Render scene mesh by mesh, add debug names for buffers, pipelines, etc. add some debug markers

This commit is contained in:
saschawillems 2016-05-25 22:54:25 +02:00
parent 8acda2c1d0
commit b6ce7bcfef

View file

@ -23,16 +23,9 @@
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
// Vertex layout used in this example
struct Vertex {
glm::vec3 pos;
glm::vec3 normal;
glm::vec2 uv;
glm::vec3 color;
};
// Setup and functions for the VK_EXT_debug_marker_extension
// Extension spec can be found at https://github.com/KhronosGroup/Vulkan-Docs/blob/1.0-VK_EXT_debug_marker/doc/specs/vulkan/appendices/VK_EXT_debug_marker.txt
// Note that the extension will only be present if run from an offline debugging application
namespace DebugReportExt
{
bool active = false;
@ -91,7 +84,7 @@ namespace DebugReportExt
}
// Insert a new debug marker into the command buffer
void insertDebugMarker(VkCommandBuffer cmdbuffer, const char* pMarkerName, glm::vec4 color)
void insertDebugMarker(VkCommandBuffer cmdbuffer, std::string markerName, glm::vec4 color)
{
// Check for valid function (may not be present if not runnin in a debugging application)
if (pfnCmdDebugMarkerInsert)
@ -99,7 +92,7 @@ namespace DebugReportExt
VkDebugMarkerMarkerInfoEXT markerInfo = {};
markerInfo.sType = VK_STRUCTURE_TYPE_DEBUG_MARKER_MARKER_INFO_EXT;
memcpy(markerInfo.color, &color[0], sizeof(float) * 4);
markerInfo.pMarkerName = pMarkerName;
markerInfo.pMarkerName = markerName.c_str();
pfnCmdDebugMarkerInsert(cmdbuffer, &markerInfo);
}
}
@ -115,10 +108,18 @@ namespace DebugReportExt
}
};
// Vertex layout used in this example
struct Vertex {
glm::vec3 pos;
glm::vec3 normal;
glm::vec2 uv;
glm::vec3 color;
};
class VulkanExample : public VulkanExampleBase
{
public:
bool wireframe = true;
bool wireframe = false;
struct {
vkTools::VulkanTexture colorMap;
@ -134,17 +135,25 @@ public:
// necessary to represent a mesh for rendering purposes
// This is for demonstration and learning purposes,
// the other examples use a mesh loader class for easy access
struct Mesh {
struct Scene {
struct {
VkBuffer buf;
VkDeviceMemory mem;
} vertices;
struct {
int count;
VkBuffer buf;
VkDeviceMemory mem;
} indices;
} mesh;
// Store mesh offsets for vertex and indexbuffers
struct Mesh
{
uint32_t indexStart;
uint32_t indexCount;
std::string name;
};
std::vector<Mesh> meshes;
} scene;
struct {
vkTools::UniformData vsScene;
@ -186,16 +195,182 @@ public:
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
// Destroy and free mesh resources
vkDestroyBuffer(device, mesh.vertices.buf, nullptr);
vkFreeMemory(device, mesh.vertices.mem, nullptr);
vkDestroyBuffer(device, mesh.indices.buf, nullptr);
vkFreeMemory(device, mesh.indices.mem, nullptr);
vkDestroyBuffer(device, scene.vertices.buf, nullptr);
vkFreeMemory(device, scene.vertices.mem, nullptr);
vkDestroyBuffer(device, scene.indices.buf, nullptr);
vkFreeMemory(device, scene.indices.mem, nullptr);
textureLoader->destroyTexture(textures.colorMap);
vkTools::destroyUniformData(device, &uniformData.vsScene);
}
// Load the scene from a model file
void loadScene(std::string filename)
{
VulkanMeshLoader *meshLoader = new VulkanMeshLoader();
#if defined(__ANDROID__)
meshLoader->assetManager = androidApp->activity->assetManager;
#endif
meshLoader->LoadMesh(filename);
scene.meshes.resize(meshLoader->m_Entries.size());
// Generate vertex buffer
float scale = 1.0f;
std::vector<Vertex> vertexBuffer;
// Iterate through all meshes in the file
// and extract the vertex information used in this demo
for (uint32_t m = 0; m < meshLoader->m_Entries.size(); m++)
{
for (uint32_t i = 0; i < meshLoader->m_Entries[m].Vertices.size(); i++)
{
Vertex vertex;
vertex.pos = meshLoader->m_Entries[m].Vertices[i].m_pos * scale;
