Command buffer update strategy scenarios example (wip)
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351
examples/commandbuffers/commandbuffers.cpp
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351
examples/commandbuffers/commandbuffers.cpp
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/*
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* Vulkan Example - Different command buffer update strategies
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*
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* While for many basic example workloads command buffers are prebuilt and just reused,
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* in a real-life setting command buffers are usually recreated all the time
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* This sample will demonstrate different command buffer update scenarios
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*
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* Copyright (C) 2018 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 <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "VulkanBuffer.hpp"
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#include "VulkanModel.hpp"
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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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// Vertex layout for the models
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vks::VertexLayout vertexLayout = vks::VertexLayout({
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vks::VERTEX_COMPONENT_POSITION,
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vks::VERTEX_COMPONENT_NORMAL,
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vks::VERTEX_COMPONENT_UV,
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vks::VERTEX_COMPONENT_COLOR,
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});
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struct {
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vks::Model scene;
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} models;
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struct UBOVS {
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glm::mat4 projection;
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glm::mat4 model;
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} uboVS;
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vks::Buffer uniformBuffer;
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VkPipelineLayout pipelineLayout;
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VkPipeline pipeline;
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VkDescriptorSetLayout descriptorSetLayout;
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VkDescriptorSet descriptorSet;
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// Single command buffer scenario
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VkFence waitFence;
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VkCommandPool commandPool;
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VkCommandBuffer commandBuffer;
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/// @todo: Multiple command buffers ("render ahead")
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/// @todo: Only update command buffer(s) if scene changed
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/// @todo: dynamic scene with frustum culling (maybe terrain + simple trees)
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std::array<glm::vec4, 6> pushConstants;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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rotationSpeed = 0.5f;
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timerSpeed *= 0.5f;
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title = "Command buffers";
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settings.overlay = false;
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camera.type = Camera::CameraType::lookat;
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camera.position = { 0.0f, 0.0f, -30.0f };
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camera.setRotation(glm::vec3(-32.5f, 45.0f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 64.0f);
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}
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~VulkanExample()
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{
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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models.scene.destroy();
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uniformBuffer.destroy();
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}
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void setupDescriptors()
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{
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// Pool
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std::vector<VkDescriptorPoolSize> poolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes.size(), poolSizes.data(), 1);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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// Layouts
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pipelineLayoutCI = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(pushConstants), 0);
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pipelineLayoutCI.pushConstantRangeCount = 1;
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pipelineLayoutCI.pPushConstantRanges = &pushConstantRange;
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout));
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// Descriptors
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VkDescriptorSetAllocateInfo descriptorSetAI = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorSetAI, &descriptorSet));
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VkWriteDescriptorSet writeDescriptorSet = vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor);
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vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
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}
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void preparePipelines()
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{
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
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std::vector<VkDynamicState> dynamicStates = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStates);
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// Vertex bindings and attributes
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std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
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vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX)
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};
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0 : Position
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vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1 : Normal
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vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 3 : UV
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vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8) // Location 3 : Cpöpr
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};
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VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
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vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
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vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
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vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
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loadShader(getAssetPath() + "shaders/pushconstants/lights.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
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loadShader(getAssetPath() + "shaders/pushconstants/lights.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
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};
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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pipelineCI.pVertexInputState = &vertexInputState;
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pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
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pipelineCI.pRasterizationState = &rasterizationStateCI;
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pipelineCI.pColorBlendState = &colorBlendStateCI;
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pipelineCI.pMultisampleState = &multisampleStateCI;
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pipelineCI.pViewportState = &viewportStateCI;
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pipelineCI.pDepthStencilState = &depthStencilStateCI;
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pipelineCI.pDynamicState = &dynamicStateCI;
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pipelineCI.stageCount = shaderStages.size();
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pipelineCI.pStages = shaderStages.data();
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
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}
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void prepareUniformBuffers()
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{
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// Vertex shader uniform buffer block
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBuffer,
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sizeof(uboVS)));
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// Map persistent
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VK_CHECK_RESULT(uniformBuffer.map());
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updateUniformBuffers();
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}
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void updateUniformBuffers()
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{
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uboVS.projection = camera.matrices.perspective;
