/* * Vulkan Example - Example for the VK_EXT_debug_utils extension. Can be used in conjunction with a debugging app like RenderDoc (https://renderdoc.org) * * 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" #define ENABLE_VALIDATION false class VulkanExample : public VulkanExampleBase { public: bool wireframe = true; bool glow = true; struct Scene { vkglTF::Model model; std::vector modelPartNames; void loadFromFile(std::string filename, vks::VulkanDevice* vulkanDevice, VkQueue queue) { const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY; model.loadFromFile(filename, vulkanDevice, queue, glTFLoadingFlags); } }; Scene scene, sceneGlow; vks::Buffer uniformBuffer; struct UBOVS { glm::mat4 projection; glm::mat4 model; glm::vec4 lightPos = glm::vec4(0.0f, 5.0f, 15.0f, 1.0f); } uboVS; struct Pipelines { VkPipeline toonshading; VkPipeline color; VkPipeline wireframe; VkPipeline postprocess; } pipelines{}; VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE }; VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE }; VkDescriptorSet descriptorSet{ VK_NULL_HANDLE }; // Framebuffer for offscreen rendering struct FrameBufferAttachment { VkImage image; VkDeviceMemory mem; VkImageView view; }; struct OffscreenPass { int32_t width, height; VkFramebuffer frameBuffer; FrameBufferAttachment color, depth; VkRenderPass renderPass; VkSampler sampler; VkDescriptorImageInfo descriptor; } offscreenPass{}; // Function pointers for the VK_EXT_debug_utils_extension bool debugUtilsSupported = false; PFN_vkCreateDebugUtilsMessengerEXT vkCreateDebugUtilsMessengerEXT{ nullptr }; PFN_vkDestroyDebugUtilsMessengerEXT vkDestroyDebugUtilsMessengerEXT{ nullptr }; PFN_vkCmdBeginDebugUtilsLabelEXT vkCmdBeginDebugUtilsLabelEXT{ nullptr }; PFN_vkCmdInsertDebugUtilsLabelEXT vkCmdInsertDebugUtilsLabelEXT{ nullptr }; PFN_vkCmdEndDebugUtilsLabelEXT vkCmdEndDebugUtilsLabelEXT{ nullptr }; PFN_vkQueueBeginDebugUtilsLabelEXT vkQueueBeginDebugUtilsLabelEXT{ nullptr }; PFN_vkQueueInsertDebugUtilsLabelEXT vkQueueInsertDebugUtilsLabelEXT{ nullptr }; PFN_vkQueueEndDebugUtilsLabelEXT vkQueueEndDebugUtilsLabelEXT{ nullptr }; PFN_vkSetDebugUtilsObjectNameEXT vkSetDebugUtilsObjectNameEXT{ nullptr }; VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { title = "Debugging with VK_EXT_debug_utils"; camera.setRotation(glm::vec3(-4.35f, 16.25f, 0.0f)); camera.setRotationSpeed(0.5f); camera.setPosition(glm::vec3(0.1f, 1.1f, -8.5f)); camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f); } // 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; }; wireframe = deviceFeatures.fillModeNonSolid; } ~VulkanExample() { // Clean up used Vulkan resources // Note : Inherited destructor cleans up resources stored in base class vkDestroyPipeline(device, pipelines.toonshading, nullptr); vkDestroyPipeline(device, pipelines.color, nullptr); vkDestroyPipeline(device, pipelines.postprocess, nullptr); if (pipelines.wireframe != VK_NULL_HANDLE) { vkDestroyPipeline(device, pipelines.wireframe, nullptr); } vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); uniformBuffer.destroy(); // Offscreen // Color attachment vkDestroyImageView(device, offscreenPass.color.view, nullptr); vkDestroyImage(device, offscreenPass.color.image, nullptr); vkFreeMemory(device, offscreenPass.color.mem, nullptr); // Depth attachment vkDestroyImageView(device, offscreenPass.depth.view, nullptr); vkDestroyImage(device, offscreenPass.depth.image, nullptr); vkFreeMemory(device, offscreenPass.depth.mem, nullptr); vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr); vkDestroySampler(device, offscreenPass.sampler, nullptr); vkDestroyFramebuffer(device, offscreenPass.frameBuffer, nullptr); } /* Debug utils functions */ // Checks if debug utils are supported (usually only when a graphics debugger is active) and does the setup necessary to use this debug utils void setupDebugUtils() { // Check if the debug utils extension is present (which is the case if run