolSizes.size(),
poolSizes.data(),
3 + numThreads);
3);
VkResult vkRes = vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool);
assert(!vkRes);
}
void setupDescriptorSet()
{
// todo :
VkDescriptorSetAllocateInfo allocInfo =
vkTools::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
vkTools::checkResult(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
vkUpdateDescriptorSets(device, 0, nullptr, 0, nullptr);
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
@ -499,7 +480,7 @@ public:
VkPushConstantRange pushConstantRange =
vkTools::initializers::pushConstantRange(
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
sizeof(glm::mat4),
sizeof(ThreadPushConstantBlock),
0);
// Push constant ranges are part of the pipeline layout
@ -587,27 +568,13 @@ public:
assert(!err);
}
void updateUniformBuffers()
void updateMatrices()
{
glm::mat4 projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f);
glm::mat4 view = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, zoom));
view = glm::rotate(view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
view = glm::rotate(view, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
view = glm::rotate(view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
for (auto& thread : renderThreads)
{
//thread.ubo.projection = projection;
thread.ubo.projection = glm::perspective(glm::radians(60.0f), (float)thread.viewport.width / (float)thread.viewport.height, 0.1f, 256.0f);
thread.ubo.view = view;
thread.thread = std::thread(VulkanExample::threadUpdate, &thread);
}
for (auto& thread : renderThreads)
{
thread.thread.join();
}
matrices.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f);
matrices.view = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, zoom));
matrices.view = glm::rotate(matrices.view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
matrices.view = glm::rotate(matrices.view, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
matrices.view = glm::rotate(matrices.view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
}
void prepare()
@ -618,9 +585,9 @@ public:
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
prepareMultiThreadedRenderer();
updateUniformBuffers();
buildCommandBuffers();
updateMatrices();
prepared = true;
}
@ -635,18 +602,13 @@ public:
virtual void viewChanged()
{
if (paused)
{
updateUniformBuffers();
}
updateMatrices();
}
};
VulkanExample *vulkanExample;
#ifdef _WIN32
#if defined(_WIN32)
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (vulkanExample != NULL)
@ -655,9 +617,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
}
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
}
#else
#elif defined(__linux__) && !defined(__ANDROID__)
static void handleEvent(const xcb_generic_event_t *event)
{
if (vulkanExample != NULL)
@ -667,21 +627,42 @@ static void handleEvent(const xcb_generic_event_t *event)
}
#endif
#ifdef _WIN32
// Main entry point
#if defined(_WIN32)
// Windows entry point
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
#else
#elif defined(__ANDROID__)
// Android entry point
void android_main(android_app* state)
#elif defined(__linux__)
// Linux entry point
int main(const int argc, const char *argv[])
#endif
{
#if defined(__ANDROID__)
// Removing this may cause the compiler to omit the main entry point
// which would make the application crash at start
app_dummy();
#endif
vulkanExample = new VulkanExample();
#ifdef _WIN32
#if defined(_WIN32)
vulkanExample->setupWindow(hInstance, WndProc);
#else
#elif defined(__ANDROID__)
// Attach vulkan example to global android application state
state->userData = vulkanExample;
state->onAppCmd = VulkanExample::handleAppCommand;
state->onInputEvent = VulkanExample::handleAppInput;
vulkanExample->androidApp = state;
#elif defined(__linux__)
vulkanExample->setupWindow();
#endif
#if !defined(__ANDROID__)
vulkanExample->initSwapchain();
vulkanExample->prepare();
#endif
vulkanExample->renderLoop();
delete(vulkanExample);
#if !defined(__ANDROID__)
return 0;
#endif
}

View file

@ -17,6 +17,7 @@
<ClCompile Include="multithreading.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\base\threadpool.hpp" />
<ClInclude Include="..\base\vulkandebug.h" />
<ClInclude Include="..\base\vulkanexamplebase.h" />
<ClInclude Include="..\base\vulkantools.h" />

View file

@ -38,5 +38,8 @@
<ClInclude Include="..\base\vulkantools.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\base\threadpool.hpp">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>