/* * Vulkan Example - Using dynamic state * * This sample demonstrates the use of some of the VK_EXT_dynamic_state extensions * These allow an application to set some pipeline related state dynamically at drawtime * instead of having to pre-bake the state into a pipeline * This can help reduce the number of pipelines required * * Copyright (C) 2022-2023 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; float clearColor[4] = { 0.0f, 0.0f, 0.2f, 1.0f }; VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE }; VkPipeline pipeline{ VK_NULL_HANDLE }; VkDescriptorSet descriptorSet{ VK_NULL_HANDLE }; VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE }; // This sample demonstrates different dynamic states, so we check and store what extension is available bool hasDynamicState{ false }; bool hasDynamicState2{ false }; bool hasDynamicState3{ false }; bool hasDynamicVertexState{ false }; VkPhysicalDeviceExtendedDynamicStateFeaturesEXT extendedDynamicStateFeaturesEXT{}; VkPhysicalDeviceExtendedDynamicState2FeaturesEXT extendedDynamicState2FeaturesEXT{}; VkPhysicalDeviceExtendedDynamicState3FeaturesEXT extendedDynamicState3FeaturesEXT{}; // Function pointers for dynamic states used in this sample // VK_EXT_dynamic_stte PFN_vkCmdSetCullModeEXT vkCmdSetCullModeEXT{ nullptr }; PFN_vkCmdSetFrontFaceEXT vkCmdSetFrontFaceEXT{ nullptr }; PFN_vkCmdSetDepthTestEnableEXT vkCmdSetDepthTestEnableEXT{ nullptr }; PFN_vkCmdSetDepthWriteEnableEXT vkCmdSetDepthWriteEnableEXT{ nullptr }; // VK_EXT_dynamic_state_2 PFN_vkCmdSetRasterizerDiscardEnable vkCmdSetRasterizerDiscardEnableEXT{ nullptr }; // VK_EXT_dynamic_state_3 PFN_vkCmdSetColorBlendEnableEXT vkCmdSetColorBlendEnableEXT{ nullptr }; PFN_vkCmdSetColorBlendEquationEXT vkCmdSetColorBlendEquationEXT{ nullptr }; // Dynamic state UI toggles struct DynamicState { int32_t cullMode = VK_CULL_MODE_BACK_BIT; int32_t frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; bool depthTest = true; bool depthWrite = true; } dynamicState; struct DynamicState2 { bool rasterizerDiscardEnable = false; } dynamicState2; struct DynamicState3 { bool colorBlendEnable = false; } dynamicState3; VulkanExample() : VulkanExampleBase() { title = "Dynamic state"; 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 / (float)height, 0.1f, 256.0f); // Note: We enable the dynamic state extensions dynamically, based on which ones the device supports see getEnabledExtensions enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME); } ~VulkanExample() { if (device) { vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyPipeline(device, pipeline, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); uniformBuffer.destroy(); } } void getEnabledExtensions() { // Get the full list of extended dynamic state features supported by the device extendedDynamicStateFeaturesEXT.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTENDED_DYNAMIC_STATE_FEATURES_EXT; extendedDynamicStateFeaturesEXT.pNext = &extendedDynamicState2FeaturesEXT; extendedDynamicState2FeaturesEXT.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTENDED_DYNAMIC_STATE_2_FEATURES_EXT; extendedDynamicState2FeaturesEXT.pNext = &extendedDynamicState3FeaturesEXT; extendedDynamicState3FeaturesEXT.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTENDED_DYNAMIC_STATE_3_FEATURES_EXT; extendedDynamicState3FeaturesEXT.pNext = nullptr; VkPhysicalDeviceFeatures2 physicalDeviceFeatures2; physicalDeviceFeatures2.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2; physicalDeviceFeatures2.pNext = &extendedDynamicStateFeaturesEXT; vkGetPhysicalDeviceFeatures2(physicalDevice, &physicalDeviceFeatures2); // Check what dynamic states are supported by the current implementation // Checking for available features is probably sufficient, but retained redundant extension checks for clarity and consistency hasDynamicState = vulkanDevice->extensionSupported(VK_EXT_EXTENDED_DYNAMIC_STATE_EXTENSION_NAME) && extendedDynamicStateFeaturesEXT.extendedDynamicState; hasDynamicState2 = vulkanDevice->extensionSupported(VK_EXT_EXTENDED_DYNAMIC_STATE_2_EXTENSION_NAME) && extendedDynamicState2FeaturesEXT.extendedDynamicState2; hasDynamicState3 = vulkanDevice->extensionSupported(VK_EXT_EXTENDED_DYNAMIC_STATE_3_EXTENSION_NAME) && extendedDynamicState3FeaturesEXT.extendedDynamicState3ColorBlendEnable && extendedDynamicState3FeaturesEXT.extendedDynamicState3ColorBlendEquation; hasDynamicVertexState = vulkanDevice->extensionSupported(VK_EXT_VERTEX_INPUT_DYNAMIC_STATE_EXTENSION_NAME); // Enable dynamic state extensions if present. This function is called after physical and before logical device creation, so we can enabled extensions based on a list of supported extensions if (hasDynamicState) { enabledDeviceExtensions.push_back(VK_EXT_EXTENDED_DYNAMIC_STATE_EXTENSION_NAME); extendedDynamicStateFeaturesEXT.pNext = nullptr; deviceCreatepNextChain = &extendedDynamicStateFeaturesEXT; } if (hasDynamicState2) { enabledDeviceExtensions.push_back(VK_EXT_EXTENDED_DYNAMIC_STATE_2_EXTENSION_NAME); extendedDynamicState2FeaturesEXT.pNext = nullptr; if (hasDynamicState) { extendedDynamicStateFeaturesEXT.pNext = &extendedDynamicState2FeaturesEXT; } else { deviceCreatepNextChain = &extendedDynamicState2FeaturesEXT; } } if (hasDynamicState3) { enabledDeviceExtensions.push_back(VK_EXT_EXTENDED_DYNAMIC_STATE_3_EXTENSION_NAME); if (hasDynamicState2) { extendedDynamicState2FeaturesEXT.pNext = &extendedDynamicState3FeaturesEXT; } else { deviceCreatepNextChain = &extendedDynamicState3FeaturesEXT; } } if (hasDynamicVertexState) { enabledDeviceExtensions.push_back(VK_EXT_VERTEX_INPUT_DYNAMIC_STATE_EXTENSION_NAME); } } void buildCommandBuffers() { VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo(); VkClearValue clearValues[2]; clearValues[0].color = { { clearColor[0], clearColor[1], clearColor[2], clearColor[3] } }; 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); // Apply dynamic states if (vkCmdSetCullModeEXT) { vkCmdSetCullModeEXT(drawCmdBuffers[i], VkCullModeFlagBits(dynamicState.cullMode)); } if (vkCmdSetFrontFaceEXT) { vkCmdSetFrontFaceEXT(drawCmdBuffers[i], VkFrontFace(dynamicState.frontFace)); } if (vkCmdSetDepthTestEnableEXT) { vkCmdSetDepthTestEnableEXT(drawCmdBuffers[i], VkFrontFace(dynamicState.depthTest)); } if (vkCmdSetDepthWriteEnableEXT) { vkCmdSetDepthWriteEnableEXT(drawCmdBuffers[i], VkFrontFace(dynamicState.depthWrite)); } if (vkCmdSetRasterizerDiscardEnableEXT) { vkCmdSetRasterizerDiscardEnableEXT(drawCmdBuffers[i], VkBool32(dynamicState2.rasterizerDiscardEnable)); } if (vkCmdSetColorBlendEnableEXT) { const std::vector blendEnables = { dynamicState3.colorBlendEnable }; vkCmdSetColorBlendEnableEXT(drawCmdBuffers[i], 0, 1, blendEnables.data()); VkColorBlendEquationEXT colorBlendEquation{}; if (dynamicState3.colorBlendEnable) { colorBlendEquation.colorBlendOp = VK_BLEND_OP_ADD; colorBlendEquation.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_COLOR; colorBlendEquation.dstColorBlendFactor = VK_BLEND_FACTOR_DST_COLOR; colorBlendEquation.alphaBlendOp = VK_BLEND_OP_ADD; colorBlendEquation.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; colorBlendEquation.