from a graphics debugger) bool extensionPresent = false; uint32_t extensionCount; vkEnumerateInstanceExtensionProperties(nullptr, &extensionCount, nullptr); std::vector extensions(extensionCount); vkEnumerateInstanceExtensionProperties(nullptr, &extensionCount, extensions.data()); for (auto& extension : extensions) { if (strcmp(extension.extensionName, VK_EXT_DEBUG_UTILS_EXTENSION_NAME) == 0) { extensionPresent = true; break; } } if (extensionPresent) { // As with an other extension, function pointers need to be manually loaded vkCreateDebugUtilsMessengerEXT = reinterpret_cast(vkGetInstanceProcAddr(instance, "vkCreateDebugUtilsMessengerEXT")); vkDestroyDebugUtilsMessengerEXT = reinterpret_cast(vkGetInstanceProcAddr(instance, "vkDestroyDebugUtilsMessengerEXT")); vkCmdBeginDebugUtilsLabelEXT = reinterpret_cast(vkGetInstanceProcAddr(instance, "vkCmdBeginDebugUtilsLabelEXT")); vkCmdInsertDebugUtilsLabelEXT = reinterpret_cast(vkGetInstanceProcAddr(instance, "vkCmdInsertDebugUtilsLabelEXT")); vkCmdEndDebugUtilsLabelEXT = reinterpret_cast(vkGetInstanceProcAddr(instance, "vkCmdEndDebugUtilsLabelEXT")); vkQueueBeginDebugUtilsLabelEXT = reinterpret_cast(vkGetInstanceProcAddr(instance, "vkQueueBeginDebugUtilsLabelEXT")); vkQueueInsertDebugUtilsLabelEXT = reinterpret_cast(vkGetInstanceProcAddr(instance, "vkQueueInsertDebugUtilsLabelEXT")); vkQueueEndDebugUtilsLabelEXT = reinterpret_cast(vkGetInstanceProcAddr(instance, "vkQueueEndDebugUtilsLabelEXT")); vkSetDebugUtilsObjectNameEXT = reinterpret_cast(vkGetInstanceProcAddr(instance, "vkSetDebugUtilsObjectNameEXT")); // Set flag if at least one function pointer is present debugUtilsSupported = (vkCreateDebugUtilsMessengerEXT != VK_NULL_HANDLE); } else { std::cout << "Warning: " << VK_EXT_DEBUG_UTILS_EXTENSION_NAME << " not present, debug utils are disabled."; std::cout << "Try running the sample from inside a Vulkan graphics debugger (e.g. RenderDoc)" << std::endl; } } // The debug utils extensions allows us to put labels into command buffers and queues (to e.g. mark regions of interest) and to name Vulkan objects // We wrap these into functions for convenience // Functions for putting labels into a command buffer // Labels consist of a name and an optional color // How or if these are diplayed depends on the debugger used (RenderDoc e.g. displays both) void cmdBeginLabel(VkCommandBuffer command_buffer, const char* label_name, std::vector color) { if (!debugUtilsSupported) { return; } VkDebugUtilsLabelEXT label = { VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT }; label.pLabelName = label_name; memcpy(label.color, color.data(), sizeof(float) * 4); vkCmdBeginDebugUtilsLabelEXT(command_buffer, &label); } void cmdInsertLabel(VkCommandBuffer command_buffer, const char* label_name, std::vector color) { if (!debugUtilsSupported) { return; } VkDebugUtilsLabelEXT label = { VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT }; label.pLabelName = label_name; memcpy(label.color, color.data(), sizeof(float) * 4); vkCmdInsertDebugUtilsLabelEXT(command_buffer, &label); } void cmdEndLabel(VkCommandBuffer command_buffer) { if (!debugUtilsSupported) { return; } vkCmdEndDebugUtilsLabelEXT(command_buffer); } // Functions for putting labels into a queue // Labels consist of a name and an optional color // How or if these are diplayed depends on the debugger used (RenderDoc e.g. displays both) void queueBeginLabel(VkQueue queue, const char* label_name, std::vector color) { if (!debugUtilsSupported) { return; } VkDebugUtilsLabelEXT label = { VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT }; label.pLabelName = label_name; memcpy(label.color, color.data(), sizeof(float) * 4); vkQueueBeginDebugUtilsLabelEXT(queue, &label); } void queueInsertLabel(VkQueue queue, const char* label_name, std::vector color) { if (!debugUtilsSupported) { return; } VkDebugUtilsLabelEXT label = { VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT }; label.pLabelName = label_name; memcpy(label.color, color.data(), sizeof(float) * 4); vkQueueInsertDebugUtilsLabelEXT(queue, &label); } void queueEndLabel(VkQueue queue) { if (!debugUtilsSupported) { return; } vkQueueEndDebugUtilsLabelEXT(queue); } // Function for naming Vulkan objects // In Vulkan, all objects (that can be named) are opaque unsigned 64 bit handles, and can be cased to uint64_t void setObjectName(VkDevice device, VkObjectType object_type, uint64_t object_handle, const char* object_name) { if (!debugUtilsSupported) { return; } VkDebugUtilsObjectNameInfoEXT name_info = { VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT }; name_info.objectType = object_type; name_info.objectHandle = object_handle; name_info.pObjectName = object_name; vkSetDebugUtilsObjectNameEXT(device, &name_info); } // Prepare a texture target and framebuffer for offscreen rendering void prepareOffscreen() { const uint32_t dim = 256; const VkFormat colorFormat = VK_FORMAT_R8G8B8A8_UNORM; offscreenPass.width = 256; offscreenPass.height = 256; // Find a suitable depth format VkFormat fbDepthFormat; VkBool32 validDepthFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat); assert(validDepthFormat); // Color attachment VkImageCreateInfo image = vks::initializers::imageCreateInfo(); image.imageType = VK_IMAGE_TYPE_2D; image.format = colorFormat; image.extent.width = offscreenPass.width; image.extent.height = offscreenPass.height; image.extent.depth = 1; image.mipLevels = 1; image.arrayLayers = 1; image.samples = VK_SAMPLE_COUNT_1_BIT; image.tiling = VK_IMAGE_TILING_OPTIMAL; // We will sample directly from the color attachment image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT; VkMemoryAllocateInfo memAlloc = vks::initializers::memoryAllocateInfo(); VkMemoryRequirements memReqs; VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.color.image)); vkGetImageMemoryRequirements(device, offscreenPass.color.image, &memReqs); memAlloc.allocationSize = memReqs.size; memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offscreenPass.color.mem)); VK_CHECK_RESULT(vkBindImageMemory(device, offscreenPass.color.image, offscreenPass.color.mem, 0)); VkImageViewCreateInfo colorImageView = vks::initializers::imageViewCreateInfo(); colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D; colorImageView.format = colorFormat; colorImageView.subresourceRange = {}; colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; colorImageView.subresourceRange.baseMipLevel = 0; colorImageView.subresourceRange.levelCount = 1; colorImageView.subresourceRange.baseArrayLayer = 0; colorImageView.subresourceRange.layerCount = 1; colorImageView.image = offscreenPass.color.image; VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &offscreenPass.color.view)); // Create sampler to sample from the attachment in the fragment shader VkSamplerCreateInfo samplerInfo = vks::initializers::samplerCreateInfo(); samplerInfo.magFilter = VK_FILTER_LINEAR; samplerInfo.minFilter = VK_FILTER_LINEAR; samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; samplerInfo.addressModeV = samplerInfo.addressModeU; samplerInfo.addressModeW = samplerInfo.addressModeU; samplerInfo.mipLodBias = 0.0f; samplerInfo.maxAnisotropy = 1.0f; samplerInfo.minLod = 0.0f; samplerInfo.maxLod = 1.0f; samplerInfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE; VK_CHECK_RESULT(vkCreateSampler(device, &samplerInfo, nullptr, &offscreenPass.sampler)); // Depth stencil attachment image.format = fbDepthFormat; image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.depth.image)); vkGetImageMemoryRequirements(device, offscreenPass.depth.image, &memReqs); memAlloc.allocationSize = memReqs.size; memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offscreenPass.depth.mem)); VK_CHECK_RESULT(vkBindImageMemory(device, offscreenPass.depth.image, offscreenPass.depth.mem, 0)); VkImageViewCreateInfo depthStencilView = vks::initializers::imageViewCreateInfo(); depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D; depthStencilView.format = fbDepthFormat; depthStencilView.flags = 0; depthStencilView.subresourceRange = {}; depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; depthStencilView.subresourceRange.baseMipLevel = 0; depthStencilView.subresourceRange.levelCount = 1; depthStencilView.subresourceRange.baseArrayLayer = 0; depthStencilView.subresourceRange.layerCount = 1; depthStencilView.image = offscreenPass.depth.image; VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offscreenPass.depth.view)); // Create a separate render pass for the offscreen rendering as it may differ from the one used for scene rendering std::array attchmentDescriptions = {}; // Color attachment attchmentDescriptions[0].format = colorFormat; attchmentDescriptions[0].samples = VK_SAMPLE_COUNT_1_BIT; attchmentDescriptions[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; attchmentDescriptions[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE; attchmentDescriptions[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; attchmentDescriptions[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; attchmentDescriptions[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; attchmentDescriptions[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; // Depth attachment attchmentDescriptions[1].format = fbDepthFormat; attchmentDescriptions[1].samples = VK_SAMPLE_COUNT_1_BIT; attchmentDescriptions[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; attchmentDescriptions[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; attchmentDescriptions[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; attchmentDescriptions[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; attchmentDescriptions[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; attchmentDescriptions[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; VkAttachmentReference colorReference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL }; VkAttachmentReference depthReference = { 1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL }; VkSubpassDescription subpassDescription = {}; subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; subpassDescription.colorAttachmentCount = 1; subpassDescription.pColorAttachments = &colorReference; subpassDescription.pDepthStencilAttachment = &depthReference; // Use subpass dependencies for layout transitions std::array dependencies; dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL; dependencies[0].dstSubpass = 0; dependencies[0].srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; dependencies[0].srcAccessMask = VK_ACCESS_SHADER_READ_BIT; dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT; dependencies[1].srcSubpass = 0; dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL; dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT; // Create the actual renderpass VkRenderPassCreateInfo renderPassInfo = {}; renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; renderPassInfo.attachmentCount = static_cast(attchmentDescriptions.size()); renderPassInfo.pAttachments = attchmentDescriptions.data(); renderPassInfo.subpassCount = 1; renderPassInfo.pSubpasses = &subpassDescription; renderPassInfo.dependencyCount = static_cast(dependencies.size()); renderPassInfo.pDependencies = dependencies.data(); VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &offscreenPass.renderPass)); VkImageView attachments[2]; attachments[0] = offscreenPass.color.view; attachments[1] = offscreenPass.depth.view; VkFramebufferCreateInfo fbufCreateInfo = vks::initializers::framebufferCreateInfo(); fbufCreateInfo.renderPass = offscreenPass.renderPass; fbufCreateInfo.attachmentCount = 2; fbufCreateInfo.pAttachments = attachments; fbufCreateInfo.width = offscreenPass.width; fbufCreateInfo.height = offscreenPass.height; fbufCreateInfo.layers = 1; VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offscreenPass.frameBuffer)); // Fill a descriptor for later