Code cleanup, rework, additional code comments
This commit is contained in:
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5 changed files with 206 additions and 290 deletions
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@ -1,6 +1,9 @@
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/*
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* Vulkan Example - Compute shader cloth simulation
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*
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* A compute shader updates a shader storage buffer that contains particles held together by springs and also does basic
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* collision detection against a sphere. This storage buffer is then used as the vertex input for the graphics part of the sample
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*
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* Copyright (C) 2016-2023 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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@ -13,81 +16,90 @@
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class VulkanExample : public VulkanExampleBase
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{
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public:
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uint32_t sceneSetup = 0;
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uint32_t readSet = 0;
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uint32_t indexCount;
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bool simulateWind = false;
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bool specializedComputeQueue = false;
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uint32_t readSet{ 0 };
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uint32_t indexCount{ 0 };
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bool simulateWind{ false };
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// This will be set to true, if the device has a dedicated queue from a compute only queue family
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// With such a queue graphics and compute workloads can run in parallel, but this also requires additional barriers (often called "async compute")
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// These barriers will release and acquire the resources used in graphics and compute between the different queue families
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bool dedicatedComputeQueue{ false };
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vks::Texture2D textureCloth;
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vkglTF::Model modelSphere;
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// Resources for the graphics part of the example
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struct {
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VkDescriptorSetLayout descriptorSetLayout;
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VkDescriptorSet descriptorSet;
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VkPipelineLayout pipelineLayout;
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struct Pipelines {
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VkPipeline cloth;
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VkPipeline sphere;
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} pipelines;
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vks::Buffer indices;
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vks::Buffer uniformBuffer;
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struct graphicsUBO {
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glm::mat4 projection;
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glm::mat4 view;
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glm::vec4 lightPos = glm::vec4(-2.0f, 4.0f, -2.0f, 1.0f);
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} ubo;
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} graphics;
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// Resources for the compute part of the example
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struct {
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struct StorageBuffers {
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vks::Buffer input;
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vks::Buffer output;
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} storageBuffers;
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struct Semaphores {
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VkSemaphore ready{ 0L };
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VkSemaphore complete{ 0L };
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} semaphores;
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vks::Buffer uniformBuffer;
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VkQueue queue;
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VkCommandPool commandPool;
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std::array<VkCommandBuffer,2> commandBuffers;
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VkDescriptorSetLayout descriptorSetLayout;
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std::array<VkDescriptorSet,2> descriptorSets;
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VkPipelineLayout pipelineLayout;
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VkPipeline pipeline;
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struct computeUBO {
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float deltaT = 0.0f;
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float particleMass = 0.1f;
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float springStiffness = 2000.0f;
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float damping = 0.25f;
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float restDistH;
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float restDistV;
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float restDistD;
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float sphereRadius = 1.0f;
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glm::vec4 spherePos = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
