/* * Vulkan Example - Example for VK_EXT_debug_marker extension. To be used in conjuction with a debugging app like RenderDoc (https://renderdoc.org) * * 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" #include "vulkanbuffer.hpp" #define VERTEX_BUFFER_BIND_ID 0 #define ENABLE_VALIDATION false // Offscreen properties #define OFFSCREEN_DIM 256 #define OFFSCREEN_FORMAT VK_FORMAT_R8G8B8A8_UNORM #define OFFSCREEN_FILTER VK_FILTER_LINEAR; // Setup and functions for the VK_EXT_debug_marker_extension // Extension spec can be found at https://github.com/KhronosGroup/Vulkan-Docs/blob/1.0-VK_EXT_debug_marker/doc/specs/vulkan/appendices/VK_EXT_debug_marker.txt // Note that the extension will only be present if run from an offline debugging application // The actual check for extension presence and enabling it on the device is done in the example base class // See VulkanExampleBase::createInstance and VulkanExampleBase::createDevice (base/vulkanexamplebase.cpp) namespace DebugMarker { bool active = false; PFN_vkDebugMarkerSetObjectTagEXT pfnDebugMarkerSetObjectTag = VK_NULL_HANDLE; PFN_vkDebugMarkerSetObjectNameEXT pfnDebugMarkerSetObjectName = VK_NULL_HANDLE; PFN_vkCmdDebugMarkerBeginEXT pfnCmdDebugMarkerBegin = VK_NULL_HANDLE; PFN_vkCmdDebugMarkerEndEXT pfnCmdDebugMarkerEnd = VK_NULL_HANDLE; PFN_vkCmdDebugMarkerInsertEXT pfnCmdDebugMarkerInsert = VK_NULL_HANDLE; // Get function pointers for the debug report extensions from the device void setup(VkDevice device) { pfnDebugMarkerSetObjectTag = (PFN_vkDebugMarkerSetObjectTagEXT)vkGetDeviceProcAddr(device, "vkDebugMarkerSetObjectTagEXT"); pfnDebugMarkerSetObjectName = (PFN_vkDebugMarkerSetObjectNameEXT)vkGetDeviceProcAddr(device, "vkDebugMarkerSetObjectNameEXT"); pfnCmdDebugMarkerBegin = (PFN_vkCmdDebugMarkerBeginEXT)vkGetDeviceProcAddr(device, "vkCmdDebugMarkerBeginEXT"); pfnCmdDebugMarkerEnd = (PFN_vkCmdDebugMarkerEndEXT)vkGetDeviceProcAddr(device, "vkCmdDebugMarkerEndEXT"); pfnCmdDebugMarkerInsert = (PFN_vkCmdDebugMarkerInsertEXT)vkGetDeviceProcAddr(device, "vkCmdDebugMarkerInsertEXT"); // Set flag if at least one function pointer is present active = (pfnDebugMarkerSetObjectName != VK_NULL_HANDLE); } // Sets the debug name of an object // All Objects in Vulkan are represented by their 64-bit handles which are passed into this function // along with the object type void setObjectName(VkDevice device, uint64_t object, VkDebugReportObjectTypeEXT objectType, const char *name) { // Check for valid function pointer (may not be present if not running in a debugging application) if (pfnDebugMarkerSetObjectName) { VkDebugMarkerObjectNameInfoEXT nameInfo = {}; nameInfo.sType = VK_STRUCTURE_TYPE_DEBUG_MARKER_OBJECT_NAME_INFO_EXT; nameInfo.objectType = objectType; nameInfo.object = object; nameInfo.pObjectName = name; pfnDebugMarkerSetObjectName(device, &nameInfo); } } // Set the tag for an object void setObjectTag(VkDevice device, uint64_t object, VkDebugReportObjectTypeEXT objectType, uint64_t name, size_t tagSize, const void* tag) { // Check for valid function pointer (may not be present if not running in a debugging application) if (pfnDebugMarkerSetObjectTag) { VkDebugMarkerObjectTagInfoEXT tagInfo = {}; tagInfo.sType = VK_STRUCTURE_TYPE_DEBUG_MARKER_OBJECT_TAG_INFO_EXT; tagInfo.objectType = objectType; tagInfo.object = object; tagInfo.tagName = name; tagInfo.tagSize = tagSize; tagInfo.pTag = tag; pfnDebugMarkerSetObjectTag(device, &tagInfo); } } // Start a new debug marker region void beginRegion(VkCommandBuffer cmdbuffer, const char* pMarkerName, glm::vec4 color) { // Check for valid function pointer (may not be present if not running in a debugging application) if (pfnCmdDebugMarkerBegin) { VkDebugMarkerMarkerInfoEXT markerInfo = {}; markerInfo.sType = VK_STRUCTURE_TYPE_DEBUG_MARKER_MARKER_INFO_EXT; memcpy(markerInfo.color, &color[0], sizeof(float) * 4); markerInfo.pMarkerName = pMarkerName; pfnCmdDebugMarkerBegin(cmdbuffer, &markerInfo); } } // Insert a new debug marker into the command buffer void insert(VkCommandBuffer cmdbuffer, std::string markerName, glm::vec4 color) { // Check for valid function pointer (may not be present if not running in a debugging application) if (pfnCmdDebugMarkerInsert) { VkDebugMarkerMarkerInfoEXT markerInfo = {}; markerInfo.sType = VK_STRUCTURE_TYPE_DEBUG_MARKER_MARKER_INFO_EXT; memcpy(markerInfo.color, &color[0], sizeof(float) * 