/* * Vulkan Example - Compute shader ray tracing * * Copyright (C) 2016 by Sascha Willems - www.saschawillems.de * * This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) */ #include #include #include #include #include #define GLM_FORCE_RADIANS #define GLM_FORCE_DEPTH_ZERO_TO_ONE #include #include #include #include "vulkanexamplebase.h" #define VERTEX_BUFFER_BIND_ID 0 #define ENABLE_VALIDATION false #define TEX_DIM 2048 // Vertex layout for this example struct Vertex { float pos[3]; float uv[2]; }; class VulkanExample : public VulkanExampleBase { private: vkTools::VulkanTexture textureComputeTarget; public: struct { VkPipelineVertexInputStateCreateInfo inputState; std::vector bindingDescriptions; std::vector attributeDescriptions; } vertices; struct { vkMeshLoader::MeshBuffer quad; } meshes; vkTools::UniformData uniformDataCompute; struct { glm::vec3 lightPos; // Aspect ratio of the viewport float aspectRatio; glm::vec4 fogColor = glm::vec4(0.0f); struct { glm::vec3 pos = glm::vec3(0.0f, 1.5f, 4.0f); glm::vec3 lookat = glm::vec3(0.0f, 0.5f, 0.0f); float fov = 10.0f; } camera; } uboCompute; struct { VkPipeline display; VkPipeline compute; } pipelines; int vertexBufferSize; VkQueue computeQueue; VkCommandBuffer computeCmdBuffer; VkPipelineLayout computePipelineLayout; VkDescriptorSet computeDescriptorSet; VkDescriptorSetLayout computeDescriptorSetLayout; VkDescriptorPool computeDescriptorPool; VkPipelineLayout pipelineLayout; VkDescriptorSet descriptorSetPostCompute; VkDescriptorSetLayout descriptorSetLayout; VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { zoom = -2.0f; title = "Vulkan Example - Compute shader ray tracing"; uboCompute.aspectRatio = (float)width / (float)height; paused = true; timerSpeed *= 0.5f; } ~VulkanExample() { // Clean up used Vulkan resources // Note : Inherited destructor cleans up resources stored in base class vkDestroyPipeline(device, pipelines.display, nullptr); vkDestroyPipeline(device, pipelines.compute, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); vkMeshLoader::freeMeshBufferResources(device, &meshes.quad); vkTools::destroyUniformData(device, &uniformDataCompute); vkFreeCommandBuffers(device, cmdPool, 1, &computeCmdBuffer); textureLoader->destroyTexture(textureComputeTarget); // Compute vkDestroyPipelineLayout(device, computePipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, computeDescriptorSetLayout, nullptr); } // Prepare a texture target that is used to store compute shader calculations void prepareTextureTarget(vkTools::VulkanTexture *tex, uint32_t width, uint32_t height, VkFormat format) { // Get device properties for the requested texture format VkFormatProperties formatProperties; vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties); // Check if requested image format supports image storage operations assert(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT); // Prepare blit target texture tex->width = width; tex->height = height; VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo(); imageCreateInfo.imageType = VK_IMAGE_TYPE_2D; imageCreateInfo.format = format; imageCreateInfo.extent = { width, height, 1 }; imageCreateInfo.mipLevels = 1; imageCreateInfo.arrayLayers = 1; imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT; imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL; imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // Image will be sampled in the fragment shader and used as storage target in the compute shader imageCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT; imageCreateInfo.flags = 0; VkMemoryAllocateInfo memAllocInfo = vkTools::initializers::memoryAllocateInfo(); VkMemoryRequirements memReqs; VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &tex->image)); vkGetImageMemoryRequirements(device, tex->image, &memReqs); memAllocInfo.allocationSize = memReqs.size; memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &tex->deviceMemory)); VK_CHECK_RESULT(vkBindImageMemory(device, tex->image, tex->deviceMemory, 0)); VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true); tex->imageLayout = VK_IMAGE_LAYOUT_GENERAL; vkTools::setImageLayout( layoutCmd, tex->image, VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_UNDEFINED, tex->imageLayout); VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true); // Create sampler VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo(); sampler.magFilter = VK_FILTER_LINEAR; sampler.minFilter = VK_FILTER_LINEAR; sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; sampler.addressModeV = sampler.addressModeU; sampler.addressModeW = sampler.addressModeU; sampler.mipLodBias = 0.0f; sampler.maxAnisotropy = 0; sampler.compareOp = VK_COMPARE_OP_NEVER; sampler.minLod = 0.0f; sampler.maxLod = 0.0f; sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE; VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &tex->sampler)); // Create image view VkImageViewCreateInfo view = vkTools::initializers::imageViewCreateInfo(); view.viewType = VK_IMAGE_VIEW_TYPE_2D; view.format = format; view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A }; view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; view.image = tex->image; VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &tex->view)); } void buildCommandBuffers() { // Destroy command buffers if already present if (!checkCommandBuffers()) { destroyCommandBuffers(); createCommandBuffers(); } VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo(); VkClearValue clearValues[2]; clearValues[0].color = defaultClearColor; clearValues[0].color = { {0.0f, 0.0f, 0.2f, 0.0f} }; clearValues[1].depthStencil = { 1.0f, 0 }; VkRenderPassBeginInfo renderPassBeginInfo = vkTools::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)); // Image memory barrier to make sure that compute // shader writes are finished before sampling // from the texture VkImageMemoryBarrier imageMemoryBarrier = {}; imageMemoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; imageMemoryBarrier.pNext = NULL; imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL; imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_GENERAL; imageMemoryBarrier.image = textureComputeTarget.image; imageMemoryBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; imageMemoryBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT; imageMemoryBarrier.dstAccessMask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT; vkCmdPipelineBarrier( drawCmdBuffers[i], VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_FLAGS_NONE, 0, nullptr, 0, nullptr, 1, &imageMemoryBarrier); vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); VkViewport viewport = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f); vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0); vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); VkDeviceSize offsets[1] = { 0 }; vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets); vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.quad.indices.buf, 0, VK_INDEX_TYPE_UINT32); // Display ray traced image generated by compute shader as a full screen quad vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSetPostCompute, 0, NULL); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.display); vkCmdDrawIndexed(drawCmdBuffers[i], meshes.quad.indexCount, 1, 0, 0, 0); vkCmdEndRenderPass(drawCmdBuffers[i]); VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); } } void buildComputeCommandBuffer() { VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo(); VK_CHECK_RESULT(vkBeginCommandBuffer(computeCmdBuffer, &cmdBufInfo)); vkCmdBindPipeline(computeCmdBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipelines.compute); vkCmdBindDescriptorSets(computeCmdBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, computePipelineLayout, 0, 1, &computeDescriptorSet, 0, 0); vkCmdDispatch(computeCmdBuffer, textureComputeTarget.width / 16, textureComputeTarget.height / 16, 1); vkEndCommandBuffer(computeCmdBuffer); } // Setup vertices for a single uv-mapped quad void generateQuad() { #define dim 1.0f std::vector vertexBuffer = { { { dim, dim, 0.0f }, { 1.0f, 1.0f } }, { { -dim, dim, 0.0f }, { 0.0f, 1.0f } }, { { -dim, -dim, 0.0f }, { 0.0f, 0.0f } }, { { dim, -dim, 0.0f }, { 1.0f, 0.0f } } }; #undef dim createBuffer( VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, vertexBuffer.size() * sizeof(Vertex), vertexBuffer.data(), &meshes.quad.vertices.buf, &meshes.quad.vertices.mem); // Setup indices std::vector indexBuffer = { 0,1,2, 2,3,0 }; meshes.quad.indexCount = indexBuffer.size(); createBuffer( VK_BUFFER_USAGE_INDEX_BUFFER_BIT, indexBuffer.size() * sizeof(uint32_t), indexBuffer.data(), &meshes.quad.indices.buf, &meshes.quad.indices.mem); } void setupVertexDescriptions() { // Binding description vertices.bindingDescriptions.resize(1); vertices.bindingDescriptions[0] = vkTools::initializers::vertexInputBindingDescription( VERTEX_BUFFER_BIND_ID, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX); // Attribute descriptions // Describes memory layout and shader positions vertices.attributeDescriptions.resize(2); // Location 0 : Position vertices.attributeDescriptions[0] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0); // Location 1 : Texture coordinates vertices.attributeDescriptions[1] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3); // Assign to vertex buffer vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo(); vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size(); vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data(); vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size(); vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data(); } void setupDescriptorPool() { std::vector poolSizes = { vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2), // Graphics pipeline uses image samplers for display vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4), // Compute pipeline uses storage images image loads and stores vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1), }; VkDescriptorPoolCreateInfo descriptorPoolInfo = vkTools::initializers::descriptorPoolCreateInfo( poolSizes.size(), poolSizes.data(), 3); VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); } void setupDescriptorSetLayout() { std::vector setLayoutBindings = { // Binding 0 : Fragment shader image sampler vkTools::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 0) }; VkDescriptorSetLayoutCreateInfo descriptorLayout = vkTools::initializers::descriptorSetLayoutCreateInfo( setLayoutBindings.data(), setLayoutBindings.size()); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vkTools::initializers::pipelineLayoutCreateInfo( &descriptorSetLayout, 1); VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout)); } void setupDescriptorSet() { VkDescriptorSetAllocateInfo allocInfo = vkTools::initializers::descriptorSetAllocateInfo( descriptorPool, &descriptorSetLayout, 1); VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSetPostCompute)); // Image descriptor for the color map texture VkDescriptorImageInfo texDescriptor = vkTools::initializers::descriptorImageInfo( textureComputeTarget.sampler, textureComputeTarget.view, VK_IMAGE_LAYOUT_GENERAL); std::vector writeDescriptorSets = { // Binding 0 : Fragment shader texture sampler vkTools::initializers::writeDescriptorSet( descriptorSetPostCompute, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &texDescriptor) }; vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL); } // Create a separate command buffer for compute commands void createComputeCommandBuffer() { VkCommandBufferAllocateInfo cmdBufAllocateInfo = vkTools::initializers::commandBufferAllocateInfo( cmdPool, VK_COMMAND_BUFFER_LEVEL_PRIMARY, 1); VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &computeCmdBuffer)); } void preparePipelines() { VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vkTools::initializers::pipelineInputAssemblyStateCreateInfo( VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterizationState = vkTools::initializers::pipelineRasterizationStateCreateInfo( VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0); VkPipelineColorBlendAttachmentState blendAttachmentState = vkTools::initializers::pipelineColorBlendAttachmentState( 0xf, VK_FALSE); VkPipelineColorBlendStateCreateInfo colorBlendState = vkTools::initializers::pipelineColorBlendStateCreateInfo( 1, &blendAttachmentState); VkPipelineDepthStencilStateCreateInfo depthStencilState = vkTools::initializers::pipelineDepthStencilStateCreateInfo( VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL); VkPipelineViewportStateCreateInfo viewportState = vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0); VkPipelineMultisampleStateCreateInfo multisampleState = vkTools::initializers::pipelineMultisampleStateCreateInfo( VK_SAMPLE_COUNT_1_BIT, 0); std::vector dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicState = vkTools::initializers::pipelineDynamicStateCreateInfo( dynamicStateEnables.data(), dynamicStateEnables.size(), 0); // Display pipeline std::array shaderStages; shaderStages[0] = loadShader(getAssetPath() + "shaders/raytracing/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/raytracing/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VkGraphicsPipelineCreateInfo pipelineCreateInfo = vkTools::initializers::pipelineCreateInfo( pipelineLayout, renderPass, 0); pipelineCreateInfo.pVertexInputState = &vertices.inputState; pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState; pipelineCreateInfo.pRasterizationState = &rasterizationState; pipelineCreateInfo.pColorBlendState = &colorBlendState; pipelineCreateInfo.pMultisampleState = &multisampleState; pipelineCreateInfo.pViewportState = &viewportState; pipelineCreateInfo.pDepthStencilState = &depthStencilState; pipelineCreateInfo.pDynamicState = &dynamicState; pipelineCreateInfo.stageCount = shaderStages.size(); pipelineCreateInfo.pStages = shaderStages.data(); pipelineCreateInfo.renderPass = renderPass; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.display)); } // Prepare the compute pipeline that generates the ray traced image