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glm::vec4 gravity = glm::vec4(0.0f, 9.8f, 0.0f, 0.0f);
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glm::ivec2 particleCount;
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} ubo;
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} compute;
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// SSBO cloth grid particle declaration
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// The cloth is made from a grid of particles
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struct Particle {
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glm::vec4 pos;
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glm::vec4 vel;
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glm::vec4 uv;
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glm::vec4 normal;
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float pinned;
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glm::vec3 _pad0;
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};
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// Cloth definition parameters
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struct Cloth {
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glm::uvec2 gridsize = glm::uvec2(60, 60);
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glm::vec2 size = glm::vec2(5.0f);
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glm::uvec2 gridsize{ 60, 60 };
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glm::vec2 size{ 5.0f, 5.0f };
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} cloth;
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// We put the resource "types" into structs to make this sample easier to understand
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// We use two buffers for our cloth simulation: One with the input cloth data and one for outputting updated values
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// The compute pipeline will update the output buffer, and the graphics pipeline will it as a vertex buffer
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struct StorageBuffers {
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vks::Buffer input;
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vks::Buffer output;
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} storageBuffers;
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// Resources for the graphics part of the example
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struct Graphics {
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
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struct Pipelines {
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VkPipeline cloth{ VK_NULL_HANDLE };
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VkPipeline sphere{ VK_NULL_HANDLE };
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} pipelines;
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// The vertices will be stored in the shader storage buffers, so we only need an index buffer in this structure
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vks::Buffer indices;
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struct UniformData {
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glm::mat4 projection;
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glm::mat4 view;
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glm::vec4 lightPos{ -2.0f, 4.0f, -2.0f, 1.0f };
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} uniformData;
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vks::Buffer uniformBuffer;
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} graphics;
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// Resources for the compute part of the example
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struct Compute {
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struct Semaphores {
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VkSemaphore ready{ VK_NULL_HANDLE };
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VkSemaphore complete{ VK_NULL_HANDLE };
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} semaphores;
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VkQueue queue{ VK_NULL_HANDLE };
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VkCommandPool commandPool{ VK_NULL_HANDLE };
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std::array<VkCommandBuffer, 2> commandBuffers{};
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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std::array<VkDescriptorSet, 2> descriptorSets{ VK_NULL_HANDLE };
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
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VkPipeline pipeline{ VK_NULL_HANDLE };
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struct UniformData {
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float deltaT{ 0.0f };
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// These arguments define the spring setup for the cloth piece
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// Changing these changes how the cloth reacts
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float particleMass{ 0.1f };
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float springStiffness{ 2000.0f };
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float damping{ 0.25f };
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float restDistH{ 0 };
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float restDistV{ 0 };
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float restDistD{ 0 };
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float sphereRadius{ 1.0f };
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glm::vec4 spherePos{ 0.0f, 0.0f, 0.0f, 0.0f };
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glm::vec4 gravity{ 0.0f, 9.8f, 0.0f, 0.0f };
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glm::ivec2 particleCount{ 0 };
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} uniformData;
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vks::Buffer uniformBuffer;
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} compute;
