Additional refactoring, comments
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04dffbadf3
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1 changed files with 48 additions and 72 deletions
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@ -70,19 +70,19 @@ public:
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VkDescriptorSet descriptorSet; // Compute shader bindings
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VkPipelineLayout pipelineLayout; // Layout of the compute pipeline
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VkPipeline pipeline; // Compute pipeline for updating particle positions
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struct computeUBO { // Compute shader uniform block object
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float deltaT; // Frame delta time
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float destX; // x position of the attractor
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float destY; // y position of the attractor
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int32_t particleCount = PARTICLE_COUNT;
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} ubo;
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} compute;
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struct ComputeUBO {
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float deltaT;
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float destX;
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float destY;
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int32_t particleCount = PARTICLE_COUNT;
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} computeUbo;
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// SSBO particle declaration
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struct Particle {
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glm::vec2 pos;
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glm::vec2 vel;
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glm::vec4 gradientPos;
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glm::vec2 pos; // Particle position
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glm::vec2 vel; // Particle velocity
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glm::vec4 gradientPos; // Texture coordiantes for the gradient ramp map
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};
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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@ -93,9 +93,6 @@ public:
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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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// Graphics
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vkDestroyPipeline(device, graphics.pipeline, nullptr);
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vkDestroyPipelineLayout(device, graphics.pipelineLayout, nullptr);
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@ -183,13 +180,14 @@ public:
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// Compute particle movement
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// Add memory barrier to ensure that the (rendering) vertex shader operations have finished
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// Required as the compute shader will overwrite the vertex buffer data
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// Add memory barrier to ensure that the (graphics) vertex shader has fetched attributes before compute starts to write to the buffer
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VkBufferMemoryBarrier bufferBarrier = vkTools::initializers::bufferMemoryBarrier();
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bufferBarrier.buffer = compute.storageBuffer.buffer;
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bufferBarrier.size = compute.storageBuffer.descriptor.range;
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bufferBarrier.srcAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT; // Vertex shader invocations have finished reading from the buffer
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bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT; // Compute shader has finished buffer writes
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bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT; // Compute shader wants to write to the buffer
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// Compute and graphics queue may have different queue families (see VulkanDevice::createLogicalDevice)
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// For the barrier to work across different queues, we need to set their family indices
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bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics; // Required as compute and graphics queue may have different families
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bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute; // Required as compute and graphics queue may have different families
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@ -210,12 +208,12 @@ public:
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// Add memory barrier to ensure that compute shader has finished writing to the buffer
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// Without this the (rendering) vertex shader may display incomplete results (partial data from last frame)
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// Compute shader has finished writes to the buffer
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bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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// Vertex shader access (attribute binding)
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bufferBarrier.dstAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
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bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT; // Compute shader has finished writes to the buffer
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bufferBarrier.dstAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT; // Vertex shader invocations want to read from the buffer
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bufferBarrier.buffer = compute.storageBuffer.buffer;
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bufferBarrier.size = compute.storageBuffer.descriptor.range;
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// Compute and graphics queue may have different queue families (see VulkanDevice::createLogicalDevice)
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// For the barrier to work across different queues, we need to set their family indices
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bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute; // Required as compute and graphics queue may have different families
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bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics; // Required as compute and graphics queue may have different families
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@ -231,11 +229,9 @@ public:
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vkEndCommandBuffer(compute.commandBuffer);
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}
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// Setup and fill the compute shader storage buffers for
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// vertex positions and velocities
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// Setup and fill the compute shader storage buffers containing the particles
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void prepareStorageBuffers()
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{
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std::mt19937 rGenerator;
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std::uniform_real_distribution<float> rDistribution(-1.0f, 1.0f);
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@ -248,7 +244,7 @@ public:
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particle.gradientPos.x = particle.pos.x / 2.0f;
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}
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uint32_t storageBufferSize = particleBuffer.size() * sizeof(Particle);
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VkDeviceSize storageBufferSize = particleBuffer.size() * sizeof(Particle);
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// Staging
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// SSBO won't be changed on the host after upload so copy to device local memory
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@ -271,16 +267,9 @@ public:
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// Copy to staging buffer
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VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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VkBufferCopy copyRegion = {};
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copyRegion.size = storageBufferSize;
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vkCmdCopyBuffer(
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copyCmd,
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stagingBuffer.buffer,
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compute.storageBuffer.buffer,
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1,
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©Region);
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vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, compute.storageBuffer.buffer, 1, ©Region);
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VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
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stagingBuffer.destroy();
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@ -313,9 +302,9 @@ public:
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// Assign to vertex buffer
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vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
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vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
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vertices.inputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertices.bindingDescriptions.size());
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vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
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vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
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vertices.inputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertices.attributeDescriptions.size());
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vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
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}
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@ -330,7 +319,7 @@ public:
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vkTools::initializers::descriptorPoolCreateInfo(
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poolSizes.size(),
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static_cast<uint32_t>(poolSizes.size()),
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poolSizes.data(),
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2);
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@ -354,7 +343,7 @@ public:
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vkTools::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
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setLayoutBindings.size());
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static_cast<uint32_t>(setLayoutBindings.size()));
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &graphics.descriptorSetLayout));
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@ -376,32 +365,21 @@ public:
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSet));
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// Image descriptor for the color map texture
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std::vector<VkDescriptorImageInfo> texDescriptors;
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texDescriptors.push_back(vkTools::initializers::descriptorImageInfo(
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textures.particle.sampler,
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textures.particle.view,
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VK_IMAGE_LAYOUT_GENERAL));
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texDescriptors.push_back(vkTools::initializers::descriptorImageInfo(
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textures.gradient.sampler,
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textures.gradient.view,
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VK_IMAGE_LAYOUT_GENERAL));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets;
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// Binding 0 : Particle color map
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writeDescriptorSets.push_back(vkTools::initializers::writeDescriptorSet(
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graphics.descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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0,
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&texDescriptors[0]));
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&textures.particle.descriptor));
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// Binding 1 : Particle gradient ramp
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writeDescriptorSets.push_back(vkTools::initializers::writeDescriptorSet(
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graphics.descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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1,
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&texDescriptors[1]));
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&textures.gradient.descriptor));
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
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}
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void preparePipelines()
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@ -450,7 +428,7 @@ public:
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VkPipelineDynamicStateCreateInfo dynamicState =
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vkTools::initializers::pipelineDynamicStateCreateInfo(
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dynamicStateEnables.data(),
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dynamicStateEnables.size(),
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static_cast<uint32_t>(dynamicStateEnables.size()),
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0);
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// Rendering pipeline
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@ -474,7 +452,7 @@ public:
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pipelineCreateInfo.pViewportState = &viewportState;
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pipelineCreateInfo.pDepthStencilState = &depthStencilState;
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pipelineCreateInfo.pDynamicState = &dynamicState;
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pipelineCreateInfo.stageCount = shaderStages.size();
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pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCreateInfo.pStages = shaderStages.data();
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pipelineCreateInfo.renderPass = renderPass;
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@ -494,7 +472,9 @@ public:
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void prepareCompute()
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{
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// Create a compute capable device queue
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// todo: comment (queue families, etc.)