use in a descriptor set offscreenPass.descriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; offscreenPass.descriptor.imageView = offscreenPass.color.view; offscreenPass.descriptor.sampler = offscreenPass.sampler; } void loadAssets() { scene.loadFromFile(getAssetPath() + "models/treasure_smooth.gltf", vulkanDevice, queue); sceneGlow.loadFromFile(getAssetPath() + "models/treasure_glow.gltf", vulkanDevice, queue); } void drawScene(Scene& scene, VkCommandBuffer cmdBuffer) { scene.model.bindBuffers(cmdBuffer); for (auto i = 0; i < scene.model.nodes.size(); i++) { // Insert a label for the current model's name cmdInsertLabel(cmdBuffer, scene.model.nodes[i]->name.c_str(), { 0.0f, 0.0f, 0.0f, 0.0f }); scene.model.drawNode(scene.model.nodes[i], cmdBuffer); } } void buildCommandBuffers() { VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo(); VkClearValue clearValues[2]; for (int32_t i = 0; i < drawCmdBuffers.size(); ++i) { VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo)); /* First render pass: Offscreen rendering */ if (glow) { VkClearValue clearValues[2]; clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 0.0f } }; clearValues[1].depthStencil = { 1.0f, 0 }; VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo(); renderPassBeginInfo.renderPass = offscreenPass.renderPass; renderPassBeginInfo.framebuffer = offscreenPass.frameBuffer; renderPassBeginInfo.renderArea.extent.width = offscreenPass.width; renderPassBeginInfo.renderArea.extent.height = offscreenPass.height; renderPassBeginInfo.clearValueCount = 2; renderPassBeginInfo.pClearValues = clearValues; cmdBeginLabel(drawCmdBuffers[i], "Off-screen scene rendering", { 1.0f, 0.78f, 0.05f, 1.0f }); vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); VkViewport viewport = vks::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f); vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); VkRect2D scissor = vks::initializers::rect2D(offscreenPass.width, offscreenPass.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, pipelines.color); drawScene(sceneGlow, drawCmdBuffers[i]); vkCmdEndRenderPass(drawCmdBuffers[i]); cmdEndLabel(drawCmdBuffers[i]); } /* Note: Explicit synchronization is not required between the render pass, as this is done implicit via sub pass dependencies */ /* Second render pass: Scene rendering with applied bloom */ { clearValues[0].color = defaultClearColor; clearValues[1].depthStencil = { 1.0f, 0 }; VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo(); renderPassBeginInfo.renderPass = renderPass; renderPassBeginInfo.framebuffer = frameBuffers[i]; renderPassBeginInfo.renderArea.extent.width = width; renderPassBeginInfo.renderArea.extent.height = height; renderPassBeginInfo.clearValueCount = 2; renderPassBeginInfo.pClearValues = clearValues; cmdBeginLabel(drawCmdBuffers[i], "Render scene", { 0.5f, 0.76f, 0.34f, 1.0f }); 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(wireframe ? width / 2 : width, height, 0, 0); vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr); // Solid rendering cmdBeginLabel(drawCmdBuffers[i], "Toon shading draw", { 0.78f, 0.74f, 0.9f, 1.0f }); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.toonshading); drawScene(scene, drawCmdBuffers[i]); cmdEndLabel(drawCmdBuffers[i]); // Wireframe rendering if (wireframe) { cmdBeginLabel(drawCmdBuffers[i], "Wireframe draw", { 0.53f, 0.78f, 0.91f, 1.0f }); scissor.offset.x = width / 2; vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.wireframe); drawScene(scene, drawCmdBuffers[i]); cmdEndLabel(drawCmdBuffers[i]); scissor.offset.x = 0; scissor.extent.width = width; vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); } // Post processing if (glow) { cmdBeginLabel(drawCmdBuffers[i], "Apply post processing", { 0.93f, 0.89f, 0.69f, 1.0f }); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.postprocess); // Full screen quad is generated by the vertex shaders, so we reuse four vertices (for four invocations) from