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VulkanExample() : VulkanExampleBase()
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{
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title = "Compute shader cloth simulation";
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@ -99,25 +111,29 @@ public:
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~VulkanExample()
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{
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// Graphics
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graphics.indices.destroy();
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graphics.uniformBuffer.destroy();
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vkDestroyPipeline(device, graphics.pipelines.cloth, nullptr);
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vkDestroyPipeline(device, graphics.pipelines.sphere, nullptr);
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vkDestroyPipelineLayout(device, graphics.pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, graphics.descriptorSetLayout, nullptr);
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textureCloth.destroy();
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if (device) {
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// Graphics
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graphics.indices.destroy();
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graphics.uniformBuffer.destroy();
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vkDestroyPipeline(device, graphics.pipelines.cloth, nullptr);
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vkDestroyPipeline(device, graphics.pipelines.sphere, nullptr);
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vkDestroyPipelineLayout(device, graphics.pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, graphics.descriptorSetLayout, nullptr);
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textureCloth.destroy();
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// Compute
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compute.storageBuffers.input.destroy();
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compute.storageBuffers.output.destroy();
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compute.uniformBuffer.destroy();
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vkDestroyPipelineLayout(device, compute.pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, compute.descriptorSetLayout, nullptr);
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vkDestroyPipeline(device, compute.pipeline, nullptr);
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vkDestroySemaphore(device, compute.semaphores.ready, nullptr);
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vkDestroySemaphore(device, compute.semaphores.complete, nullptr);
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vkDestroyCommandPool(device, compute.commandPool, nullptr);
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// Compute
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compute.uniformBuffer.destroy();
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vkDestroyPipelineLayout(device, compute.pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, compute.descriptorSetLayout, nullptr);
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vkDestroyPipeline(device, compute.pipeline, nullptr);
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vkDestroySemaphore(device, compute.semaphores.ready, nullptr);
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vkDestroySemaphore(device, compute.semaphores.complete, nullptr);
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vkDestroyCommandPool(device, compute.commandPool, nullptr);
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// SSBOs
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storageBuffers.input.destroy();
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storageBuffers.output.destroy();
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}
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}
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// Enable physical device features required for this example
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@ -137,7 +153,7 @@ public:
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void addGraphicsToComputeBarriers(VkCommandBuffer commandBuffer, VkAccessFlags srcAccessMask, VkAccessFlags dstAccessMask, VkPipelineStageFlags srcStageMask, VkPipelineStageFlags dstStageMask)
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{
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if (specializedComputeQueue) {
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if (dedicatedComputeQueue) {
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VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
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bufferBarrier.srcAccessMask = srcAccessMask;
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bufferBarrier.dstAccessMask = dstAccessMask;
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@ -146,9 +162,9 @@ public:
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bufferBarrier.size = VK_WHOLE_SIZE;
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std::vector<VkBufferMemoryBarrier> bufferBarriers;
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bufferBarrier.buffer = compute.storageBuffers.input.buffer;
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bufferBarrier.buffer = storageBuffers.input.buffer;
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bufferBarriers.push_back(bufferBarrier);
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bufferBarrier.buffer = compute.storageBuffers.output.buffer;
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bufferBarrier.buffer = storageBuffers.output.buffer;
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bufferBarriers.push_back(bufferBarrier);
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vkCmdPipelineBarrier(commandBuffer,
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srcStageMask,
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bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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bufferBarrier.size = VK_WHOLE_SIZE;