void prepareCompute() { std::vector setLayoutBindings = { // Binding 0 : Sampled image (write) vkTools::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 0), // Binding 1 : Uniform buffer block vkTools::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_COMPUTE_BIT, 1) }; VkDescriptorSetLayoutCreateInfo descriptorLayout = vkTools::initializers::descriptorSetLayoutCreateInfo( setLayoutBindings.data(), setLayoutBindings.size()); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &computeDescriptorSetLayout)); VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vkTools::initializers::pipelineLayoutCreateInfo( &computeDescriptorSetLayout, 1); VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &computePipelineLayout)); VkDescriptorSetAllocateInfo allocInfo = vkTools::initializers::descriptorSetAllocateInfo( descriptorPool, &computeDescriptorSetLayout, 1); VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &computeDescriptorSet)); std::vector computeTexDescriptors = { vkTools::initializers::descriptorImageInfo( VK_NULL_HANDLE, textureComputeTarget.view, VK_IMAGE_LAYOUT_GENERAL) }; std::vector computeWriteDescriptorSets = { // Binding 0 : Output storage image vkTools::initializers::writeDescriptorSet( computeDescriptorSet, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 0, &computeTexDescriptors[0]), // Binding 1 : Uniform buffer block vkTools::initializers::writeDescriptorSet( computeDescriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, &uniformDataCompute.descriptor) }; vkUpdateDescriptorSets(device, computeWriteDescriptorSets.size(), computeWriteDescriptorSets.data(), 0, NULL); // Create compute shader pipelines VkComputePipelineCreateInfo computePipelineCreateInfo = vkTools::initializers::computePipelineCreateInfo( computePipelineLayout, 0); computePipelineCreateInfo.stage = loadShader(getAssetPath() + "shaders/raytracing/raytracing.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT); VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &pipelines.compute)); } // Prepare and initialize uniform buffer containing shader uniforms void prepareUniformBuffers() { // Vertex shader uniform buffer block createBuffer( VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, sizeof(uboCompute), &uboCompute, &uniformDataCompute.buffer, &uniformDataCompute.memory, &uniformDataCompute.descriptor); updateUniformBuffers(); } void updateUniformBuffers() { uboCompute.lightPos.x = 0.0f + sin(glm::radians(timer * 360.0f)) * 2.0f; uboCompute.lightPos.y = 5.0f; uboCompute.lightPos.z = 1.0f; uboCompute.lightPos.z = 0.0f + cos(glm::radians(timer * 360.0f)) * 2.0f; uint8_t *pData; VK_CHECK_RESULT(vkMapMemory(device, uniformDataCompute.memory, 0, sizeof(uboCompute), 0, (void **)&pData)); memcpy(pData, &uboCompute, sizeof(uboCompute)); vkUnmapMemory(device, uniformDataCompute.memory); } // Find and create a compute capable device queue void getComputeQueue() { uint32_t queueIndex = 0; uint32_t queueCount; vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueCount, NULL); assert(queueCount >= 1); std::vector queueProps; queueProps.resize(queueCount); vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueCount, queueProps.data()); for (queueIndex = 0; queueIndex < queueCount; queueIndex++) { if (queueProps[queueIndex].queueFlags & VK_QUEUE_COMPUTE_BIT) break; } assert(queueIndex < queueCount); VkDeviceQueueCreateInfo queueCreateInfo = {}; queueCreateInfo.queueFamilyIndex = queueIndex; queueCreateInfo.queueCount = 1; vkGetDeviceQueue(device, queueIndex, 0, &computeQueue); } void draw() { VulkanExampleBase::prepareFrame(); // Command buffer to be sumitted to the queue submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; // Submit to queue VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); VulkanExampleBase::submitFrame(); // Compute VkSubmitInfo computeSubmitInfo = vkTools::initializers::submitInfo(); computeSubmitInfo.commandBufferCount = 1; computeSubmitInfo.pCommandBuffers = &computeCmdBuffer; VK_CHECK_RESULT(vkQueueSubmit(computeQueue, 1, &computeSubmitInfo, VK_NULL_HANDLE)); VK_CHECK_RESULT(vkQueueWaitIdle(computeQueue)); } void prepare() { VulkanExampleBase::prepare(); generateQuad(); getComputeQueue(); createComputeCommandBuffer(); setupVertexDescriptions(); prepareUniformBuffers(); prepareTextureTarget(&textureComputeTarget, TEX_DIM, TEX_DIM, VK_FORMAT_R8G8B8A8_UNORM); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); prepareCompute(); buildCommandBuffers(); buildComputeCommandBuffer(); prepared = true; } virtual void render() { if (!prepared) return; draw(); if (!paused) { updateUniformBuffers(); } } virtual void viewChanged() { updateUniformBuffers(); } }; VULKAN_EXAMPLE_MAIN()