/* * Vulkan Example - Using VK_EXT_graphics_pipeline_library * * Important note: Work-in-progress, sample is not finished yet * * 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: vkglTF::Model scene; vks::Buffer uniformBuffer; // Same uniform buffer layout as shader struct UBOVS { glm::mat4 projection; glm::mat4 modelView; glm::vec4 lightPos = glm::vec4(0.0f, 2.0f, 1.0f, 0.0f); } uboVS; VkPipelineLayout pipelineLayout; VkDescriptorSet descriptorSet; VkDescriptorSetLayout descriptorSetLayout; VkPhysicalDeviceGraphicsPipelineLibraryFeaturesEXT graphicsPipelineLibraryFeatures{}; struct { VkPipeline phong; VkPipeline wireframe; VkPipeline toon; } pipelines; struct ShaderInfo { uint32_t* code; size_t size; }; VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { title = "Graphics pipeline library"; camera.type = Camera::CameraType::lookat; camera.setPosition(glm::vec3(0.0f, 0.0f, -10.5f)); camera.setRotation(glm::vec3(-25.0f, 15.0f, 0.0f)); camera.setRotationSpeed(0.5f); camera.setPerspective(60.0f, (float)(width / 3.0f) / (float)height, 0.1f, 256.0f); // Enable required extensions enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME); enabledDeviceExtensions.push_back(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME); enabledDeviceExtensions.push_back(VK_EXT_GRAPHICS_PIPELINE_LIBRARY_EXTENSION_NAME); // Enable required extension features graphicsPipelineLibraryFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_GRAPHICS_PIPELINE_LIBRARY_FEATURES_EXT; graphicsPipelineLibraryFeatures.graphicsPipelineLibrary = VK_TRUE; deviceCreatepNextChain = &graphicsPipelineLibraryFeatures; } ~VulkanExample() { // Clean up used Vulkan resources // Note : Inherited destructor cleans up resources stored in base class vkDestroyPipeline(device, pipelines.phong, nullptr); if (deviceFeatures.fillModeNonSolid) { vkDestroyPipeline(device, pipelines.wireframe, nullptr); } vkDestroyPipeline(device, pipelines.toon, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); uniformBuffer.destroy(); } // Enable physical device features required for this example virtual void getEnabledFeatures() { // Fill mode non solid is required for wireframe display if (deviceFeatures.fillModeNonSolid) { enabledFeatures.fillModeNonSolid = VK_TRUE; // Wide lines must be present for line width > 1.0f if (deviceFeatures.wideLines) { enabledFeatures.wideLines = VK_TRUE; } }; } void buildCommandBuffers() { VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo(); VkClearValue clearValues[2]; clearValues[0].color = defaultClearColor; clearValues[1].depthStencil = { 1.0f, 0 }; VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo(); renderPassBeginInfo.renderPass = renderPass; renderPassBeginInfo.renderArea.offset.x = 0; renderPassBeginInfo.renderArea.offset.y = 0; renderPassBeginInfo.renderArea.extent.width = width; renderPassBeginInfo.renderArea.extent.height = height; renderPassBeginInfo.clearValueCount = 2; renderPassBeginInfo.pClearValues = clearValues; for (int32_t i = 0; i < drawCmdBuffers.size(); ++i) { // Set target frame buffer renderPassBeginInfo.framebuffer = frameBuffers[i]; VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo)); vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); 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, NULL); scene.bindBuffers(drawCmdBuffers[i]); // Left : Solid colored viewport.width = (float)width / 3.0; vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong); scene.draw(drawCmdBuffers[i]); // Center : Toon viewport.x = (float)width / 3.0; vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.toon); // Line width > 1.0f only if wide lines feature is supported if (deviceFeatures.wideLines) { vkCmdSetLineWidth(drawCmdBuffers[i], 2.0f); } scene.draw(drawCmdBuffers[i]); if (deviceFeatures.fillModeNonSolid) { // Right : Wireframe viewport.x = (float)width / 3.0 + (float)width / 3.0; vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.wireframe); scene.draw(drawCmdBuffers[i]); } drawUI(drawCmdBuffers[i]); vkCmdEndRenderPass(drawCmdBuffers[i]); VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); } } void loadAssets() { const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY; scene.loadFromFile(getAssetPath() + "models/treasure_smooth.gltf", vulkanDevice, queue, glTFLoadingFlags); } void setupDescriptorPool() { std::vector poolSizes = { vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1) }; VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo( poolSizes.size(), poolSizes.data(), 2); VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); } void setupDescriptorSetLayout() { 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.data(), setLayoutBindings.size()); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo( &descriptorSetLayout, 1); 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, NULL); } // With VK_EXT_graphics_pipeline_library we don't need to create the shader module when loading it, but instead have the driver create it at linking time // So we use a custom function that only loads the required shader information without actually creating the shader module #if defined(__ANDROID__) // Android shaders are stored as assets in the apk so they need to be loaded via the asset manager bool loadShader(AAssetManager* assetManager, std::string fileName, const uint32_t** pShaderCode, size_t& shaderSize) { // Load shader from compressed asset AAsset* asset = AAssetManager_open(assetManager, fileName, AASSET_MODE_STREAMING); assert(asset); size_t