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std::vector<VkBufferMemoryBarrier> bufferBarriers;
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bufferBarrier.buffer = compute.storageBuffers.input.buffer;
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bufferBarrier.buffer = storageBuffers.input.buffer;
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bufferBarriers.push_back(bufferBarrier);
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bufferBarrier.buffer = compute.storageBuffers.output.buffer;
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bufferBarrier.buffer = storageBuffers.output.buffer;
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bufferBarriers.push_back(bufferBarrier);
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vkCmdPipelineBarrier(
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commandBuffer,
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@ -185,7 +201,7 @@ public:
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void addComputeToGraphicsBarriers(VkCommandBuffer commandBuffer, VkAccessFlags srcAccessMask, VkAccessFlags dstAccessMask, VkPipelineStageFlags srcStageMask, VkPipelineStageFlags dstStageMask)
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{
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if (specializedComputeQueue) {
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if (dedicatedComputeQueue) {
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VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
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bufferBarrier.srcAccessMask = srcAccessMask;
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bufferBarrier.dstAccessMask = dstAccessMask;
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bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics;
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bufferBarrier.size = VK_WHOLE_SIZE;
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std::vector<VkBufferMemoryBarrier> bufferBarriers;
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bufferBarrier.buffer = compute.storageBuffers.input.buffer;
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bufferBarrier.buffer = storageBuffers.input.buffer;
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bufferBarriers.push_back(bufferBarrier);
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bufferBarrier.buffer = compute.storageBuffers.output.buffer;
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bufferBarrier.buffer = storageBuffers.output.buffer;
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bufferBarriers.push_back(bufferBarrier);
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vkCmdPipelineBarrier(
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commandBuffer,
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VkDeviceSize offsets[1] = { 0 };
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// Render sphere
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if (sceneSetup == 0) {
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipelines.sphere);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipelineLayout, 0, 1, &graphics.descriptorSet, 0, NULL);
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modelSphere.draw(drawCmdBuffers[i]);
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}
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipelines.sphere);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipelineLayout, 0, 1, &graphics.descriptorSet, 0, NULL);
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modelSphere.draw(drawCmdBuffers[i]);
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// Render cloth
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipelines.cloth);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipelineLayout, 0, 1, &graphics.descriptorSet, 0, NULL);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], graphics.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &compute.storageBuffers.output.buffer, offsets);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &storageBuffers.output.buffer, offsets);
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vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
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drawUI(drawCmdBuffers[i]);
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@ -273,7 +287,6 @@ public:
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}
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// todo: check barriers (validation, separate compute queue)
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void buildComputeCommandBuffer()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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}
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}
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// Setup and fill the compute shader storage buffers containing the particles
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// Setup and fill the shader storage buffers containing the particles
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// These buffers are used as shader storage buffers in the compute shader (to update them) and as vertex input in the vertex shader (to display them)
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void prepareStorageBuffers()
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{
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std::vector<Particle> particleBuffer(cloth.gridsize.x * cloth.gridsize.y);
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std::vector<Particle> particleBuffer(cloth.gridsize.x * cloth.gridsize.y);
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float dx = cloth.size.x / (cloth.gridsize.x - 1);
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float dy = cloth.size.y / (cloth.gridsize.y - 1);
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float dx = cloth.size.x / (cloth.gridsize.x - 1);
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float dy = cloth.size.y / (cloth.gridsize.y - 1);
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float du = 1.0f / (cloth.gridsize.x - 1);
