419 lines
No EOL
18 KiB
C++
419 lines
No EOL
18 KiB
C++
/*
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* Vulkan Example - Descriptor indexing (VK_EXT_descriptor_indexing)
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*
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* Demonstrates use of descriptor indexing to dynamically index into a variable sized array of samples
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*
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* Relevant code parts are marked with [POI]
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*
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* Copyright (C) 2021 Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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#include "vulkanexamplebase.h"
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#define ENABLE_VALIDATION false
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class VulkanExample : public VulkanExampleBase
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{
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public:
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// We will be dynamically indexing into an array of samplers
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std::vector<vks::Texture2D> textures;
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vks::Buffer vertexBuffer;
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vks::Buffer indexBuffer;
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uint32_t indexCount;
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vks::Buffer uniformBufferVS;
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struct {
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glm::mat4 projection;
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glm::mat4 view;
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glm::mat4 model;
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} uboVS;
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VkPipeline pipeline;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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VkPhysicalDeviceDescriptorIndexingFeaturesEXT physicalDeviceDescriptorIndexingFeatures{};
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struct Vertex {
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float pos[3];
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float uv[2];
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int32_t textureIndex;
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};
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "Descriptor indexing";
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -10.0f));
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camera.setRotation(glm::vec3(-35.0f, 0.0f, 0.0f));
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camera.setPerspective(45.0f, (float)width / (float)height, 0.1f, 256.0f);
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// [POI] Enable required extensions
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enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
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// [POI] Enable required extension features
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physicalDeviceDescriptorIndexingFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_FEATURES_EXT;
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physicalDeviceDescriptorIndexingFeatures.shaderSampledImageArrayNonUniformIndexing = VK_TRUE;
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physicalDeviceDescriptorIndexingFeatures.runtimeDescriptorArray = VK_TRUE;
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physicalDeviceDescriptorIndexingFeatures.descriptorBindingVariableDescriptorCount = VK_TRUE;
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deviceCreatepNextChain = &physicalDeviceDescriptorIndexingFeatures;
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}
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~VulkanExample()
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{
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for (auto &texture : textures) {
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texture.destroy();
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}
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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vertexBuffer.destroy();
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indexBuffer.destroy();
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uniformBufferVS.destroy();
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}
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struct V {
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uint8_t r;
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uint8_t g;
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uint8_t b;
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uint8_t a;
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};
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// Generate some random textures
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void generateTextures()
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{
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textures.resize(32);
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for (size_t i = 0; i < textures.size(); i++) {
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std::random_device rndDevice;
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std::default_random_engine rndEngine(rndDevice());
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std::uniform_int_distribution<short> rndDist(50, 255);
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const int32_t dim = 3;
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const size_t bufferSize = dim * dim * 4;
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std::vector<uint8_t> texture(bufferSize);
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for (size_t i = 0; i < dim * dim; i++) {
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texture[i * 4] = rndDist(rndEngine);
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texture[i * 4 + 1] = rndDist(rndEngine);
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texture[i * 4 + 2] = rndDist(rndEngine);
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texture[i * 4 + 3] = 255;
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}
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textures[i].fromBuffer(texture.data(), bufferSize, VK_FORMAT_R8G8B8A8_UNORM, dim, dim, vulkanDevice, queue, VK_FILTER_NEAREST);
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}
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}
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// Generates a line of cubes with randomized per-face texture indices
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void generateCubes()
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{
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std::vector<Vertex> vertices;
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std::vector<uint32_t> indices;
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// Generate random per-face texture indices
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std::random_device rndDevice;
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std::default_random_engine rndEngine(rndDevice());
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std::uniform_int_distribution<int32_t> rndDist(0, static_cast<uint32_t>(textures.size()) - 1);
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// Generate cubes with random per-face texture indices
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const uint32_t count = 6;
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for (uint32_t i = 0; i < count; i++) {
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// Get random per-Face texture indices that the shader will sample from
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int32_t textureIndices[6];
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for (uint32_t j = 0; j < 6; j++) {
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textureIndices[j] = rndDist(rndEngine);
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}
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// Push vertices to buffer
