/* * Vulkan Example - Using different pipelines in one single renderpass * * 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 "VulkanModel.hpp" #include "VulkanBuffer.hpp" #define VERTEX_BUFFER_BIND_ID 0 #define ENABLE_VALIDATION false class VulkanExample: public VulkanExampleBase { public: struct { VkPipelineVertexInputStateCreateInfo inputState; std::vector bindingDescriptions; std::vector attributeDescriptions; } vertices; // Vertex layout for the models vks::VertexLayout vertexLayout = vks::VertexLayout({ vks::VERTEX_COMPONENT_POSITION, vks::VERTEX_COMPONENT_NORMAL, vks::VERTEX_COMPONENT_UV, vks::VERTEX_COMPONENT_COLOR, }); struct { vks::Model cube; } models; vks::Buffer uniformBuffer; // Same uniform buffer layout as shader struct UBOVS { glm::mat4 projection; glm::mat4 modelView; glm::vec4 lightPos = glm::vec4(0.0f, 2.0f, 1.0f, 0.0f); } uboVS; VkPipelineLayout pipelineLayout; VkDescriptorSet descriptorSet; VkDescriptorSetLayout descriptorSetLayout; struct { VkPipeline phong; VkPipeline wireframe; VkPipeline toon; } pipelines; VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { zoom = -10.5f; rotation = glm::vec3(-25.0f, 15.0f, 0.0f); enableTextOverlay = true; title = "Vulkan Example - Pipeline state objects"; // Enable features for wireframe rendering and line width setting 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.phong, nullptr); if (deviceFeatures.fillModeNonSolid) { vkDestroyPipeline(device, pipelines.wireframe, nullptr); } vkDestroyPipeline(device, pipelines.toon, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); models.cube.destroy(); uniformBuffer.destroy(); } 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) { // 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); vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL); VkDeviceSize offsets[1] = { 0 }; vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.cube.vertices.buffer, offsets); vkCmdBindIndexBuffer(drawCmdBuffers[i], models.cube.indices.buffer, 0, VK_INDEX_TYPE_UINT32); // Left : Solid colored viewport.width = (float)width / 3.0; vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong); vkCmdDrawIndexed(drawCmdBuffers[i], models.cube.indexCount, 1, 0, 0, 0); // Center : Toon viewport.x = (float)width / 3.0; vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.toon); vkCmdSetLineWidth(drawCmdBuffers[i], 2.0f); vkCmdDrawIndexed(drawCmdBuffers[i], models.cube.indexCount, 1, 0, 0, 0); if (deviceFeatures.fillModeNonSolid) { // Right : Wireframe viewport.x = (float)width / 3.0 + (float)width / 3.0; vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.wireframe); vkCmdDrawIndexed(drawCmdBuffers[i], models.cube.indexCount, 1, 0, 0, 0); } vkCmdEndRenderPass(drawCmdBuffers[i]); VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); } } void loadAssets() { models.cube.loadFromFile(getAssetPath() + "models/treasure_smooth.dae", vertexLayout, 1.0f, vulkanDevice, queue); } void setupVertexDescriptions() { // Binding description vertices.bindingDescriptions.resize(1); vertices.bindingDescriptions[0] = vks::initializers::vertexInputBindingDescription( VERTEX_BUFFER_BIND_ID, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX); // Attribute descriptions // Describes memory layout and shader positions vertices.attributeDescriptions.resize(4); // Location 0 : Position vertices.attributeDescriptions[0] = vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0); // Location 1 : Color vertices.attributeDescriptions[1] = vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3); // Location 3 : Texture coordinates vertices.attributeDescriptions[2] = vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6); // Location 2 : Normal vertices.attributeDescriptions[3] = vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8); vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo(); vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size(); vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data(); vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size(); vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data(); } void setupDescriptorPool() { std::vector poolSizes = { vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1) }; VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo( poolSizes.size(), poolSizes.data(), 2); 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) }; VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo( setLayoutBindings.data(), setLayoutBindings.size()); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo( &descriptorSetLayout, 1); VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, 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) }; vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL); } void preparePipelines() { 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_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, 0); std::vector dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_LINE_WIDTH, }; VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo( dynamicStateEnables.data(), dynamicStateEnables.size(), 0); std::array shaderStages; // Phong shading pipeline shaderStages[0] = loadShader(getAssetPath() + "shaders/pipelines/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/pipelines/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::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(); // 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 // switchting and faster creation time pipelineCreateInfo.flags = VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT; // Textured pipeline VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.phong)); // All pipelines created after the base pipeline will be derivatives pipelineCreateInfo.flags = VK_PIPELINE_CREATE_DERIVATIVE_BIT; // Base pipeline will be our first created pipeline pipelineCreateInfo.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) pipelineCreateInfo.basePipelineIndex = -1; // Toon shading pipeline shaderStages[0] = loadShader(getAssetPath() + "shaders/pipelines/toon.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/pipelines/toon.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.toon)); // Non solid rendering is not a mandatory Vulkan feature if (deviceFeatures.fillModeNonSolid) { // Pipeline for wire frame rendering rasterizationState.polygonMode = VK_POLYGON_MODE_LINE; shaderStages[0] = loadShader(getAssetPath() + "shaders/pipelines/wireframe.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/pipelines/wireframe.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, 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(uboVS))); // Map persistent VK_CHECK_RESULT(uniformBuffer.map()); updateUniformBuffers(); } void updateUniformBuffers() { uboVS.projection = glm::perspective(glm::radians(60.0f), (float)(width / 3.0f) / (float)height, 0.1f, 256.0f); glm::mat4 viewMatrix = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, zoom)); uboVS.modelView = viewMatrix * glm::translate(glm::mat4(), cameraPos); uboVS.modelView = glm::rotate(uboVS.modelView, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)); uboVS.modelView = glm::rotate(uboVS.modelView, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)); uboVS.modelView = glm::rotate(uboVS.modelView, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f)); memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS)); } void draw() { VulkanExampleBase::prepareFrame(); submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); VulkanExampleBase::submitFrame(); } void prepare() { VulkanExampleBase::prepare(); loadAssets(); setupVertexDescriptions(); prepareUniformBuffers(); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); buildCommandBuffers(); prepared = true; } virtual void render() { if (!prepared) return; draw(); } virtual void viewChanged() { updateUniformBuffers(); } virtual void getOverlayText(VulkanTextOverlay *textOverlay) { textOverlay->addText("Phong shading pipeline",(float)width / 6.0f, height - 35.0f, VulkanTextOverlay::alignCenter); textOverlay->addText("Toon shading pipeline", (float)width / 2.0f, height - 35.0f, VulkanTextOverlay::alignCenter); textOverlay->addText("Wireframe pipeline", width - (float)width / 6.5f, height - 35.0f, VulkanTextOverlay::alignCenter); } }; VULKAN_EXAMPLE_MAIN()