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float dv = 1.0f / (cloth.gridsize.y - 1);
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switch (sceneSetup) {
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case 0 :
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{
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// Horz. cloth falls onto sphere
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glm::mat4 transM = glm::translate(glm::mat4(1.0f), glm::vec3(- cloth.size.x / 2.0f, -2.0f, - cloth.size.y / 2.0f));
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for (uint32_t i = 0; i < cloth.gridsize.y; i++) {
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for (uint32_t j = 0; j < cloth.gridsize.x; j++) {
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particleBuffer[i + j * cloth.gridsize.y].pos = transM * glm::vec4(dx * j, 0.0f, dy * i, 1.0f);
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particleBuffer[i + j * cloth.gridsize.y].vel = glm::vec4(0.0f);
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particleBuffer[i + j * cloth.gridsize.y].uv = glm::vec4(1.0f - du * i, dv * j, 0.0f, 0.0f);
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}
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}
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break;
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}
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case 1:
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{
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// Vert. Pinned cloth
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glm::mat4 transM = glm::translate(glm::mat4(1.0f), glm::vec3(- cloth.size.x / 2.0f, - cloth.size.y / 2.0f, 0.0f));
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for (uint32_t i = 0; i < cloth.gridsize.y; i++) {
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for (uint32_t j = 0; j < cloth.gridsize.x; j++) {
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particleBuffer[i + j * cloth.gridsize.y].pos = transM * glm::vec4(dx * j, dy * i, 0.0f, 1.0f);
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particleBuffer[i + j * cloth.gridsize.y].vel = glm::vec4(0.0f);
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particleBuffer[i + j * cloth.gridsize.y].uv = glm::vec4(du * j, dv * i, 0.0f, 0.0f);
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// Pin some particles
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particleBuffer[i + j * cloth.gridsize.y].pinned = (i == 0) && ((j == 0) || (j == cloth.gridsize.x / 3) || (j == cloth.gridsize.x - cloth.gridsize.x / 3) || (j == cloth.gridsize.x - 1));
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// Remove sphere
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compute.ubo.spherePos.z = -10.0f;
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}
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}
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break;
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// Set up a flat cloth that falls onto sphere
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glm::mat4 transM = glm::translate(glm::mat4(1.0f), glm::vec3(-cloth.size.x / 2.0f, -2.0f, -cloth.size.y / 2.0f));
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for (uint32_t i = 0; i < cloth.gridsize.y; i++) {
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for (uint32_t j = 0; j < cloth.gridsize.x; j++) {
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particleBuffer[i + j * cloth.gridsize.y].pos = transM * glm::vec4(dx * j, 0.0f, dy * i, 1.0f);
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particleBuffer[i + j * cloth.gridsize.y].vel = glm::vec4(0.0f);
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particleBuffer[i + j * cloth.gridsize.y].uv = glm::vec4(1.0f - du * i, dv * j, 0.0f, 0.0f);
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}
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}
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storageBufferSize,
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particleBuffer.data());
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// SSBOs will be used both as storage buffers (compute) and vertex buffers (graphics)
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vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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&compute.storageBuffers.input,
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&storageBuffers.input,
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storageBufferSize);
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vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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&compute.storageBuffers.output,
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&storageBuffers.output,
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storageBufferSize);
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// Copy from staging buffer
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VkCommandBuffer copyCmd = vulkanDevice->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(copyCmd, stagingBuffer.buffer, compute.storageBuffers.output.buffer, 1, ©Region);
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vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, storageBuffers.output.buffer, 1, ©Region);
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// Add an initial release barrier to the graphics queue,
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// so that when the compute command buffer executes for the first time
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// it doesn't complain about a lack of a corresponding "release" to its "acquire"
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// Indices
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std::vector<uint32_t> indices;
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for (uint32_t y = 0; y < cloth.gridsize.y - 1; y++) {
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for (uint32_t x = 0; x < cloth.gridsize.x; x++) {
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||||
