/* * Vulkan Example - Shader specialization constants * * For details see https://www.khronos.org/registry/vulkan/specs/misc/GL_KHR_vulkan_glsl.txt * * 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 "VulkanTexture.hpp" #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; struct { vks::Texture2D colormap; } textures; 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 toon; VkPipeline textured; } pipelines; VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { title = "Specialization constants"; camera.type = Camera::CameraType::lookat; camera.setPerspective(60.0f, ((float)width / 3.0f) / (float)height, 0.1f, 512.0f); camera.setRotation(glm::vec3(-40.0f, -90.0f, 0.0f)); camera.setTranslation(glm::vec3(0.0f, 0.0f, -2.0f)); settings.overlay = true; } ~VulkanExample() { vkDestroyPipeline(device, pipelines.phong, nullptr); vkDestroyPipeline(device, pipelines.textured, nullptr); vkDestroyPipeline(device, pipelines.toon, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); models.cube.destroy(); textures.colormap.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); 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 VkViewport viewport = vks::initializers::viewport((float) width / 3.0f, (float) height, 0.0f, 1.0f); 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 viewport.x = (float)width / 3.0f; vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.toon); vkCmdDrawIndexed(drawCmdBuffers[i], models.cube.indexCount, 1, 0, 0, 0); // Right viewport.x = (float)width / 3.0f + (float)width / 3.0f; vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.textured); vkCmdDrawIndexed(drawCmdBuffers[i], models.cube.indexCount, 1, 0, 0, 0); drawUI(drawCmdBuffers[i]); vkCmdEndRenderPass(drawCmdBuffers[i]); VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); } } void loadAssets() { models.cube.loadFromFile(getAssetPath() + "models/color_teapot_spheres.dae", vertexLayout, 0.1f, vulkanDevice, queue); textures.colormap.loadFromFile(getAssetPath() + "textures/metalplate_nomips_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue); } void setupVertexDescriptions() { // Binding description vertices.bindingDescriptions.resize(1); vertices.bindingDescriptions = { vks::initializers::vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX), }; // Attribute descriptions vertices.attributeDescriptions = { // Location 0 : Position vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 1 : Color vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 3 : Texture coordinates vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2 : Normal vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), }; vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo(); vertices.inputState.vertexBindingDescriptionCount = static_cast(vertices.bindingDescriptions.size()); vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data(); vertices.inputState.vertexAttributeDescriptionCount = static_cast(vertices.attributeDescriptions.size()); vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data(); } void setupDescriptorPool() { 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( static_cast(poolSizes.size()), poolSizes.data(), 1); VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); } void setupDescriptorSetLayout() { std::vector setLayoutBindings ={ vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), }; VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo( setLayoutBindings.data(), static_cast(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 = { vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor), vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.colormap.descriptor), }; vkUpdateDescriptorSets(device, static_cast(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_NONE, 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(), static_cast(dynamicStateEnables.size()), 0); std::array shaderStages; 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 = static_cast(shaderStages.size()); pipelineCreateInfo.pStages = shaderStages.data(); // Prepare specialization data // Host data to take specialization constants from struct SpecializationData { // Sets the lighting model used in the fragment "uber" shader uint32_t lightingModel; // Parameter for the toon shading part of the fragment shader float toonDesaturationFactor = 0.5f; } specializationData; // Each shader constant of a shader stage corresponds to one map entry std::array specializationMapEntries; // Shader bindings based on specialization constants are marked by the new "constant_id" layout qualifier: // layout (constant_id = 0) const int LIGHTING_MODEL = 0; // layout (constant_id = 1) const float PARAM_TOON_DESATURATION = 0.0f; // Map entry for the lighting model to be used by the fragment shader specializationMapEntries[0].constantID = 0; specializationMapEntries[0].size = sizeof(specializationData.lightingModel); specializationMapEntries[0].offset = 0; // Map entry for the toon shader parameter specializationMapEntries[1].constantID = 1; specializationMapEntries[1].size = sizeof(specializationData.toonDesaturationFactor); specializationMapEntries[1].offset = offsetof(SpecializationData, toonDesaturationFactor); // Prepare specialization info block for the shader stage VkSpecializationInfo specializationInfo{}; specializationInfo.dataSize = sizeof(specializationData); specializationInfo.mapEntryCount = static_cast(specializationMapEntries.size()); specializationInfo.pMapEntries = specializationMapEntries.data(); specializationInfo.pData = &specializationData; // Create pipelines // All pipelines will use the same "uber" shader and specialization constants to change branching and parameters of that shader shaderStages[0] = loadShader(getShadersPath() + "specializationconstants/uber.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getShadersPath() + "specializationconstants/uber.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); // Specialization info is assigned is part of the shader stage (modul) and must be set after creating the module and before creating the pipeline shaderStages[1].pSpecializationInfo = &specializationInfo; // Solid phong shading specializationData.lightingModel = 0; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.phong)); // Phong and textured specializationData.lightingModel = 1; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.toon)); // Textured discard specializationData.lightingModel = 2; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.textured)); } // 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() { camera.setPerspective(60.0f, ((float)width / 3.0f) / (float)height, 0.1f, 512.0f); uboVS.projection = camera.matrices.perspective; uboVS.modelView = camera.matrices.view; 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(); if (camera.updated) { updateUniformBuffers(); } } virtual void windowResized() { updateUniformBuffers(); } }; VULKAN_EXAMPLE_MAIN()