4); markerInfo.pMarkerName = markerName.c_str(); pfnCmdDebugMarkerInsert(cmdbuffer, &markerInfo); } } // End the current debug marker region void endRegion(VkCommandBuffer cmdBuffer) { // Check for valid function (may not be present if not runnin in a debugging application) if (pfnCmdDebugMarkerEnd) { pfnCmdDebugMarkerEnd(cmdBuffer); } } }; // Vertex layout used in this example struct Vertex { glm::vec3 pos; glm::vec3 normal; glm::vec2 uv; glm::vec3 color; }; struct Scene { struct { VkBuffer buf; VkDeviceMemory mem; } vertices; struct { VkBuffer buf; VkDeviceMemory mem; } indices; // Store mesh offsets for vertex and indexbuffers struct Mesh { uint32_t indexStart; uint32_t indexCount; std::string name; }; std::vector meshes; void draw(VkCommandBuffer cmdBuffer) { VkDeviceSize offsets[1] = { 0 }; vkCmdBindVertexBuffers(cmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &vertices.buf, offsets); vkCmdBindIndexBuffer(cmdBuffer, indices.buf, 0, VK_INDEX_TYPE_UINT32); for (auto mesh : meshes) { // Add debug marker for mesh name DebugMarker::insert(cmdBuffer, "Draw \"" + mesh.name + "\"", glm::vec4(0.0f)); vkCmdDrawIndexed(cmdBuffer, mesh.indexCount, 1, mesh.indexStart, 0, 0); } } }; class VulkanExample : public VulkanExampleBase { public: bool wireframe = true; bool glow = true; struct { VkPipelineVertexInputStateCreateInfo inputState; std::vector bindingDescriptions; std::vector attributeDescriptions; } vertices; Scene scene, sceneGlow; vk::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 { VkPipeline toonshading; VkPipeline color; VkPipeline wireframe; VkPipeline postprocess; } pipelines; VkPipelineLayout pipelineLayout; VkDescriptorSetLayout descriptorSetLayout; struct { VkDescriptorSet scene; VkDescriptorSet fullscreen; } descriptorSets; // 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; VkCommandBuffer commandBuffer = VK_NULL_HANDLE; // Semaphore used to synchronize between offscreen and final scene render pass VkSemaphore semaphore = VK_NULL_HANDLE; } offscreenPass; // Random tag data struct DemoTag { const char name[17] = "debug marker tag"; } demoTag; VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { zoom = -8.5f; zoomSpeed = 2.5f; rotationSpeed = 0.5f; rotation = { -4.35f, 16.25f, 0.0f }; cameraPos = { 0.1f, 1.1f, 0.0f }; enableTextOverlay = true; title = "Vulkan Example - VK_EXT_debug_marker"; // Enable required device features enabledFeatures.fillModeNonSolid = VK_TRUE; enabledFeatures.wideLines = VK_TRUE; } ~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.wireframe, nullptr); vkDestroyPipeline(device, pipelines.postprocess, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); // Destroy and free mesh resources vkDestroyBuffer(device, scene.vertices.buf, nullptr); vkFreeMemory(device, scene.vertices.mem, nullptr); vkDestroyBuffer(device, scene.indices.buf, nullptr); vkFreeMemory(device, scene.indices.mem, nullptr); vkDestroyBuffer(device, sceneGlow.vertices.buf, nullptr); vkFreeMemory(device, sceneGlow.vertices.mem, nullptr); vkDestroyBuffer(device, sceneGlow.indices.buf, nullptr); vkFreeMemory(device, sceneGlow.indices.mem, 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); vkFreeCommandBuffers(device, cmdPool, 1, &offscreenPass.commandBuffer); vkDestroySemaphore(device, offscreenPass.semaphore, nullptr); } // Prepare a texture target and framebuffer for offscreen rendering void prepareOffscreen() { offscreenPass.width = OFFSCREEN_DIM; offscreenPass.height = OFFSCREEN_DIM; // Find a suitable depth format VkFormat fbDepthFormat; VkBool32 validDepthFormat = vkTools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat); assert(validDepthFormat); // Color attachment VkImageCreateInfo image = vkTools::initializers::imageCreateInfo(); image.imageType = VK_IMAGE_TYPE_2D; image.format = OFFSCREEN_FORMAT; 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 = vkTools::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 = vkTools::initializers::imageViewCreateInfo(); colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D; colorImageView.format = OFFSCREEN_FORMAT; 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 = vkTools::initializers::samplerCreateInfo(); samplerInfo.magFilter = OFFSCREEN_FILTER; samplerInfo.minFilter = OFFSCREEN_FILTER; 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 = 0; 