indices.push_back((y + 1) * cloth.gridsize.x + x);
|
||||
indices.push_back((y)* cloth.gridsize.x + x);
|
||||
for (uint32_t y = 0; y < cloth.gridsize.y - 1; y++) {
|
||||
for (uint32_t x = 0; x < cloth.gridsize.x; x++) {
|
||||
indices.push_back((y + 1) * cloth.gridsize.x + x);
|
||||
indices.push_back((y)*cloth.gridsize.x + x);
|
||||
}
|
||||
// Primitive restart (signaled by special value 0xFFFFFFFF)
|
||||
indices.push_back(0xFFFFFFFF);
|
||||
|
|
@ -435,93 +427,67 @@ public:
|
|||
stagingBuffer.destroy();
|
||||
}
|
||||
|
||||
void setupDescriptorPool()
|
||||
// Prepare the resources used for the graphics part of the sample
|
||||
void prepareGraphics()
|
||||
{
|
||||
// Uniform buffer for passing data to the vertex shader
|
||||
vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &graphics.uniformBuffer, sizeof(Graphics::UniformData));
|
||||
VK_CHECK_RESULT(graphics.uniformBuffer.map());
|
||||
|
||||
// Descriptor pool
|
||||
std::vector<VkDescriptorPoolSize> poolSizes = {
|
||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3),
|
||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 4),
|
||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)
|
||||
};
|
||||
|
||||
VkDescriptorPoolCreateInfo descriptorPoolInfo =
|
||||
vks::initializers::descriptorPoolCreateInfo(poolSizes, 3);
|
||||
|
||||
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 3);
|
||||
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
||||
}
|
||||
|
||||
void setupLayoutsAndDescriptors()
|
||||
{
|
||||
// Set layout
|
||||
// Descriptor layout
|
||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
||||
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
|
||||
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1)
|
||||
};
|
||||
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||
vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
||||
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &graphics.descriptorSetLayout));
|
||||
|
||||
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo =
|
||||
vks::initializers::pipelineLayoutCreateInfo(&graphics.descriptorSetLayout, 1);
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &graphics.pipelineLayout));
|
||||
|
||||
// Set
|
||||
VkDescriptorSetAllocateInfo allocInfo =
|
||||
vks::initializers::descriptorSetAllocateInfo(descriptorPool, &graphics.descriptorSetLayout, 1);
|
||||
// Decscriptor set
|
||||
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &graphics.descriptorSetLayout, 1);
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSet));
|
||||
|
||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
|
||||
vks::initializers::writeDescriptorSet(graphics.descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &graphics.uniformBuffer.descriptor),
|
||||
vks::initializers::writeDescriptorSet(graphics.descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textureCloth.descriptor)
|
||||
};
|
||||
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
|
||||
}
|
||||
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
|
||||
|
||||
void preparePipelines()
|
||||
{
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
||||
vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 0, VK_TRUE);
|
||||
// Layout
|
||||
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&graphics.descriptorSetLayout, 1);
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &graphics.pipelineLayout));
|
||||
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationState =
|
||||
vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
|
||||
|
||||
VkPipelineColorBlendAttachmentState blendAttachmentState =
|
||||
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo colorBlendState =
|
||||
vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
||||
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencilState =
|
||||
vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||
|
||||
VkPipelineViewportStateCreateInfo viewportState =
|
||||
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo multisampleState =
|
||||
vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
|
||||
|
||||
std::vector<VkDynamicState> dynamicStateEnables = {
|
||||
VK_DYNAMIC_STATE_VIEWPORT,
|
||||
VK_DYNAMIC_STATE_SCISSOR
|
||||
};
|
||||
VkPipelineDynamicStateCreateInfo dynamicState =
|
||||
vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables, 0);
|
||||
// Pipeline
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 0, VK_TRUE);
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
|
||||
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
||||
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
|
||||
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
|
||||
|
||||
// Rendering pipeline
|
||||
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||
|
||||
shaderStages[0] = loadShader(getShadersPath() + "computecloth/cloth.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getShadersPath() + "computecloth/cloth.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo(graphics.pipelineLayout, renderPass);
|
||||
|
||||
// Input attributes
|
||||
|
||||
// Binding description
|
||||
// Vertex Input
|
||||
std::vector<VkVertexInputBindingDescription> inputBindings = {
|
||||
vks::initializers::vertexInputBindingDescription(0, sizeof(Particle), VK_VERTEX_INPUT_RATE_VERTEX)
|
||||
};
|
||||
|
||||
// Attribute descriptions
|
||||
// Attribute descriptions based on the particles of the cloth
|
||||
std::vector<VkVertexInputAttributeDescription> inputAttributes = {
|
||||
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Particle, pos)),
|
||||
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32_SFLOAT, offsetof(Particle, uv)),
|
||||
|
|
@ -557,13 +523,29 @@ public:
|
|||
shaderStages[0] = loadShader(getShadersPath() + "computecloth/sphere.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getShadersPath() + "computecloth/sphere.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &graphics.pipelines.sphere));
|
||||
|
||||
buildCommandBuffers();
|
||||
}
|
||||
|
||||
// Prepare the resources used for the compute part of the sample
|
||||
void prepareCompute()
|
||||
{
|
||||
// Create a compute capable device queue
|
||||