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uboVS.model = camera.matrices.view;
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memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS));
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}
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void recordCommandBuffer()
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{
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// A fence is used to wait until this command buffer has finished execution and is no longer in-flight
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// Command buffers can only be re-recorded or destroyed if they are not in-flight
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VK_CHECK_RESULT(vkWaitForFences(device, 1, &waitFence, VK_TRUE, UINT64_MAX));
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VK_CHECK_RESULT(vkResetFences(device, 1, &waitFence));
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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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renderPassBeginInfo.framebuffer = frameBuffers[currentBuffer];
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VkCommandBufferBeginInfo commandBufferBeginInfo = vks::initializers::commandBufferBeginInfo();
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VK_CHECK_RESULT(vkBeginCommandBuffer(commandBuffer, &commandBufferBeginInfo));
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vkCmdBeginRenderPass(commandBuffer, &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(commandBuffer, 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
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// Update light positions
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// w component = light radius scale
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const float r = 7.5f;
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const float sin_t = sin(glm::radians(timer * 360));
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const float cos_t = cos(glm::radians(timer * 360));
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const float y = 4.0f;
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pushConstants[0] = glm::vec4(r * 1.1 * sin_t, y, r * 1.1 * cos_t, 1.0f);
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pushConstants[1] = glm::vec4(-r * sin_t, y, -r * cos_t, 1.0f);
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pushConstants[2] = glm::vec4(r * 0.85f * sin_t, y, -sin_t * 2.5f, 1.5f);
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pushConstants[3] = glm::vec4(0.0f, y, r * 1.25f * cos_t, 1.5f);
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pushConstants[4] = glm::vec4(r * 2.25f * cos_t, y, 0.0f, 1.25f);
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pushConstants[5] = glm::vec4(r * 2.5f * cos_t, y, r * 2.5f * sin_t, 1.25f);
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// Submit via push constant (rather than a UBO)
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vkCmdPushConstants(
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commandBuffer,
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pipelineLayout,
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VK_SHADER_STAGE_VERTEX_BIT,
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0,
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sizeof(pushConstants),
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pushConstants.data());
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vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(commandBuffer, 0, 1, &models.scene.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(commandBuffer, models.scene.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(commandBuffer, models.scene.indexCount, 1, 0, 0, 0);
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//drawUI(commandBuffer);
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vkCmdEndRenderPass(commandBuffer);
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VK_CHECK_RESULT(vkEndCommandBuffer(commandBuffer));
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}
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void draw()
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{
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// Acquire the next image from the swap chain
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{
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VkResult acquire = swapChain.acquireNextImage(semaphores.presentComplete, ¤tBuffer);
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if ((acquire == VK_ERROR_OUT_OF_DATE_KHR) || (acquire == VK_SUBOPTIMAL_KHR)) {
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windowResize();
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}
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else {
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VK_CHECK_RESULT(acquire);
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}
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}
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// (Re-)record command buffer
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if (!paused) {
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recordCommandBuffer();
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}
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// Command buffer to be sumitted to the queue
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &commandBuffer;
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// Submit to queue
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, waitFence));
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// Present
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{
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VkResult present = swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete);
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if (!((present == VK_SUCCESS) || (present == VK_SUBOPTIMAL_KHR))) {
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if (present == VK_ERROR_OUT_OF_DATE_KHR) {
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windowResize();
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return;
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}
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else {
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VK_CHECK_RESULT(present);
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}
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}
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}
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}
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void loadAssets()
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{
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models.scene.loadFromFile(getAssetPath() + "models/samplescene.dae", vertexLayout, 0.35f, vulkanDevice, queue);
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}
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void prepare()
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{
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VulkanExampleBase::prepare();
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/*
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Single command buffer, single thread scenario
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*/
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// A fence is need to check for command buffer completion before we can recreate it
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VkFenceCreateInfo fenceCI{ VK_STRUCTURE_TYPE_FENCE_CREATE_INFO, nullptr, VK_FENCE_CREATE_SIGNALED_BIT };
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VK_CHECK_RESULT(vkCreateFence(device, &fenceCI, nullptr, &waitFence));
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// Create a single command pool for the applications main thread
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VkCommandPoolCreateInfo commandPoolCI{};
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commandPoolCI.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
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/// @todo: Comment flags
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commandPoolCI.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
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commandPoolCI.queueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics;
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VK_CHECK_RESULT(vkCreateCommandPool(device, &commandPoolCI, nullptr, &commandPool));
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// Create a single command buffer that is recorded every frame
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VkCommandBufferAllocateInfo cmdBufAllocateInfo = vks::initializers::commandBufferAllocateInfo(commandPool, VK_COMMAND_BUFFER_LEVEL_PRIMARY, 1);
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VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &commandBuffer));
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loadAssets();
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prepareUniformBuffers();
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setupDescriptors();
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preparePipelines();
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prepared = true;
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}
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virtual void render()
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{
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if (!prepared) {
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return;
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}
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draw();
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if (camera.updated) {
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updateUniformBuffers();
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}
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}
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};
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VULKAN_EXAMPLE_MAIN()
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