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 = vkTools::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 = OFFSCREEN_FORMAT; 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_BOTTOM_OF_PIPE_BIT; dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT; dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | 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_BOTTOM_OF_PIPE_BIT; dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; dependencies[1].dstAccessMask = VK_ACCESS_MEMORY_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 = vkTools::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; // Name some objects for debugging DebugMarker::setObjectName(device, (uint64_t)offscreenPass.color.image, VK_DEBUG_REPORT_OBJECT_TYPE_IMAGE_EXT, "Off-screen color framebuffer"); DebugMarker::setObjectName(device, (uint64_t)offscreenPass.depth.image, VK_DEBUG_REPORT_OBJECT_TYPE_IMAGE_EXT, "Off-screen depth framebuffer"); DebugMarker::setObjectName(device, (uint64_t)offscreenPass.sampler, VK_DEBUG_REPORT_OBJECT_TYPE_SAMPLER_EXT, "Off-screen framebuffer default sampler"); } // Command buffer for rendering color only scene for glow void buildOffscreenCommandBuffer() { if (offscreenPass.commandBuffer == VK_NULL_HANDLE) { offscreenPass.commandBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false); } if (offscreenPass.semaphore == VK_NULL_HANDLE) { // Create a semaphore used to synchronize offscreen rendering and usage VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo(); VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenPass.semaphore)); } VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo(); VkClearValue clearValues[2]; clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 0.0f } }; clearValues[1].depthStencil = { 1.0f, 0 }; VkRenderPassBeginInfo renderPassBeginInfo = vkTools::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; VK_CHECK_RESULT(vkBeginCommandBuffer(offscreenPass.commandBuffer, &cmdBufInfo)); // Start a new debug marker region DebugMarker::beginRegion(offscreenPass.commandBuffer, "Off-screen scene rendering", glm::vec4(1.0f, 0.78f, 0.05f, 1.0f)); VkViewport viewport = vkTools::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f); vkCmdSetViewport(offscreenPass.commandBuffer, 0, 1, &viewport); VkRect2D scissor = vkTools::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0); vkCmdSetScissor(offscreenPass.commandBuffer, 0, 1, &scissor); vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.scene, 0, NULL); vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.color); // Draw glow scene sceneGlow.draw(offscreenPass.commandBuffer); vkCmdEndRenderPass(offscreenPass.commandBuffer); DebugMarker::endRegion(offscreenPass.commandBuffer); VK_CHECK_RESULT(vkEndCommandBuffer(offscreenPass.commandBuffer)); } // Load a model file as separate meshes into a scene void loadModel(std::string filename, Scene *scene) { VulkanMeshLoader *meshLoader = new VulkanMeshLoader(vulkanDevice); #if defined(__ANDROID__) meshLoader->assetManager = androidApp->activity->assetManager; #endif meshLoader->LoadMesh(filename); scene->meshes.resize(meshLoader->m_Entries.size()); // Generate vertex buffer float scale = 1.0f; std::vector vertexBuffer; // Iterate through all meshes in the file // and extract the vertex information used in this demo for (uint32_t m = 0; m < meshLoader->m_Entries.size(); m++) { for (uint32_t i = 0; i < meshLoader->m_Entries[m].Vertices.size(); i++) { Vertex vertex; vertex.pos = meshLoader->m_Entries[m].Vertices[i].m_pos * scale; vertex.normal = meshLoader->m_Entries[m].Vertices[i].m_normal; vertex.uv = meshLoader->m_Entries[m].Vertices[i].m_tex; vertex.color = meshLoader->m_Entries[m].Vertices[i].m_color; vertexBuffer.push_back(vertex); } } uint32_t vertexBufferSize = vertexBuffer.size() * sizeof(Vertex); // Generate index buffer from loaded mesh file std::vector indexBuffer; for (uint32_t m = 0; m < meshLoader->m_Entries.size(); m++) { uint32_t indexBase = indexBuffer.size(); for (uint32_t i = 0; i < meshLoader->m_Entries[m].Indices.size(); i++) { indexBuffer.push_back(meshLoader->m_Entries[m].Indices[i] + indexBase); } scene->meshes[m].indexStart = indexBase; scene->meshes[m].indexCount = meshLoader->m_Entries[m].Indices.size(); } uint32_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t); // Static mesh should always be device local bool useStaging = true; if (useStaging) { struct { VkBuffer buffer; VkDeviceMemory memory; } vertexStaging, indexStaging; // Create staging buffers // Vertex data VK_CHECK_RESULT(vulkanDevice->createBuffer( VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, vertexBufferSize, &vertexStaging.buffer, &vertexStaging.memory, vertexBuffer.data())); // Index data VK_CHECK_RESULT(vulkanDevice->createBuffer( VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, indexBufferSize, &indexStaging.buffer, &indexStaging.memory, indexBuffer.data())); // Create device local buffers // Vertex buffer VK_CHECK_RESULT(vulkanDevice->createBuffer( VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, vertexBufferSize, &scene->vertices.buf, &scene->vertices.mem)); // Index buffer VK_CHECK_RESULT(vulkanDevice->createBuffer( VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, indexBufferSize, &scene->indices.buf, &scene->indices.mem)); // Copy from staging buffers VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true); VkBufferCopy copyRegion = {}; copyRegion.size = vertexBufferSize; vkCmdCopyBuffer( copyCmd, vertexStaging.buffer, scene->vertices.buf, 1, ©Region); copyRegion.size = indexBufferSize; vkCmdCopyBuffer( copyCmd, indexStaging.buffer, scene->indices.buf, 1, ©Region); VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true); vkDestroyBuffer(device, vertexStaging.buffer, nullptr); vkFreeMemory(device, vertexStaging.memory, nullptr); vkDestroyBuffer(device, indexStaging.buffer, nullptr); vkFreeMemory(device, indexStaging.memory, nullptr); } else { // Vertex buffer vulkanDevice->createBuffer( VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, vertexBufferSize, &scene->vertices.buf, &scene->vertices.mem, vertexBuffer.data()); // Index buffer vulkanDevice->createBuffer( VK_BUFFER_USAGE_INDEX_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, indexBufferSize, &scene->indices.buf, &scene->indices.mem, indexBuffer.data()); } delete(meshLoader); } void loadScene() { loadModel(getAssetPath() + "models/treasure_smooth.dae", &scene); loadModel(getAssetPath() + "models/treasure_glow.dae", &sceneGlow); // Name the meshes // ASSIMP does not load mesh names from the COLLADA file used in this example // so we need to set them manually // These names are used in command buffer creation for setting debug markers // Scene std::vector names = { "hill", "rocks", "cave", "tree", "mushroom stems", "blue mushroom caps", "red mushroom caps", "grass blades", "chest box", "chest fittings" }; for (size_t i = 0; i < names.size(); i++) { scene.meshes[i].name = names[i]; sceneGlow.meshes[i].name = names[i]; } // Name the buffers for debugging // Scene DebugMarker::setObjectName(device, (uint64_t)scene.vertices.buf, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Scene vertex buffer"); DebugMarker::setObjectName(device, (uint64_t)scene.indices.buf, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Scene index buffer"); // Glow DebugMarker::setObjectName(device, (uint64_t)sceneGlow.vertices.buf, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Glow vertex buffer"); DebugMarker::setObjectName(device, (uint64_t)sceneGlow.indices.buf, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Glow index buffer"); } void reBuildCommandBuffers() { if (!checkCommandBuffers()) { destroyCommandBuffers(); createCommandBuffers(); } buildCommandBuffers(); } void buildCommandBuffers() { VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo(); VkClearValue clearValues[2]; clearValues[0].color = defaultClearColor; 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)); // Start a new debug marker region DebugMarker::beginRegion(drawCmdBuffers[i], "Render scene", glm::vec4(0.5f, 0.76f, 0.34f, 1.0f)); 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(wireframe ? width / 2 : width, height, 0, 0); vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.scene, 0, NULL); // Solid rendering // Start a new debug marker region DebugMarker::beginRegion(drawCmdBuffers[i], "Toon shading draw", glm::vec4(0.78f, 0.74f, 0.9f, 1.0f)); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.toonshading); scene.draw(drawCmdBuffers[i]); DebugMarker::endRegion(drawCmdBuffers[i]); // Wireframe rendering if (wireframe) { // Insert debug marker DebugMarker::beginRegion(drawCmdBuffers[i], "Wireframe