vkGetDeviceQueue(device, vulkanDevice->queueFamilyIndices.compute, 0, &compute.queue);
|
||||
|
||||
// Uniform buffer for passing data to the compute shader
|
||||
vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &compute.uniformBuffer, sizeof(Compute::UniformData));
|
||||
VK_CHECK_RESULT(compute.uniformBuffer.map());
|
||||
|
||||
// Set some initial values
|
||||
float dx = cloth.size.x / (cloth.gridsize.x - 1);
|
||||
float dy = cloth.size.y / (cloth.gridsize.y - 1);
|
||||
|
||||
compute.uniformData.restDistH = dx;
|
||||
compute.uniformData.restDistV = dy;
|
||||
compute.uniformData.restDistD = sqrtf(dx * dx + dy * dy);
|
||||
compute.uniformData.particleCount = cloth.gridsize;
|
||||
|
||||
// Create compute pipeline
|
||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
||||
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, VK_SHADER_STAGE_COMPUTE_BIT, 0),
|
||||
|
|
@ -571,36 +553,30 @@ public:
|
|||
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_COMPUTE_BIT, 2),
|
||||
};
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||
vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
||||
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &compute.descriptorSetLayout));
|
||||
|
||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &compute.descriptorSetLayout));
|
||||
|
||||
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo =
|
||||
vks::initializers::pipelineLayoutCreateInfo(&compute.descriptorSetLayout, 1);
|
||||
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&compute.descriptorSetLayout, 1);
|
||||
|
||||
// Push constants used to pass some parameters
|
||||
VkPushConstantRange pushConstantRange =
|
||||
vks::initializers::pushConstantRange(VK_SHADER_STAGE_COMPUTE_BIT, sizeof(uint32_t), 0);
|
||||
VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_COMPUTE_BIT, sizeof(uint32_t), 0);
|
||||
pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
|
||||
pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &compute.pipelineLayout));
|
||||
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &compute.pipelineLayout));
|
||||
|
||||
VkDescriptorSetAllocateInfo allocInfo =
|
||||
vks::initializers::descriptorSetAllocateInfo(descriptorPool, &compute.descriptorSetLayout, 1);
|
||||
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &compute.descriptorSetLayout, 1);
|
||||
|
||||
// Create two descriptor sets with input and output buffers switched
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSets[0]));
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSets[1]));
|
||||
|
||||
std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets = {
|
||||
vks::initializers::writeDescriptorSet(compute.descriptorSets[0], VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0, &compute.storageBuffers.input.descriptor),
|
||||
vks::initializers::writeDescriptorSet(compute.descriptorSets[0], VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, &compute.storageBuffers.output.descriptor),
|
||||
vks::initializers::writeDescriptorSet(compute.descriptorSets[0], VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0, &storageBuffers.input.descriptor),
|
||||
vks::initializers::writeDescriptorSet(compute.descriptorSets[0], VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, &storageBuffers.output.descriptor),
|
||||
vks::initializers::writeDescriptorSet(compute.descriptorSets[0], VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2, &compute.uniformBuffer.descriptor),
|
||||
|
||||
vks::initializers::writeDescriptorSet(compute.descriptorSets[1], VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0, &compute.storageBuffers.output.descriptor),
|
||||
vks::initializers::writeDescriptorSet(compute.descriptorSets[1], VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, &compute.storageBuffers.input.descriptor),
|
||||
vks::initializers::writeDescriptorSet(compute.descriptorSets[1], VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0, &storageBuffers.output.descriptor),
|
||||
vks::initializers::writeDescriptorSet(compute.descriptorSets[1], VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, &storageBuffers.input.descriptor),
|
||||
vks::initializers::writeDescriptorSet(compute.descriptorSets[1], VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2, &compute.uniformBuffer.descriptor)
|
||||
};
|
||||
|
||||
|
|
@ -619,9 +595,7 @@ public:
|
|||
VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &compute.commandPool));
|
||||
|
||||
// Create a command buffer for compute operations
|
||||
VkCommandBufferAllocateInfo cmdBufAllocateInfo =
|
||||
vks::initializers::commandBufferAllocateInfo(compute.commandPool, VK_COMMAND_BUFFER_LEVEL_PRIMARY, 2);
|
||||
|
||||
VkCommandBufferAllocateInfo cmdBufAllocateInfo = vks::initializers::commandBufferAllocateInfo(compute.commandPool, VK_COMMAND_BUFFER_LEVEL_PRIMARY, 2);
|
||||
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &compute.commandBuffers[0]));
|
||||
|
||||
// Semaphores for graphics / compute synchronization
|
||||
|
|
@ -633,80 +607,50 @@ public:
|
|||
buildComputeCommandBuffer();
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
void prepareUniformBuffers()
|
||||
{
|
||||
// Compute shader uniform buffer block
|
||||
vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&compute.uniformBuffer,
|
||||
sizeof(compute.ubo));
|
||||
VK_CHECK_RESULT(compute.uniformBuffer.map());
|
||||
|
||||
// Initial values
|
||||
float dx = cloth.size.x / (cloth.gridsize.x - 1);
|
||||
float dy = cloth.size.y / (cloth.gridsize.y - 1);
|
||||
|
||||
compute.ubo.restDistH = dx;
|
||||
compute.ubo.restDistV = dy;
|
||||
compute.ubo.restDistD = sqrtf(dx * dx + dy * dy);
|
||||
compute.ubo.particleCount = cloth.gridsize;
|
||||
|
||||
updateComputeUBO();
|
||||
|
||||
// Vertex shader uniform buffer block
|
||||
vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&graphics.uniformBuffer,
|
||||
sizeof(graphics.ubo));
|
||||
VK_CHECK_RESULT(graphics.uniformBuffer.map());
|
||||
|
||||
updateGraphicsUBO();
|
||||
}
|
||||
|
||||
void updateComputeUBO()
|
||||
{
|
||||
if (!paused) {
|
||||
// SRS - Clamp frameTimer to max 20ms refresh period (e.g. if blocked on resize), otherwise image breakup can occur
|
||||
compute.ubo.deltaT = fmin(frameTimer, 0.02f) * 0.0025f;