current vertex buffer vkCmdDraw(drawCmdBuffers[i], 4, 1, 0, 0); cmdEndLabel(drawCmdBuffers[i]); } drawUI(drawCmdBuffers[i]); vkCmdEndRenderPass(drawCmdBuffers[i]); cmdEndLabel(drawCmdBuffers[i]); } VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); } } void setupDescriptorPool() { // Example uses one ubo and one combined image sampler std::vector poolSizes = { vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1), vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1), }; VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 1); 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), // Binding 1 : Fragment shader combined sampler vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), }; VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1); VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, 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), // Binding 1 : Color map vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.descriptor) }; vkUpdateDescriptorSets(device, static_cast(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr); } void preparePipelines() { VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterizationStateCI = 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 colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState); VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL); VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0); VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0); std::vector dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables); std::array shaderStages; VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass); pipelineCI.pInputAssemblyState = &inputAssemblyStateCI; pipelineCI.pRasterizationState = &rasterizationStateCI; pipelineCI.pColorBlendState = &colorBlendStateCI; pipelineCI.pMultisampleState = &multisampleStateCI; pipelineCI.pViewportState = &viewportStateCI; pipelineCI.pDepthStencilState = &depthStencilStateCI; pipelineCI.pDynamicState = &dynamicStateCI; pipelineCI.stageCount = static_cast(shaderStages.size()); pipelineCI.pStages = shaderStages.data(); pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV, vkglTF::VertexComponent::Color}); // Toon shading pipeline shaderStages[0] = loadShader(getShadersPath() + "debugutils/toon.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getShadersPath() + "debugutils/toon.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.toonshading)); // Color only pipeline shaderStages[0] = loadShader(getShadersPath() + "debugutils/colorpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getShadersPath() + "debugutils/colorpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); pipelineCI.renderPass = offscreenPass.renderPass; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.color)); // Wire frame rendering pipeline if (deviceFeatures.fillModeNonSolid) { rasterizationStateCI.polygonMode = VK_POLYGON_MODE_LINE; pipelineCI.renderPass = renderPass; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.wireframe)); } // Post processing effect shaderStages[0] = loadShader(getShadersPath() + "debugutils/postprocess.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getShadersPath() + "debugutils/postprocess.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); depthStencilStateCI.depthTestEnable = VK_FALSE; depthStencilStateCI.depthWriteEnable = VK_FALSE; rasterizationStateCI.polygonMode = VK_POLYGON_MODE_FILL; rasterizationStateCI.cullMode = VK_CULL_MODE_NONE; blendAttachmentState.colorWriteMask = 0xF; blendAttachmentState.blendEnable = VK_TRUE; blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD; blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE; blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE; blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD; blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.postprocess)); } // For convencience we name our Vulkan objects in a single place void nameDebugObjects() { // Name