draw", glm::vec4(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); scene.draw(drawCmdBuffers[i]); DebugMarker::endRegion(drawCmdBuffers[i]); scissor.offset.x = 0; scissor.extent.width = width; vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); } // Post processing if (glow) { DebugMarker::beginRegion(drawCmdBuffers[i], "Apply post processing", glm::vec4(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); DebugMarker::endRegion(drawCmdBuffers[i]); } vkCmdEndRenderPass(drawCmdBuffers[i]); // End current debug marker region DebugMarker::endRegion(drawCmdBuffers[i]); VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); } } 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(4); // Location 0 : Position vertices.attributeDescriptions[0] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0); // Location 1 : Normal vertices.attributeDescriptions[1] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3); // Location 2 : Texture coordinates vertices.attributeDescriptions[2] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6); // Location 3 : Color vertices.attributeDescriptions[3] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8); 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() { // Example uses one ubo and one combined image sampler std::vector poolSizes = { vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1), vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1), }; VkDescriptorPoolCreateInfo descriptorPoolInfo = vkTools::initializers::descriptorPoolCreateInfo( poolSizes.size(), poolSizes.data(), 1); VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); } void setupDescriptorSetLayout() { std::vector setLayoutBindings = { // Binding 0 : Vertex shader uniform buffer vkTools::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 1 : Fragment shader combined sampler vkTools::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), }; 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)); // Name for debugging DebugMarker::setObjectName(device, (uint64_t)pipelineLayout, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_LAYOUT_EXT, "Shared pipeline layout"); DebugMarker::setObjectName(device, (uint64_t)descriptorSetLayout, VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT_EXT, "Shared descriptor set layout"); } void setupDescriptorSet() { VkDescriptorSetAllocateInfo allocInfo = vkTools::initializers::descriptorSetAllocateInfo( descriptorPool, &descriptorSetLayout, 1); VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene)); std::vector writeDescriptorSets = { // Binding 0 : Vertex shader uniform buffer vkTools::initializers::writeDescriptorSet( descriptorSets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor), // Binding 1 : Color map vkTools::initializers::writeDescriptorSet( descriptorSets.scene, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.descriptor) }; vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL); } 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_BACK_BIT, VK_FRONT_FACE_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); // Phong lighting pipeline // Load shaders std::array shaderStages; shaderStages[0] = loadShader(getAssetPath() + "shaders/debugmarker/toon.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/debugmarker/toon.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(); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.toonshading)); // Color only pipeline shaderStages[0] = loadShader(getAssetPath() + "shaders/debugmarker/colorpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/debugmarker/colorpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); pipelineCreateInfo.renderPass = offscreenPass.renderPass; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.color)); // Wire frame rendering pipeline rasterizationState.polygonMode = VK_POLYGON_MODE_LINE; rasterizationState.lineWidth = 1.0f; pipelineCreateInfo.renderPass = renderPass; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.wireframe)); // Post processing effect shaderStages[0] = loadShader(getAssetPath() + "shaders/debugmarker/postprocess.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/debugmarker/postprocess.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); depthStencilState.depthTestEnable = VK_FALSE; depthStencilState.depthWriteEnable = VK_FALSE; rasterizationState.polygonMode = VK_POLYGON_MODE_FILL; rasterizationState.