|
||||
compute.uniformData.deltaT = fmin(frameTimer, 0.02f) * 0.0025f;
|
||||
|
||||
if (simulateWind) {
|
||||
std::default_random_engine rndEngine(benchmark.active ? 0 : (unsigned)time(nullptr));
|
||||
std::uniform_real_distribution<float> rd(1.0f, 12.0f);
|
||||
compute.ubo.gravity.x = cos(glm::radians(-timer * 360.0f)) * (rd(rndEngine) - rd(rndEngine));
|
||||
compute.ubo.gravity.z = sin(glm::radians(timer * 360.0f)) * (rd(rndEngine) - rd(rndEngine));
|
||||
compute.uniformData.gravity.x = cos(glm::radians(-timer * 360.0f)) * (rd(rndEngine) - rd(rndEngine));
|
||||
compute.uniformData.gravity.z = sin(glm::radians(timer * 360.0f)) * (rd(rndEngine) - rd(rndEngine));
|
||||
}
|
||||
else {
|
||||
compute.ubo.gravity.x = 0.0f;
|
||||
compute.ubo.gravity.z = 0.0f;
|
||||
compute.uniformData.gravity.x = 0.0f;
|
||||
compute.uniformData.gravity.z = 0.0f;
|
||||
}
|
||||
}
|
||||
else {
|
||||
compute.ubo.deltaT = 0.0f;
|
||||
compute.uniformData.deltaT = 0.0f;
|
||||
}
|
||||
memcpy(compute.uniformBuffer.mapped, &compute.ubo, sizeof(compute.ubo));
|
||||
memcpy(compute.uniformBuffer.mapped, &compute.uniformData, sizeof(Compute::UniformData));
|
||||
}
|
||||
|
||||
void updateGraphicsUBO()
|
||||
{
|
||||
graphics.ubo.projection = camera.matrices.perspective;
|
||||
graphics.ubo.view = camera.matrices.view;
|
||||
memcpy(graphics.uniformBuffer.mapped, &graphics.ubo, sizeof(graphics.ubo));
|
||||
graphics.uniformData.projection = camera.matrices.perspective;
|
||||
graphics.uniformData.view = camera.matrices.view;
|
||||
memcpy(graphics.uniformBuffer.mapped, &graphics.uniformData, sizeof(Graphics::UniformData));
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
// As we use both graphics and compute, frame submission is a bit more involved
|
||||
// We'll be using semaphores to synchronize between the compute shader updating the cloth and the graphics pipeline drawing it
|
||||
|
||||
static bool firstDraw = true;
|
||||
VkSubmitInfo computeSubmitInfo = vks::initializers::submitInfo();
|
||||
// FIXME find a better way to do this (without using fences, which is much slower)
|
||||
VkPipelineStageFlags computeWaitDstStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
|
||||
if (!firstDraw) {
|
||||
computeSubmitInfo.waitSemaphoreCount = 1;
|
||||
computeSubmitInfo.pWaitSemaphores = &compute.semaphores.ready;
|
||||
computeSubmitInfo.pWaitDstStageMask = &computeWaitDstStageMask;
|
||||
} else {
|
||||
}
|
||||
else {
|
||||
firstDraw = false;
|
||||
}
|
||||
computeSubmitInfo.signalSemaphoreCount = 1;
|
||||
|
|
@ -714,7 +658,7 @@ public:
|
|||
computeSubmitInfo.commandBufferCount = 1;
|
||||
computeSubmitInfo.pCommandBuffers = &compute.commandBuffers[readSet];
|
||||
|
||||
VK_CHECK_RESULT( vkQueueSubmit( compute.queue, 1, &computeSubmitInfo, VK_NULL_HANDLE) );
|
||||
VK_CHECK_RESULT(vkQueueSubmit(compute.queue, 1, &computeSubmitInfo, VK_NULL_HANDLE));
|
||||
|
||||
// Submit graphics commands
|
||||
VulkanExampleBase::prepareFrame();
|
||||
|
|
@ -745,19 +689,16 @@ public:
|
|||
{
|
||||
VulkanExampleBase::prepare();
|
||||
// Make sure the code works properly both with different queues families for graphics and compute and the same queue family
|
||||
// You can use DEBUG_FORCE_SHARED_GRAPHICS_COMPUTE_QUEUE preprocessor define to force graphics and compute from the same queue family
|
||||
#ifdef DEBUG_FORCE_SHARED_GRAPHICS_COMPUTE_QUEUE
|
||||
vulkanDevice->queueFamilyIndices.compute = vulkanDevice->queueFamilyIndices.graphics;
|
||||
#endif
|
||||
// Check whether the compute queue family is distinct from the graphics queue family
|
||||
specializedComputeQueue = vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute;
|
||||
dedicatedComputeQueue = vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute;
|
||||
loadAssets();
|
||||
prepareStorageBuffers();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorPool();
|
||||
setupLayoutsAndDescriptors();
|
||||
preparePipelines();
|
||||
prepareGraphics();
|
||||
prepareCompute();
|
||||
buildCommandBuffers();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
|
|
@ -765,17 +706,12 @@ public:
|
|||
{
|
||||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
|
||||
updateComputeUBO();
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateGraphicsUBO();
|
||||
updateComputeUBO();
|
||||
draw();
|
||||
}
|
||||
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay* overlay)
|
||||
{
|
||||
if (overlay->header("Settings")) {
|
||||
overlay->checkBox("Simulate wind", &simulateWind);
|
||||
|
|
|
|||
|
|
@ -5,7 +5,6 @@ struct Particle {
|
|||
vec4 vel;
|
||||
vec4 uv;
|
||||
vec4 normal;
|
||||
float pinned;
|
||||
};
|
||||
|
||||
layout(std430, binding = 0) buffer ParticleIn {
|
||||
|
|
@ -53,13 +52,6 @@ void main()
|
|||
if (index > params.particleCount.x * params.particleCount.y)
|
||||
return;
|
||||
|
||||
// Pinned?
|
||||
if (particleIn[index].pinned == 1.0) {
|
||||
particleOut[index].pos = particleOut[index].pos;
|
||||
particleOut[index].vel = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Initial force from gravity
|
||||
vec3 force = params.gravity.xyz * params.particleMass;
|
||||
|
||||
|
|
|
|||
Binary file not shown.
|
|
@ -17,11 +17,6 @@ layout (binding = 0) uniform UBO
|
|||
vec4 lightPos;
|
||||
} ubo;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
void main ()
|
||||
{
|
||||
outUV = inUV;
|
||||
|
|
|
|||
|
|
@ -1,11 +1,11 @@
|
|||
// Copyright 2020 Google LLC
|
||||
// Copyright 2023 Sascha Willems
|
||||
|
||||
struct Particle {
|
||||
float4 pos;
|
||||
float4 vel;
|
||||
float4 uv;
|
||||
float4 normal;
|
||||
float pinned;
|
||||
};
|
||||
|
||||
[[vk::binding(0)]]
|
||||
|
|
@ -54,13 +54,6 @@ void main(uint3 id : SV_DispatchThreadID)
|
|||
if (index > params.particleCount.x * params.particleCount.y)
|
||||
return;
|
||||
|
||||
// Pinned?
|
||||
if (particleIn[index].pinned == 1.0) {
|
||||
particleOut[index].pos = particleOut[index].pos;
|
||||
particleOut[index].vel = float4(0, 0, 0, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Initial force from gravity
|
||||
float3 force = params.gravity.xyz * params.particleMass;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue