/* * Vulkan Example - Using different pipelines in a single renderpass * * This sample shows how to setup multiple graphics pipelines and how to use them for drawing objects with differring visuals * * Copyright (C) 2016-2023 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" class VulkanExample: public VulkanExampleBase { public: vkglTF::Model scene; struct UniformData { glm::mat4 projection; glm::mat4 modelView; glm::vec4 lightPos{ 0.0f, 2.0f, 1.0f, 0.0f }; } uniformData; vks::Buffer uniformBuffer; VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE }; VkDescriptorSet descriptorSet{ VK_NULL_HANDLE }; VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE }; struct { VkPipeline phong{ VK_NULL_HANDLE }; VkPipeline wireframe{ VK_NULL_HANDLE }; VkPipeline toon{ VK_NULL_HANDLE }; } pipelines; VulkanExample() : VulkanExampleBase() { title = "Pipeline state objects"; 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); } ~VulkanExample() { if (device) { vkDestroyPipeline(device, pipelines.phong, nullptr); if (enabledFeatures.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) { 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 : Render the scene using the solid colored pipeline with phong shading viewport.width = (float)width / 3.0f; vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong); vkCmdSetLineWidth(drawCmdBuffers[i], 1.0f); scene.draw(drawCmdBuffers[i]); // Center : Render the scene using a toon style pipeline viewport.x = (float)width / 3.0f; 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 (enabledFeatures.wideLines) { vkCmdSetLineWidth(drawCmdBuffers[i], 2.0f); } scene.draw(drawCmdBuffers[i]); // Right : Render the scene as wireframe (if that feature is supported by the implementation) if (enabledFeatures.fillModeNonSolid) { viewport.x = (float)width / 3.0f + (float)width / 3.0f; 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 setupDescriptors() { // Pool std::vector poolSizes = { vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1) }; VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2); VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); // Layout 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)); // Set 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, static_cast(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr); } void preparePipelines() { // Layout VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1); VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout)); // Pipelines // Most state is shared between all pipelines 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 = static_cast(shaderStages.size()); pipelineCI.pStages = shaderStages.data(); pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color}); // Create the different pipelines used in this sample // We are using this pipeline as the base for the other pipelines (derivatives) // Pipeline derivatives can be used for pipelines that share most of their state // Depending on the implementation this may result in better performance for pipeline // switching and faster creation time pipelineCI.flags = VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT; // 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)); // All pipelines created after the base pipeline will be derivatives pipelineCI.flags = VK_PIPELINE_CREATE_DERIVATIVE_BIT; // Base pipeline will be our first created pipeline pipelineCI.basePipelineHandle = pipelines.phong; // It's only allowed to either use a handle or index for the base pipeline // As we use the handle, we must set the index to -1 (see section 9.5 of the specification) pipelineCI.basePipelineIndex = -1; // 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 (enabledFeatures.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(UniformData))); // Map persistent VK_CHECK_RESULT(uniformBuffer.map()); } void updateUniformBuffers() { // Override the base sample camera setup, since we use three viewports camera.setPerspective(60.0f, (float)(width / 3.0f) / (float)height, 0.1f, 256.0f); uniformData.projection = camera.matrices.perspective; uniformData.modelView = camera.matrices.view; memcpy(uniformBuffer.mapped, &uniformData, sizeof(UniformData)); } void prepare() { VulkanExampleBase::prepare(); loadAssets(); prepareUniformBuffers(); setupDescriptors(); preparePipelines(); buildCommandBuffers(); prepared = true; } void draw() { VulkanExampleBase::prepareFrame(); submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); VulkanExampleBase::submitFrame(); } virtual void render() { if (!prepared) return; updateUniformBuffers(); draw(); } virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay) { if (!enabledFeatures.fillModeNonSolid) { if (overlay->header("Info")) { overlay->text("Non solid fill modes not supported!"); } } } }; VULKAN_EXAMPLE_MAIN()