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// The VulkanDevice::createLogicalDevice functions finds a compute capable queue and prefers queue families that only support compute
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// Depending on the implementation this may result in different queue family indices for graphics and computes,
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// requiring proper synchronization (see the memory barriers in buildComputeCommandBuffer)
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VkDeviceQueueCreateInfo queueCreateInfo = {};
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queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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queueCreateInfo.pNext = NULL;
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@ -521,7 +501,7 @@ public:
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vkTools::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
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setLayoutBindings.size());
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static_cast<uint32_t>(setLayoutBindings.size()));
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &compute.descriptorSetLayout));
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@ -556,13 +536,10 @@ public:
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&compute.uniformBuffer.descriptor)
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};
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vkUpdateDescriptorSets(device, computeWriteDescriptorSets.size(), computeWriteDescriptorSets.data(), 0, NULL);
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(computeWriteDescriptorSets.size()), computeWriteDescriptorSets.data(), 0, NULL);
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// Create pipeline
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VkComputePipelineCreateInfo computePipelineCreateInfo =
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vkTools::initializers::computePipelineCreateInfo(
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compute.pipelineLayout,
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0);
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VkComputePipelineCreateInfo computePipelineCreateInfo = vkTools::initializers::computePipelineCreateInfo(compute.pipelineLayout, 0);
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computePipelineCreateInfo.stage = loadShader(getAssetPath() + "shaders/computeparticles/particle.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
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VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &compute.pipeline));
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@ -573,8 +550,7 @@ public:
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cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
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VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &compute.commandPool));
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// Create command buffer for compute operations
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// tood: differring indices? separate cmd pool?
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// Create a command buffer for compute operations
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VkCommandBufferAllocateInfo cmdBufAllocateInfo =
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vkTools::initializers::commandBufferAllocateInfo(
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compute.commandPool,
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@ -587,7 +563,7 @@ public:
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VkFenceCreateInfo fenceCreateInfo = vkTools::initializers::fenceCreateInfo(VK_FENCE_CREATE_SIGNALED_BIT);
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VK_CHECK_RESULT(vkCreateFence(device, &fenceCreateInfo, nullptr, &compute.fence));
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//todo: comment
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// Build a single command buffer containing the compute dispatch commands
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buildComputeCommandBuffer();
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}
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@ -599,7 +575,7 @@ public:
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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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&compute.uniformBuffer,
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sizeof(computeUbo));
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sizeof(compute.ubo));
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// Map for host access
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VK_CHECK_RESULT(compute.uniformBuffer.map());
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@ -609,25 +585,26 @@ public:
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void updateUniformBuffers()
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{
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computeUbo.deltaT = frameTimer * 2.5f;
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compute.ubo.deltaT = frameTimer * 2.5f;
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if (animate)
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{
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computeUbo.destX = sin(glm::radians(timer*360.0)) * 0.75f;
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computeUbo.destY = 0.f;
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compute.ubo.destX = sin(glm::radians(timer * 360.0f)) * 0.75f;
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compute.ubo.destY = 0.0f;
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}
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else
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{
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float normalizedMx = (mousePos.x - static_cast<float>(width / 2)) / static_cast<float>(width / 2);
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float normalizedMy = (mousePos.y - static_cast<float>(height / 2)) / static_cast<float>(height / 2);
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computeUbo.destX = normalizedMx;
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computeUbo.destY = normalizedMy;
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compute.ubo.destX = normalizedMx;
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compute.ubo.destY = normalizedMy;
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}
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memcpy(compute.uniformBuffer.mapped, &computeUbo, sizeof(computeUbo));
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memcpy(compute.uniformBuffer.mapped, &compute.ubo, sizeof(compute.ubo));
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}
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void draw()
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{
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// Submit graphics commands
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VulkanExampleBase::prepareFrame();
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submitInfo.commandBufferCount = 1;
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@ -636,8 +613,7 @@ public:
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VulkanExampleBase::submitFrame();
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// Submit compute
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// todo: async compute
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// Submit compute commands
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vkWaitForFences(device, 1, &compute.fence, VK_TRUE, UINT64_MAX);
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vkResetFences(device, 1, &compute.fence);
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