size = AAsset_getLength(asset); assert(size > 0); char* shaderCode = new char[size]; AAsset_read(asset, shaderCode, size); AAsset_close(asset); VkShaderModule shaderModule; VkShaderModuleCreateInfo moduleCreateInfo; moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; moduleCreateInfo.pNext = NULL; moduleCreateInfo.codeSize = size; moduleCreateInfo.pCode = (uint32_t*)shaderCode; moduleCreateInfo.flags = 0; VK_CHECK_RESULT(vkCreateShaderModule(device, &moduleCreateInfo, NULL, &shaderModule)); delete[] shaderCode; return shaderModule; } #else bool loadShaderFile(std::string fileName, ShaderInfo &shaderInfo) { std::ifstream is(fileName, std::ios::binary | std::ios::in | std::ios::ate); if (is.is_open()) { shaderInfo.size = is.tellg(); is.seekg(0, std::ios::beg); shaderInfo.code = new uint32_t[shaderInfo.size]; is.read(reinterpret_cast(shaderInfo.code), shaderInfo.size); is.close(); return true; } else { std::cerr << "Error: Could not open shader file \"" << fileName << "\"" << "\n"; return false; } } #endif VkPipeline createVertexInputState(VkDevice device, VkPipelineCache vertexShaderCache, VkPipelineLayout layout) { VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{}; libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT; libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_VERTEX_INPUT_INTERFACE_BIT_EXT; VkPipelineVertexInputStateCreateInfo vertexInputState = *vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color }); VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); VkGraphicsPipelineCreateInfo pipelineCI{}; pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; pipelineCI.pNext = &libraryInfo; pipelineCI.pInputAssemblyState = &inputAssemblyState; pipelineCI.pVertexInputState = &vertexInputState; VkPipeline library = VK_NULL_HANDLE; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library)); return library; } VkPipeline createVertexShader(VkDevice device, const ShaderInfo shaderInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout) { VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{}; libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT; libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT; VkDynamicState vertexDynamicStates[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicInfo{}; dynamicInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; dynamicInfo.dynamicStateCount = 2; dynamicInfo.pDynamicStates = vertexDynamicStates; VkPipelineViewportStateCreateInfo viewportState = {}; viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; viewportState.viewportCount = 1; viewportState.scissorCount = 1; VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0); VkShaderModuleCreateInfo shaderModuleCreateInfo{}; shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; shaderModuleCreateInfo.codeSize = shaderInfo.size; shaderModuleCreateInfo.pCode = shaderInfo.code; VkPipelineShaderStageCreateInfo shaderStageCreateInfo{}; shaderStageCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; shaderStageCreateInfo.pNext = &shaderModuleCreateInfo; shaderStageCreateInfo.stage = VK_SHADER_STAGE_VERTEX_BIT; shaderStageCreateInfo.pName = "main"; VkGraphicsPipelineCreateInfo pipelineCI{}; pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; pipelineCI.pNext = &libraryInfo; pipelineCI.renderPass = renderPass; pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT; pipelineCI.stageCount = 1; pipelineCI.pStages = &shaderStageCreateInfo; pipelineCI.layout = layout; pipelineCI.pDynamicState = &dynamicInfo; pipelineCI.pViewportState = &viewportState; pipelineCI.pRasterizationState = &rasterizationState; VkPipeline library = VK_NULL_HANDLE; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library)); return library; } VkPipeline createFragmentShader(VkDevice device, const ShaderInfo shaderInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout) { VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{}; libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT; libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT; VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL); VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT); VkShaderModuleCreateInfo shaderModuleCreateInfo{}; shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; shaderModuleCreateInfo.codeSize = shaderInfo.size; shaderModuleCreateInfo.pCode = shaderInfo.code; VkPipelineShaderStageCreateInfo shaderStageCreateInfo{}; shaderStageCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; shaderStageCreateInfo.pNext = &shaderModuleCreateInfo; shaderStageCreateInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT; shaderStageCreateInfo.pName = "main"; VkGraphicsPipelineCreateInfo pipelineCI{}; pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; pipelineCI.pNext = &libraryInfo; pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT; pipelineCI.stageCount = 1; pipelineCI.pStages = &shaderStageCreateInfo; pipelineCI.layout = layout; pipelineCI.renderPass = renderPass; pipelineCI.pDepthStencilState = &depthStencilState; pipelineCI.pMultisampleState = &multisampleState; VkPipeline library = VK_NULL_HANDLE; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library)); return library; } VkPipeline createFragmentOutputState(VkDevice device, VkPipelineCache vertexShaderCache, VkPipelineLayout