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, &pipelineCreateInfo, nullptr, &pipelines.postprocess)); // Name shader moduels for debugging // Shader module count starts at 2 when text overlay in base class is enabled uint32_t moduleIndex = enableTextOverlay ? 2 : 0; DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 0], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Toon shading vertex shader"); DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 1], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Toon shading fragment shader"); DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 2], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Color-only vertex shader"); DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 3], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Color-only fragment shader"); DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 4], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Postprocess vertex shader"); DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 5], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Postprocess fragment shader"); // Name pipelines for debugging DebugMarker::setObjectName(device, (uint64_t)pipelines.toonshading, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Toon shading pipeline"); DebugMarker::setObjectName(device, (uint64_t)pipelines.color, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Color only pipeline"); DebugMarker::setObjectName(device, (uint64_t)pipelines.wireframe, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Wireframe rendering pipeline"); DebugMarker::setObjectName(device, (uint64_t)pipelines.postprocess, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Post processing pipeline"); } // 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()); // Name uniform buffer for debugging DebugMarker::setObjectName(device, (uint64_t)uniformBuffer.buffer, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Scene uniform buffer block"); // Add some random tag DebugMarker::setObjectTag(device, (uint64_t)uniformBuffer.buffer, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, 0, sizeof(demoTag), &demoTag); updateUniformBuffers(); } void updateUniformBuffers() { uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f); glm::mat4 viewMatrix = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, zoom)); uboVS.model = viewMatrix * glm::translate(glm::mat4(), cameraPos); uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)); uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)); uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f)); memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS)); } void draw() { VulkanExampleBase::prepareFrame(); // Offscreen rendering if (glow) { // Wait for swap chain presentation to finish submitInfo.pWaitSemaphores = &semaphores.presentComplete; // Signal ready with offscreen semaphore submitInfo.pSignalSemaphores = &offscreenPass.semaphore; // Submit work submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &offscreenPass.commandBuffer; VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); } // Scene rendering // Wait for offscreen semaphore submitInfo.pWaitSemaphores = &offscreenPass.semaphore; // Signal ready with render complete semaphpre submitInfo.pSignalSemaphores = &semaphores.renderComplete; // Submit work submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); VulkanExampleBase::submitFrame(); } void prepare() { VulkanExampleBase::prepare(); DebugMarker::setup(device); loadScene(); prepareOffscreen(); setupVertexDescriptions(); prepareUniformBuffers(); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); buildCommandBuffers(); buildOffscreenCommandBuffer(); updateTextOverlay(); prepared = true; } virtual void render() { if (!prepared) return; draw(); } virtual void viewChanged() { updateUniformBuffers(); } virtual void keyPressed(uint32_t keyCode) { switch (keyCode) { case 0x57: case GAMEPAD_BUTTON_X: wireframe = !wireframe; reBuildCommandBuffers(); break; case 0x47: case GAMEPAD_BUTTON_A: glow = !glow; reBuildCommandBuffers(); break; } } virtual void getOverlayText(VulkanTextOverlay *textOverlay) { if (DebugMarker::active) { textOverlay->addText("VK_EXT_debug_marker active", 5.0f, 85.0f, VulkanTextOverlay::alignLeft); } else { textOverlay->addText("VK_EXT_debug_marker not present", 5.0f, 85.0f, VulkanTextOverlay::alignLeft); } } }; VULKAN_EXAMPLE_MAIN()