some objects for debugging setObjectName(device, VK_OBJECT_TYPE_IMAGE, (uint64_t)offscreenPass.color.image, "Off-screen color framebuffer"); setObjectName(device, VK_OBJECT_TYPE_IMAGE, (uint64_t)offscreenPass.depth.image, "Off-screen depth framebuffer"); setObjectName(device, VK_OBJECT_TYPE_SAMPLER, (uint64_t)offscreenPass.sampler, "Off-screen framebuffer default sampler"); setObjectName(device, VK_OBJECT_TYPE_BUFFER, (uint64_t)uniformBuffer.buffer, "Scene uniform buffer block"); setObjectName(device, VK_OBJECT_TYPE_BUFFER, (uint64_t)scene.model.vertices.buffer, "Scene vertex buffer"); setObjectName(device, VK_OBJECT_TYPE_BUFFER, (uint64_t)scene.model.indices.buffer, "Scene index buffer"); setObjectName(device, VK_OBJECT_TYPE_BUFFER, (uint64_t)sceneGlow.model.vertices.buffer, "Glow vertex buffer"); setObjectName(device, VK_OBJECT_TYPE_BUFFER, (uint64_t)sceneGlow.model.indices.buffer, "Glow index buffer"); // Shader module count starts at 2 when UI overlay in base class is enabled uint32_t moduleIndex = settings.overlay ? 2 : 0; setObjectName(device, VK_OBJECT_TYPE_SHADER_MODULE, (uint64_t)shaderModules[moduleIndex + 0], "Toon shading vertex shader"); setObjectName(device, VK_OBJECT_TYPE_SHADER_MODULE, (uint64_t)shaderModules[moduleIndex + 1], "Toon shading fragment shader"); setObjectName(device, VK_OBJECT_TYPE_SHADER_MODULE, (uint64_t)shaderModules[moduleIndex + 2], "Color-only vertex shader"); setObjectName(device, VK_OBJECT_TYPE_SHADER_MODULE, (uint64_t)shaderModules[moduleIndex + 3], "Color-only fragment shader"); setObjectName(device, VK_OBJECT_TYPE_SHADER_MODULE, (uint64_t)shaderModules[moduleIndex + 4], "Postprocess vertex shader"); setObjectName(device, VK_OBJECT_TYPE_SHADER_MODULE, (uint64_t)shaderModules[moduleIndex + 5], "Postprocess fragment shader"); setObjectName(device, VK_OBJECT_TYPE_PIPELINE_LAYOUT, (uint64_t)pipelineLayout, "Shared pipeline layout"); setObjectName(device, VK_OBJECT_TYPE_PIPELINE, (uint64_t)pipelines.toonshading, "Toon shading pipeline"); setObjectName(device, VK_OBJECT_TYPE_PIPELINE, (uint64_t)pipelines.color, "Color only pipeline"); if (deviceFeatures.fillModeNonSolid) { setObjectName(device, VK_OBJECT_TYPE_PIPELINE, (uint64_t)pipelines.wireframe, "Wireframe rendering pipeline"); } setObjectName(device, VK_OBJECT_TYPE_PIPELINE, (uint64_t)pipelines.postprocess, "Post processing pipeline"); setObjectName(device, VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT, (uint64_t)descriptorSetLayout, "Shared descriptor set layout"); setObjectName(device, VK_OBJECT_TYPE_DESCRIPTOR_SET, (uint64_t)descriptorSet, "Shared descriptor set"); } // Prepare and initialize uniform buffer containing shader uniforms void prepareUniformBuffers() { // 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.model = camera.matrices.view; memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS)); } void draw() { queueBeginLabel(queue, "Graphics queue command buffer submission", { 1.0f, 1.0f, 1.0f, 1.0f }); VulkanExampleBase::prepareFrame(); submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); VulkanExampleBase::submitFrame(); queueEndLabel(queue); } void prepare() { VulkanExampleBase::prepare(); setupDebugUtils(); loadAssets(); prepareOffscreen(); prepareUniformBuffers(); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); buildCommandBuffers(); nameDebugObjects(); prepared = true; } virtual void render() { if (!prepared) return; draw(); if (camera.updated) updateUniformBuffers(); } virtual void viewChanged() { updateUniformBuffers(); } virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay) { if (overlay->header("Info")) { overlay->text("VK_EXT_debug_utils %s", (debugUtilsSupported? "active" : "not present")); } if (overlay->header("Settings")) { if (overlay->checkBox("Glow", &glow)) { buildCommandBuffers(); } if (deviceFeatures.fillModeNonSolid) { if (overlay->checkBox("Wireframe", &wireframe)) { buildCommandBuffers(); } } } } }; VULKAN_EXAMPLE_MAIN()