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float pos = 2.5f * i - (count * 2.5f / 2.0f);
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const std::vector<Vertex> cube = {
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{ { -1.0f + pos, -1.0f, 1.0f }, { 0.0f, 0.0f }, textureIndices[0] },
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{ { 1.0f + pos, -1.0f, 1.0f }, { 1.0f, 0.0f }, textureIndices[0] },
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{ { 1.0f + pos, 1.0f, 1.0f }, { 1.0f, 1.0f }, textureIndices[0] },
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{ { -1.0f + pos, 1.0f, 1.0f }, { 0.0f, 1.0f }, textureIndices[0] },
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{ { 1.0f + pos, 1.0f, 1.0f }, { 0.0f, 0.0f }, textureIndices[1] },
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{ { 1.0f + pos, 1.0f, -1.0f }, { 1.0f, 0.0f }, textureIndices[1] },
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{ { 1.0f + pos, -1.0f, -1.0f }, { 1.0f, 1.0f }, textureIndices[1] },
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{ { 1.0f + pos, -1.0f, 1.0f }, { 0.0f, 1.0f }, textureIndices[1] },
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{ { -1.0f + pos, -1.0f, -1.0f }, { 0.0f, 0.0f }, textureIndices[2] },
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{ { 1.0f + pos, -1.0f, -1.0f }, { 1.0f, 0.0f }, textureIndices[2] },
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{ { 1.0f + pos, 1.0f, -1.0f }, { 1.0f, 1.0f }, textureIndices[2] },
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{ { -1.0f + pos, 1.0f, -1.0f }, { 0.0f, 1.0f }, textureIndices[2] },
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{ { -1.0f + pos, -1.0f, -1.0f }, { 0.0f, 0.0f }, textureIndices[3] },
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{ { -1.0f + pos, -1.0f, 1.0f }, { 1.0f, 0.0f }, textureIndices[3] },
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{ { -1.0f + pos, 1.0f, 1.0f }, { 1.0f, 1.0f }, textureIndices[3] },
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{ { -1.0f + pos, 1.0f, -1.0f }, { 0.0f, 1.0f }, textureIndices[3] },
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{ { 1.0f + pos, 1.0f, 1.0f }, { 0.0f, 0.0f }, textureIndices[4] },
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{ { -1.0f + pos, 1.0f, 1.0f }, { 1.0f, 0.0f }, textureIndices[4] },
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{ { -1.0f + pos, 1.0f, -1.0f }, { 1.0f, 1.0f }, textureIndices[4] },
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{ { 1.0f + pos, 1.0f, -1.0f }, { 0.0f, 1.0f }, textureIndices[4] },
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{ { -1.0f + pos, -1.0f, -1.0f }, { 0.0f, 0.0f }, textureIndices[5] },
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{ { 1.0f + pos, -1.0f, -1.0f }, { 1.0f, 0.0f }, textureIndices[5] },
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{ { 1.0f + pos, -1.0f, 1.0f }, { 1.0f, 1.0f }, textureIndices[5] },
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{ { -1.0f + pos, -1.0f, 1.0f }, { 0.0f, 1.0f }, textureIndices[5] },
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};
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for (auto& vertex : cube) {
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vertices.push_back(vertex);
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}
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// Push indices to buffer
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const std::vector<uint32_t> cubeIndices = {
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0,1,2,0,2,3,
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4,5,6,4,6,7,
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8,9,10,8,10,11,
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12,13,14,12,14,15,
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16,17,18,16,18,19,
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20,21,22,20,22,23
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};
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for (auto& index : cubeIndices) {
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indices.push_back(index + static_cast<uint32_t>(vertices.size()));
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}
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}
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indexCount = static_cast<uint32_t>(indices.size());
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// For the sake of simplicity we won't stage the vertex data to the gpu memory
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&vertexBuffer,
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vertices.size() * sizeof(Vertex),
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vertices.data()));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&indexBuffer,
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indices.size() * sizeof(uint32_t),
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indices.data()));
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}
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// [POI] Set up descriptor sets and set layout
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void setupDescriptorSets()
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{
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// Descriptor pool
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std::vector<VkDescriptorPoolSize> poolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, static_cast<uint32_t>(textures.size()))
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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// Descriptor set layout
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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// [POI] Binding 1 contains a texture array that is dynamically non-uniform sampled from
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// In the fragment shader:
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// outFragColor = texture(textures[nonuniformEXT(inTexIndex)], inUV);
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1, static_cast<uint32_t>(textures.size()))
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};
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// [POI] The fragment shader will be using an unsized array of samplers, which has to be marked with the VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT_EXT
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// In the fragment shader:
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// layout (set = 0, binding = 1) uniform sampler2D textures[];
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VkDescriptorSetLayoutBindingFlagsCreateInfoEXT setLayoutBindingFlags{};
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setLayoutBindingFlags.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO_EXT;
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setLayoutBindingFlags.bindingCount = 2;
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std::vector<VkDescriptorBindingFlagsEXT> descriptorBindingFlags = {
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0,
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VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT_EXT
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};
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setLayoutBindingFlags.pBindingFlags = descriptorBindingFlags.data();
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VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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descriptorSetLayoutCI.pNext = &setLayoutBindingFlags;
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCI, nullptr, &descriptorSetLayout));
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// Descriptor sets
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VkDescriptorSetVariableDescriptorCountAllocateInfoEXT variableDescriptorCountAllocInfo = {};
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uint32_t variableDescCounts[] = { static_cast<uint32_t>(textures.size())};
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variableDescriptorCountAllocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_ALLOCATE_INFO_EXT;
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variableDescriptorCountAllocInfo.descriptorSetCount = 1;
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variableDescriptorCountAllocInfo.pDescriptorCounts = variableDescCounts;