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; } vkCmdSetColorBlendEquationEXT(drawCmdBuffers[i], 0, 1, &colorBlendEquation); } vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL); scene.bindBuffers(drawCmdBuffers[i]); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); 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)); // Pipeline // Instead of having to create a pipeline for each state combination, we only create one pipeline and toggle the new dynamic states during command buffer creation 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::array shaderStages; // All dynamic states we want to use need to be enabled at pipeline creation std::vector dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_LINE_WIDTH, }; if (hasDynamicState) { dynamicStateEnables.push_back(VK_DYNAMIC_STATE_CULL_MODE_EXT); dynamicStateEnables.push_back(VK_DYNAMIC_STATE_FRONT_FACE_EXT); dynamicStateEnables.push_back(VK_DYNAMIC_STATE_DEPTH_TEST_ENABLE_EXT); dynamicStateEnables.push_back(VK_DYNAMIC_STATE_DEPTH_WRITE_ENABLE_EXT); } if (hasDynamicState2) { dynamicStateEnables.push_back(VK_DYNAMIC_STATE_RASTERIZER_DISCARD_ENABLE_EXT); } if (hasDynamicState3) { dynamicStateEnables.push_back(VK_DYNAMIC_STATE_COLOR_BLEND_ENABLE_EXT); dynamicStateEnables.push_back(VK_DYNAMIC_STATE_COLOR_BLEND_EQUATION_EXT); } VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables); 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 graphics pipeline state objects 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, &pipeline)); } // 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))); VK_CHECK_RESULT(uniformBuffer.map()); } void updateUniformBuffers() { uniformData.projection = camera.matrices.perspective; uniformData.modelView = camera.matrices.view; memcpy(uniformBuffer.mapped, &uniformData, sizeof(uniformData)); } void prepare() { VulkanExampleBase::prepare(); // Dynamic states are set with vkCmd* calls in the command buffer, so we need to load the function pointers depending on extension supports if (hasDynamicState) { vkCmdSetCullModeEXT = reinterpret_cast(vkGetDeviceProcAddr(device, "vkCmdSetCullModeEXT")); vkCmdSetFrontFaceEXT = reinterpret_cast(vkGetDeviceProcAddr(device, "vkCmdSetFrontFaceEXT")); vkCmdSetDepthWriteEnableEXT = reinterpret_cast(vkGetDeviceProcAddr(device, "vkCmdSetDepthWriteEnableEXT")); vkCmdSetDepthTestEnableEXT = reinterpret_cast(vkGetDeviceProcAddr(device, "vkCmdSetDepthTestEnableEXT")); } if (hasDynamicState2) { vkCmdSetRasterizerDiscardEnableEXT = reinterpret_cast(vkGetDeviceProcAddr(device, "vkCmdSetRasterizerDiscardEnableEXT")); } if (hasDynamicState3) { vkCmdSetColorBlendEnableEXT = reinterpret_cast(vkGetDeviceProcAddr(device, "vkCmdSetColorBlendEnableEXT")); vkCmdSetColorBlendEquationEXT = reinterpret_cast(vkGetDeviceProcAddr(device, "vkCmdSetColorBlendEquationEXT")); } 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) { bool rebuildCB = false; if (overlay->header("Dynamic state")) { if (hasDynamicState) { rebuildCB = overlay->comboBox("Cull mode", &dynamicState.cullMode, { "none", "front", "back" }); rebuildCB |= overlay->comboBox("Front face", &dynamicState.frontFace, { "Counter clockwise", "Clockwise" }); rebuildCB |= overlay->checkBox("Depth test", &dynamicState.depthTest); rebuildCB |= overlay->checkBox("Depth write", &dynamicState.depthWrite); } else { overlay->text("Extension or features not supported"); } } if (overlay->header("Dynamic state 2")) { if (hasDynamicState2) { rebuildCB |= overlay->checkBox("Rasterizer discard", &dynamicState2.rasterizerDiscardEnable); } else { overlay->text("Extension or features not supported"); } } if (overlay->header("Dynamic state 3")) { if (hasDynamicState3) { rebuildCB |= overlay->checkBox("Color blend", &dynamicState3.colorBlendEnable); rebuildCB |= overlay->colorPicker("Clear color", clearColor); } else { overlay->text("Extension or features not supported"); } } if (rebuildCB) { buildCommandBuffers(); } } }; VULKAN_EXAMPLE_MAIN()