vertex.normal = meshLoader->m_Entries[m].Vertices[i].m_normal;
vertex.uv = meshLoader->m_Entries[m].Vertices[i].m_tex;
vertex.color = meshLoader->m_Entries[m].Vertices[i].m_color;
vertexBuffer.push_back(vertex);
}
}
uint32_t vertexBufferSize = vertexBuffer.size() * sizeof(Vertex);
// Generate index buffer from loaded mesh file
std::vector<uint32_t> indexBuffer;
for (uint32_t m = 0; m < meshLoader->m_Entries.size(); m++)
{
uint32_t indexBase = indexBuffer.size();
for (uint32_t i = 0; i < meshLoader->m_Entries[m].Indices.size(); i++)
{
indexBuffer.push_back(meshLoader->m_Entries[m].Indices[i] + indexBase);
}
scene.meshes[m].indexStart = indexBase;
scene.meshes[m].indexCount = meshLoader->m_Entries[m].Indices.size();
}
uint32_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
// Static mesh should always be device local
bool useStaging = true;
if (useStaging)
{
struct {
VkBuffer buffer;
VkDeviceMemory memory;
} vertexStaging, indexStaging;
// Create staging buffers
// Vertex data
createBuffer(
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
vertexBufferSize,
vertexBuffer.data(),
&vertexStaging.buffer,
&vertexStaging.memory);
// Index data
createBuffer(
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
indexBufferSize,
indexBuffer.data(),
&indexStaging.buffer,
&indexStaging.memory);
// Create device local buffers
// Vertex buffer
createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBufferSize,
nullptr,
&scene.vertices.buf,
&scene.vertices.mem);
// Index buffer
createBuffer(
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBufferSize,
nullptr,
&scene.indices.buf,
&scene.indices.mem);
// Copy from staging buffers
VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkBufferCopy copyRegion = {};
copyRegion.size = vertexBufferSize;
vkCmdCopyBuffer(
copyCmd,
vertexStaging.buffer,
scene.vertices.buf,
1,
&copyRegion);
copyRegion.size = indexBufferSize;
vkCmdCopyBuffer(
copyCmd,
indexStaging.buffer,
scene.indices.buf,
1,
&copyRegion);
VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
vkDestroyBuffer(device, vertexStaging.buffer, nullptr);
vkFreeMemory(device, vertexStaging.memory, nullptr);
vkDestroyBuffer(device, indexStaging.buffer, nullptr);
vkFreeMemory(device, indexStaging.memory, nullptr);
}
else
{
// Vertex buffer
createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
vertexBufferSize,
vertexBuffer.data(),
&scene.vertices.buf,
&scene.vertices.mem);
// Index buffer
createBuffer(
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
indexBufferSize,
indexBuffer.data(),
&scene.indices.buf,
&scene.indices.mem);
}
delete(meshLoader);
// Name the meshes
// ASSIMP does not load mesh names from the COLLADA file used in this example
// so we need to set them manually
// These names are used in command buffer creation for setting debug markers
std::vector<std::string> names = { "hill", "rocks", "cave", "tree", "mushroom stems", "blue mushroom caps", "red mushroom caps", "grass blades", "chest box", "chest fittings" };
for (size_t i = 0; i < names.size(); i++)
{
scene.meshes[i].name = names[i];
}
// Name the buffers for debugging
DebugReportExt::setObjectName(device, (uint64_t)scene.vertices.buf, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Scene vertex buffer");
DebugReportExt::setObjectName(device, (uint64_t)scene.indices.buf, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Scene index buffer");
}
void loadTextures()
{
textureLoader->loadTexture(
getAssetPath() + "models/voyager/voyager.ktx",
VK_FORMAT_BC3_UNORM_BLOCK,
&textures.colorMap);
}
void reBuildCommandBuffers()
{
if (!checkCommandBuffers())
@ -247,27 +422,41 @@ public:
// Solid rendering
// Insert debug marker