layout) { VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{}; libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT; libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_OUTPUT_INTERFACE_BIT_EXT; VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE); VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState); VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT); VkGraphicsPipelineCreateInfo pipelineCI{}; pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; pipelineCI.pNext = &libraryInfo; pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT; pipelineCI.layout = layout; pipelineCI.renderPass = renderPass; pipelineCI.pColorBlendState = &colorBlendState; pipelineCI.pMultisampleState = &multisampleState; VkPipeline library = VK_NULL_HANDLE; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library)); return library; } VkPipeline linkExecutable(VkDevice device, const std::vector libraries, VkPipelineCache executableCache, bool optimized) { VkPipelineLibraryCreateInfoKHR linkingInfo{}; linkingInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LIBRARY_CREATE_INFO_KHR; linkingInfo.libraryCount = static_cast(libraries.size()); linkingInfo.pLibraries = libraries.data(); VkGraphicsPipelineCreateInfo executablePipelineCreateInfo{}; executablePipelineCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; executablePipelineCreateInfo.pNext = &linkingInfo; executablePipelineCreateInfo.flags |= optimized ? VK_PIPELINE_CREATE_LINK_TIME_OPTIMIZATION_BIT_EXT : 0; VkPipeline executable = VK_NULL_HANDLE; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, executableCache, 1, &executablePipelineCreateInfo, nullptr, &executable)); return executable; } void preparePipelines() { struct Shaders { ShaderInfo phongVS; ShaderInfo phongFS; } shaders; loadShaderFile(getShadersPath() + "pipelines/phong.vert.spv", shaders.phongVS); loadShaderFile(getShadersPath() + "pipelines/phong.frag.spv", shaders.phongFS); VkPipelineShaderStageCreateInfo vsShader = loadShader(getShadersPath() + "pipelines/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); VkPipelineShaderStageCreateInfo fsShader = loadShader(getShadersPath() + "pipelines/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); std::vector libraries = { createVertexInputState(device, pipelineCache, pipelineLayout), createVertexShader(device, shaders.phongVS, pipelineCache, pipelineLayout), createFragmentShader(device, shaders.phongFS, pipelineCache, pipelineLayout), createFragmentOutputState(device, pipelineCache, pipelineLayout), }; VkPipeline compiledPipeline = linkExecutable(device, libraries, pipelineCache, true); 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_BACK_BIT, 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); std::vector dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_LINE_WIDTH, }; VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables); std::array shaderStages; VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass); pipelineCI.pInputAssemblyState = &inputAssemblyState; pipelineCI.pRasterizationState = &rasterizationState; pipelineCI.pColorBlendState = &colorBlendState; pipelineCI.pMultisampleState = &multisampleState; pipelineCI.pViewportState = &viewportState; pipelineCI.pDepthStencilState = &depthStencilState; pipelineCI.pDynamicState = &dynamicState; pipelineCI.stageCount = shaderStages.size(); pipelineCI.pStages = shaderStages.data(); pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color}); // Create the graphics pipeline state objects // Textured pipeline // Phong shading pipeline //shaderStages[0] = loadShader(getShadersPath() + "pipelines/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); //shaderStages[1] = loadShader(getShadersPath() + "pipelines/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); //VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.phong)); pipelines.phong = compiledPipeline; // Toon shading pipeline shaderStages[0] = loadShader(getShadersPath() + "pipelines/toon.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getShadersPath() + "pipelines/toon.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.toon)); // Pipeline for wire frame rendering // Non solid rendering is not a mandatory Vulkan feature if (deviceFeatures.fillModeNonSolid) { rasterizationState.polygonMode = VK_POLYGON_MODE_LINE; shaderStages[0] = loadShader(getShadersPath() + "pipelines/wireframe.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getShadersPath() + "pipelines/wireframe.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.wireframe)); } } // Prepare and initialize uniform buffer containing shader uniforms void prepareUniformBuffers() { // Create the vertex shader uniform buffer block 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(uboVS))); // Map persistent VK_CHECK_RESULT(uniformBuffer.map()); updateUniformBuffers(); } void updateUniformBuffers() { uboVS.projection = camera.matrices.perspective; uboVS.modelView = camera.matrices.view; memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS)); } void draw() { VulkanExampleBase::prepareFrame(); submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); VulkanExampleBase::submitFrame(); } void prepare() { VulkanExampleBase::prepare(); loadAssets(); prepareUniformBuffers(); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); buildCommandBuffers(); prepared = true; } virtual void render() { if (!prepared) return; draw(); if (camera.updated) { updateUniformBuffers(); } } virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay) { if (!deviceFeatures.fillModeNonSolid) { if (overlay->header("Info")) { overlay->text("Non solid fill modes not supported!"); } } } }; VULKAN_EXAMPLE_MAIN()