/* * Vulkan Example - Using VK_KHR_dynamic_rendering for rendering without framebuffers and render passes (wip) * * Copyright (C) 2022 by Sascha Willems - www.saschawillems.de * * This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) */ #include "vulkanexamplebase.h" #include "VulkanglTFModel.h" #define ENABLE_VALIDATION false class VulkanExample : public VulkanExampleBase { public: PFN_vkCmdBeginRenderingKHR vkCmdBeginRenderingKHR; PFN_vkCmdEndRenderingKHR vkCmdEndRenderingKHR; VkPhysicalDeviceDynamicRenderingFeaturesKHR dynamicRenderingFeaturesKHR{}; vkglTF::Model model; struct UniformData { glm::mat4 projection; glm::mat4 modelView; glm::vec4 viewPos; } uniformData; vks::Buffer uniformBuffer; VkPipeline pipeline; VkPipelineLayout pipelineLayout; VkDescriptorSet descriptorSet; VkDescriptorSetLayout descriptorSetLayout; VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { title = "Dynamic rendering"; camera.type = Camera::CameraType::lookat; camera.setPosition(glm::vec3(0.0f, 0.0f, -10.0f)); camera.setRotation(glm::vec3(-7.5f, 72.0f, 0.0f)); camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f); enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME); enabledDeviceExtensions.push_back(VK_KHR_DYNAMIC_RENDERING_EXTENSION_NAME); // Since we are not requiring Vulkan 1.2, we need to enable some additional extensios as required per the spec enabledDeviceExtensions.push_back(VK_KHR_MAINTENANCE2_EXTENSION_NAME); enabledDeviceExtensions.push_back(VK_KHR_MULTIVIEW_EXTENSION_NAME); enabledDeviceExtensions.push_back(VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME); enabledDeviceExtensions.push_back(VK_KHR_DEPTH_STENCIL_RESOLVE_EXTENSION_NAME); } ~VulkanExample() { if (device) { vkDestroyPipeline(device, pipeline, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); uniformBuffer.destroy(); } } void setupRenderPass() { // With VK_KHR_dynamic_rendering we no longer need a render pass, so skip the sample base render pass setup renderPass = VK_NULL_HANDLE; } void setupFrameBuffer() { // With VK_KHR_dynamic_rendering we no longer need a frame buffer, so skip the sample base framebuffer setup } // Enable physical device features required for this example virtual void getEnabledFeatures() { // Enable anisotropic filtering if supported if (deviceFeatures.samplerAnisotropy) { enabledFeatures.samplerAnisotropy = VK_TRUE; }; dynamicRenderingFeaturesKHR.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DYNAMIC_RENDERING_FEATURES_KHR; dynamicRenderingFeaturesKHR.dynamicRendering = VK_TRUE; deviceCreatepNextChain = &dynamicRenderingFeaturesKHR; } void loadAssets() { const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY; model.loadFromFile(getAssetPath() + "models/voyager.gltf", vulkanDevice, queue, glTFLoadingFlags); } void buildCommandBuffers() { VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo(); for (int32_t i = 0; i < drawCmdBuffers.size(); ++i) { VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo)); // Transition color and depth images for drawing vks::tools::insertImageMemoryBarrier( drawCmdBuffers[i], swapChain.buffers[i].image, 0, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VkImageSubresourceRange{ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }); vks::tools::insertImageMemoryBarrier( drawCmdBuffers[i], depthStencil.image, 0, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL, VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, VkImageSubresourceRange{ VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, 0, 1, 0, 1 }); // New structures are used to define the attachments used in dynamic rendering VkRenderingAttachmentInfoKHR colorAttachment{}; colorAttachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR; colorAttachment.imageView = swapChain.buffers[i].view; colorAttachment.imageLayout = VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL_KHR; colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; colorAttachment.clearValue.color = { 0.0f,0.0f,0.0f,0.0f }; // A single depth stencil attachment info can be used, but they can also be specified separately. // When both are specified separately, the only requirement is that the image view is identical. VkRenderingAttachmentInfoKHR depthStencilAttachment{}; depthStencilAttachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR; depthStencilAttachment.imageView = depthStencil.view; depthStencilAttachment.imageLayout = VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL_KHR; depthStencilAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; depthStencilAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; depthStencilAttachment.clearValue.depthStencil = { 1.0f, 0 }; VkRenderingInfoKHR renderingInfo{}; renderingInfo.sType = VK_STRUCTURE_TYPE_RENDERING_INFO_KHR; renderingInfo.renderArea = { 0, 0, width, height }; renderingInfo.layerCount = 1; renderingInfo.colorAttachmentCount = 1; renderingInfo.pColorAttachments = &colorAttachment; renderingInfo.pDepthAttachment = &depthStencilAttachment; renderingInfo.pStencilAttachment = &depthStencilAttachment; // Begin dynamic rendering vkCmdBeginRenderingKHR(drawCmdBuffers[i], &renderingInfo); VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f); vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0); vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); model.draw(drawCmdBuffers[i], vkglTF::RenderFlags::BindImages, pipelineLayout); drawUI(drawCmdBuffers[i]); // End dynamic rendering vkCmdEndRenderingKHR(drawCmdBuffers[i]); // Transition color image for presentation vks::tools::insertImageMemoryBarrier( drawCmdBuffers[i], swapChain.buffers[i].image, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, VkImageSubresourceRange{ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }); VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); } } void draw() { VulkanExampleBase::prepareFrame(); submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); VulkanExampleBase::submitFrame(); } void setupDescriptorPool() { // Example uses one ubo and one image sampler std::vector poolSizes = { vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1), }; VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 1); VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); } void setupDescriptorSetLayout() { const std::vector setLayoutBindings = { // Binding 0 : Vertex shader uniform buffer vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), }; VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); // Layout uses set 0 for passing vertex shader ubo and set 1 for fragment shader images (taken from glTF model) const std::vector setLayouts = { descriptorSetLayout, vkglTF::descriptorSetLayoutImage, }; VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), 2); VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout)); } void setupDescriptorSet() { VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1); VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet)); std::vector writeDescriptorSets = { // Binding 0 : Vertex shader uniform buffer vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor), }; vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, nullptr); } void preparePipelines() { VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); 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 dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables); std::array shaderStages{}; // We no longer need to set a renderpass for the pipeline create info VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(); pipelineCI.layout = pipelineLayout; pipelineCI.pInputAssemblyState = &inputAssemblyState; pipelineCI.pRasterizationState = &rasterizationState; pipelineCI.pColorBlendState = &colorBlendState; pipelineCI.pMultisampleState = &multisampleState; pipelineCI.pViewportState = &viewportState; pipelineCI.pDepthStencilState = &depthStencilState; pipelineCI.pDynamicState = &dynamicState; pipelineCI.stageCount = static_cast(shaderStages.size()); pipelineCI.pStages = shaderStages.data(); pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV }); // New create info to define color, depth and stencil attachments at pipeline create time VkPipelineRenderingCreateInfoKHR pipelineRenderingCreateInfo{}; pipelineRenderingCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR; pipelineRenderingCreateInfo.colorAttachmentCount = 1; pipelineRenderingCreateInfo.pColorAttachmentFormats = &swapChain.colorFormat; pipelineRenderingCreateInfo.depthAttachmentFormat = depthFormat; pipelineRenderingCreateInfo.stencilAttachmentFormat = depthFormat; // Chain into the pipeline creat einfo pipelineCI.pNext = &pipelineRenderingCreateInfo; shaderStages[0] = loadShader(getShadersPath() + "dynamicrendering/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getShadersPath() + "dynamicrendering/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline)); } // Prepare and initialize uniform buffer containing shader uniforms void prepareUniformBuffers() { VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffer, sizeof(uniformData), &uniformData)); VK_CHECK_RESULT(uniformBuffer.map()); updateUniformBuffers(); } void updateUniformBuffers() { uniformData.projection = camera.matrices.perspective; uniformData.modelView = camera.matrices.view; uniformData.viewPos = camera.viewPos; memcpy(uniformBuffer.mapped, &uniformData, sizeof(uniformData)); } void prepare() { VulkanExampleBase::prepare(); vkCmdBeginRenderingKHR = reinterpret_cast(vkGetDeviceProcAddr(device, "vkCmdBeginRenderingKHR")); vkCmdEndRenderingKHR = reinterpret_cast(vkGetDeviceProcAddr(device, "vkCmdEndRenderingKHR")); loadAssets(); prepareUniformBuffers(); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); buildCommandBuffers(); prepared = true; } virtual void render() { if (!prepared) return; draw(); } virtual void viewChanged() { updateUniformBuffers(); } }; VULKAN_EXAMPLE_MAIN()