DebugReportExt::insertDebugMarker(drawCmdBuffers[i], "Solid draw", glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
// Start a new debug marker region
DebugReportExt::beginDebugMarkerRegion(drawCmdBuffers[i], "Solid draw", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &mesh.vertices.buf, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], mesh.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], mesh.indices.count, 1, 0, 0, 0);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &scene.vertices.buf, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], scene.indices.buf, 0, VK_INDEX_TYPE_UINT32);
for (auto mesh : scene.meshes)
{
// Add debug marker for mesh name
DebugReportExt::insertDebugMarker(drawCmdBuffers[i], "Draw \"" + mesh.name + "\"", glm::vec4(0.0f));
vkCmdDrawIndexed(drawCmdBuffers[i], mesh.indexCount, 1, mesh.indexStart, 0, 0);
}
DebugReportExt::endDebugMarkerRegion(drawCmdBuffers[i]);
// Wireframe rendering
if (wireframe)
{
// Insert debug marker
DebugReportExt::insertDebugMarker(drawCmdBuffers[i], "Wireframe draw", glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
DebugReportExt::beginDebugMarkerRegion(drawCmdBuffers[i], "Wireframe draw", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
scissor.offset.x = width / 2;
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.wireframe);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &mesh.vertices.buf, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], mesh.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], mesh.indices.count, 1, 0, 0, 0);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &scene.vertices.buf, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], scene.indices.buf, 0, VK_INDEX_TYPE_UINT32);
for (auto mesh : scene.meshes)
{
// Add debug marker for mesh name
DebugReportExt::insertDebugMarker(drawCmdBuffers[i], "Draw \"" + mesh.name + "\"", glm::vec4(0.0f));
vkCmdDrawIndexed(drawCmdBuffers[i], mesh.indexCount, 1, mesh.indexStart, 0, 0);
}
DebugReportExt::endDebugMarkerRegion(drawCmdBuffers[i]);
}
vkCmdEndRenderPass(drawCmdBuffers[i]);
@ -279,156 +468,6 @@ public:
}
}
// Load a mesh based on data read via assimp
// The other example will use the VulkanMesh loader which has some additional functionality for loading meshes
void loadMesh()
{
VulkanMeshLoader *meshLoader = new VulkanMeshLoader();
#if defined(__ANDROID__)
meshLoader->assetManager = androidApp->activity->assetManager;
#endif
meshLoader->LoadMesh(getAssetPath() + "models/treasure.dae");
// Generate vertex buffer
float scale = 1.0f;
std::vector<Vertex> vertexBuffer;
// Iterate through all meshes in the file
// and extract the vertex information used in this demo
for (uint32_t m = 0; m < meshLoader->m_Entries.size(); m++)
{
for (uint32_t i = 0; i < meshLoader->m_Entries[m].Vertices.size(); i++)
{
Vertex vertex;
vertex.pos = meshLoader->m_Entries[m].Vertices[i].m_pos * scale;
vertex.normal = meshLoader->m_Entries[m].Vertices[i].m_normal;
vertex.uv = meshLoader->m_Entries[m].Vertices[i].m_tex;
vertex.color = meshLoader->m_Entries[m].Vertices[i].m_color;
vertexBuffer.push_back(vertex);
}
}
uint32_t vertexBufferSize = vertexBuffer.size() * sizeof(Vertex);
// Generate index buffer from loaded mesh file
std::vector<uint32_t> indexBuffer;
for (uint32_t m = 0; m < meshLoader->m_Entries.size(); m++)
{
uint32_t indexBase = indexBuffer.size();
for (uint32_t i = 0; i < meshLoader->m_Entries[m].Indices.size(); i++)
{
indexBuffer.push_back(meshLoader->m_Entries[m].Indices[i] + indexBase);
}
}
uint32_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
mesh.indices.count = indexBuffer.size();
// Static mesh should always be device local
bool useStaging = true;
if (useStaging)
{
struct {