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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allocInfo.pNext = &variableDescriptorCountAllocInfo;
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets(2);
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writeDescriptorSets[0] = vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBufferVS.descriptor);
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// Image descriptors for the texture array
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std::vector<VkDescriptorImageInfo> textureDescriptors(textures.size());
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for (size_t i = 0; i < textures.size(); i++) {
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textureDescriptors[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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textureDescriptors[i].sampler = textures[i].sampler;;
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textureDescriptors[i].imageView = textures[i].view;
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}
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// [POI] Second and final descriptor is a texture array
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// Unlike an array texture, these are adressed like typical arrays
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writeDescriptorSets[1] = {};
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writeDescriptorSets[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writeDescriptorSets[1].dstBinding = 1;
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writeDescriptorSets[1].dstArrayElement = 0;
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writeDescriptorSets[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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writeDescriptorSets[1].descriptorCount = static_cast<uint32_t>(textures.size());
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writeDescriptorSets[1].pBufferInfo = 0;
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writeDescriptorSets[1].dstSet = descriptorSet;
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writeDescriptorSets[1].pImageInfo = textureDescriptors.data();
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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}
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void preparePipelines()
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{
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
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std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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// Vertex bindings and attributes
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VkVertexInputBindingDescription vertexInputBinding = { 0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX };
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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{ 0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, pos) },
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{ 1, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(Vertex, uv) },
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{ 2, 0, VK_FORMAT_R32_SINT, offsetof(Vertex, textureIndex) }
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};
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VkPipelineVertexInputStateCreateInfo vertexInputStateCI = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertexInputStateCI.vertexBindingDescriptionCount = 1;
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vertexInputStateCI.pVertexBindingDescriptions = &vertexInputBinding;
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vertexInputStateCI.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
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vertexInputStateCI.pVertexAttributeDescriptions = vertexInputAttributes.data();
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// Instacing pipeline
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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shaderStages[0] = loadShader(getShadersPath() + "descriptorindexing/descriptorindexing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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// [POI] The fragment shader does non-uniform access into our sampler array, so we need to use nonuniformEXT: texture(textures[nonuniformEXT(inTexIndex)], inUV)
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shaderStages[1] = loadShader(getShadersPath() + "descriptorindexing/descriptorindexing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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pipelineCI.pVertexInputState = &vertexInputStateCI;
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pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
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pipelineCI.pRasterizationState = &rasterizationStateCI;
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pipelineCI.pColorBlendState = &colorBlendStateCI;
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pipelineCI.pMultisampleState = &multisampleStateCI;
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pipelineCI.pViewportState = &viewportStateCI;
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pipelineCI.pDepthStencilState = &depthStencilStateCI;
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pipelineCI.pDynamicState = &dynamicStateCI;
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pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCI.pStages = shaderStages.data();
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
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}
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void prepareUniformBuffers()
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{
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBufferVS,
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sizeof(uboVS)));
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VK_CHECK_RESULT(uniformBufferVS.map());
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updateUniformBuffersCamera();
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}
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void updateUniformBuffersCamera()
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{
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uboVS.projection = camera.matrices.perspective;
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uboVS.view = camera.matrices.view;
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uboVS.model = glm::mat4(1.0f);
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memcpy(uniformBufferVS.mapped, &uboVS, sizeof(uboVS));
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}
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void buildCommandBuffers()
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{
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VkClearValue clearValues[2];
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clearValues[0].color = defaultClearColor;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.renderArea.offset.x = 0;
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renderPassBeginInfo.renderArea.offset.y = 0;
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renderPassBeginInfo.renderArea.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
|
|
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
|
VkDeviceSize offsets[1] = { 0 };
|
|
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &vertexBuffer.buffer, offsets);
|
|
vkCmdBindIndexBuffer(drawCmdBuffers[i], indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
|
|
vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
|
|
drawUI(drawCmdBuffers[i]);
|
|
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
|
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
|
|
}
|
|
}
|
|
|
|
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();
|
|
generateTextures();
|
|
generateCubes();
|
|
prepareUniformBuffers();
|
|
setupDescriptorSets();
|
|
preparePipelines();
|
|
buildCommandBuffers();
|
|
prepared = true;
|
|
}
|
|
|
|
virtual void render()
|
|
{
|
|
if (!prepared)
|
|
return;
|
|
draw();
|
|
if (camera.updated)
|
|
updateUniformBuffersCamera();
|
|
}
|
|
|
|
virtual void viewChanged()
|
|
{
|
|
updateUniformBuffersCamera();
|
|
}
|
|
|
|
};
|
|
|
|
VULKAN_EXAMPLE_MAIN() |