VkBuffer buffer;
VkDeviceMemory memory;
} vertexStaging, indexStaging;
// Create staging buffers
// Vertex data
createBuffer(
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
vertexBufferSize,
vertexBuffer.data(),
&vertexStaging.buffer,
&vertexStaging.memory);
// Index data
createBuffer(
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
indexBufferSize,
indexBuffer.data(),
&indexStaging.buffer,
&indexStaging.memory);
// Create device local buffers
// Vertex buffer
createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBufferSize,
nullptr,
&mesh.vertices.buf,
&mesh.vertices.mem);
// Index buffer
createBuffer(
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBufferSize,
nullptr,
&mesh.indices.buf,
&mesh.indices.mem);
// Copy from staging buffers
VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkBufferCopy copyRegion = {};
copyRegion.size = vertexBufferSize;
vkCmdCopyBuffer(
copyCmd,
vertexStaging.buffer,
mesh.vertices.buf,
1,
&copyRegion);
copyRegion.size = indexBufferSize;
vkCmdCopyBuffer(
copyCmd,
indexStaging.buffer,
mesh.indices.buf,
1,
&copyRegion);
VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
vkDestroyBuffer(device, vertexStaging.buffer, nullptr);
vkFreeMemory(device, vertexStaging.memory, nullptr);
vkDestroyBuffer(device, indexStaging.buffer, nullptr);
vkFreeMemory(device, indexStaging.memory, nullptr);
}
else
{
// Vertex buffer
createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
vertexBufferSize,
vertexBuffer.data(),
&mesh.vertices.buf,
&mesh.vertices.mem);
// Index buffer
createBuffer(
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
indexBufferSize,
indexBuffer.data(),
&mesh.indices.buf,
&mesh.indices.mem);
}
delete(meshLoader);
}
void loadTextures()
{
textureLoader->loadTexture(
getAssetPath() + "models/voyager/voyager.ktx",
VK_FORMAT_BC3_UNORM_BLOCK,
&textures.colorMap);
}
void setupVertexDescriptions()
{
// Binding description
@ -618,6 +657,10 @@ public:
shaderStages[0] = loadShader(getAssetPath() + "shaders/debugmarker/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/debugmarker/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Name shader moduels for debugging
DebugReportExt::setObjectName(device, (uint64_t)shaderModules[0], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Mesh rendering vertex shader");
DebugReportExt::setObjectName(device, (uint64_t)shaderModules[1], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Mesh rendering fragment shader");
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
pipelineLayout,
@ -642,6 +685,10 @@ public:
rasterizationState.lineWidth = 1.0f;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.wireframe));
// Name pipelines for debugging
DebugReportExt::setObjectName(device, (uint64_t)pipelines.solid, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Solid rendering pipeline");
DebugReportExt::setObjectName(device, (uint64_t)pipelines.wireframe, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Wireframe rendering pipeline");
}
// Prepare and initialize uniform buffer containing shader uniforms
@ -657,6 +704,9 @@ public:
&uniformData.vsScene.memory,
&uniformData.vsScene.descriptor);
// Name uniform buffer for debugging
DebugReportExt::setObjectName(device, (uint64_t)uniformData.vsScene.buffer, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Scene uniform buffer block");
updateUniformBuffers();
}
@ -690,9 +740,9 @@ public:
void prepare()
{
VulkanExampleBase::prepare();
DebugReportExt::setupDebugMarkers(VulkanExampleBase::device);
DebugReportExt::setupDebugMarkers(device);
loadTextures();
loadMesh();
loadScene(getAssetPath() + "models/treasure.dae");
setupVertexDescriptions();
prepareUniformBuffers();
setupDescriptorSetLayout();