680 lines
25 KiB
C++
680 lines
25 KiB
C++
/*
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* Vulkan Example - Multisampling using resolve attachments
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*
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* Copyright (C) 2016 by 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 <stdio.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <vector>
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#include <algorithm>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "VulkanBuffer.hpp"
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#include "VulkanTexture.hpp"
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#include "VulkanModel.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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struct {
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struct {
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VkImage image;
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VkImageView view;
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VkDeviceMemory memory;
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} color;
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struct {
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VkImage image;
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VkImageView view;
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VkDeviceMemory memory;
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} depth;
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} multisampleTarget;
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class VulkanExample : public VulkanExampleBase
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{
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public:
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bool useSampleShading = false;
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VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_1_BIT;
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struct {
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vks::Texture2D colorMap;
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} textures;
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// Vertex layout for the models
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vks::VertexLayout vertexLayout = vks::VertexLayout({
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vks::VERTEX_COMPONENT_POSITION,
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vks::VERTEX_COMPONENT_NORMAL,
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vks::VERTEX_COMPONENT_UV,
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vks::VERTEX_COMPONENT_COLOR,
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});
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struct {
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vks::Model example;
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} models;
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vks::Buffer uniformBuffer;
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struct UBOVS {
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glm::mat4 projection;
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glm::mat4 model;
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glm::vec4 lightPos = glm::vec4(5.0f, 5.0f, 5.0f, 1.0f);
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} uboVS;
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struct {
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VkPipeline MSAA;
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VkPipeline MSAASampleShading;
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} pipelines;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "Multisampling";
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camera.type = Camera::CameraType::lookat;
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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camera.setRotation(glm::vec3(0.0f, -90.0f, 0.0f));
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camera.setTranslation(glm::vec3(2.5f, 2.5f, -7.5f));
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settings.overlay = true;
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}
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~VulkanExample()
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{
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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vkDestroyPipeline(device, pipelines.MSAA, nullptr);
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vkDestroyPipeline(device, pipelines.MSAASampleShading, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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models.example.destroy();
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// Destroy MSAA target
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vkDestroyImage(device, multisampleTarget.color.image, nullptr);
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vkDestroyImageView(device, multisampleTarget.color.view, nullptr);
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vkFreeMemory(device, multisampleTarget.color.memory, nullptr);
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vkDestroyImage(device, multisampleTarget.depth.image, nullptr);
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vkDestroyImageView(device, multisampleTarget.depth.view, nullptr);
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vkFreeMemory(device, multisampleTarget.depth.memory, nullptr);
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textures.colorMap.destroy();
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uniformBuffer.destroy();
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}
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// Enable physical device features required for this example
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virtual void getEnabledFeatures()
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{
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// Enable sample rate shading filtering if supported
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if (deviceFeatures.sampleRateShading) {
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enabledFeatures.sampleRateShading = VK_TRUE;
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}
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}
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// Creates a multi sample render target (image and view) that is used to resolve
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// into the visible frame buffer target in the render pass
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void setupMultisampleTarget()
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{
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// Check if device supports requested sample count for color and depth frame buffer
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assert((deviceProperties.limits.framebufferColorSampleCounts >= sampleCount) && (deviceProperties.limits.framebufferDepthSampleCounts >= sampleCount));
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// Color target
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VkImageCreateInfo info = vks::initializers::imageCreateInfo();
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info.imageType = VK_IMAGE_TYPE_2D;
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info.format = swapChain.colorFormat;
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info.extent.width = width;
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info.extent.height = height;
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info.extent.depth = 1;
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info.mipLevels = 1;
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info.arrayLayers = 1;
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info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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info.tiling = VK_IMAGE_TILING_OPTIMAL;
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info.samples = sampleCount;
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// Image will only be used as a transient target
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info.usage = VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
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info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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VK_CHECK_RESULT(vkCreateImage(device, &info, nullptr, &multisampleTarget.color.image));
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VkMemoryRequirements memReqs;
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vkGetImageMemoryRequirements(device, multisampleTarget.color.image, &memReqs);
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VkMemoryAllocateInfo memAlloc = vks::initializers::memoryAllocateInfo();
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memAlloc.allocationSize = memReqs.size;
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// We prefer a lazily allocated memory type
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// This means that the memory gets allocated when the implementation sees fit, e.g. when first using the images
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VkBool32 lazyMemTypePresent;
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memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT, &lazyMemTypePresent);
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if (!lazyMemTypePresent)
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{
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// If this is not available, fall back to device local memory
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memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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}
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &multisampleTarget.color.memory));
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vkBindImageMemory(device, multisampleTarget.color.image, multisampleTarget.color.memory, 0);
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// Create image view for the MSAA target
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VkImageViewCreateInfo viewInfo = vks::initializers::imageViewCreateInfo();
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viewInfo.image = multisampleTarget.color.image;
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viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
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viewInfo.format = swapChain.colorFormat;
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viewInfo.components.r = VK_COMPONENT_SWIZZLE_R;
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viewInfo.components.g = VK_COMPONENT_SWIZZLE_G;
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viewInfo.components.b = VK_COMPONENT_SWIZZLE_B;
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viewInfo.components.a = VK_COMPONENT_SWIZZLE_A;
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viewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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viewInfo.subresourceRange.levelCount = 1;
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viewInfo.subresourceRange.layerCount = 1;
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VK_CHECK_RESULT(vkCreateImageView(device, &viewInfo, nullptr, &multisampleTarget.color.view));
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// Depth target
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info.imageType = VK_IMAGE_TYPE_2D;
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info.format = depthFormat;
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info.extent.width = width;
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info.extent.height = height;
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info.extent.depth = 1;
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info.mipLevels = 1;
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info.arrayLayers = 1;
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info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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info.tiling = VK_IMAGE_TILING_OPTIMAL;
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info.samples = sampleCount;
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// Image will only be used as a transient target
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info.usage = VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT | VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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VK_CHECK_RESULT(vkCreateImage(device, &info, nullptr, &multisampleTarget.depth.image));
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vkGetImageMemoryRequirements(device, multisampleTarget.depth.image, &memReqs);
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memAlloc = vks::initializers::memoryAllocateInfo();
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT, &lazyMemTypePresent);
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if (!lazyMemTypePresent)
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{
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memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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}
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &multisampleTarget.depth.memory));
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vkBindImageMemory(device, multisampleTarget.depth.image, multisampleTarget.depth.memory, 0);
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// Create image view for the MSAA target
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viewInfo.image = multisampleTarget.depth.image;
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viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
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viewInfo.format = depthFormat;
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viewInfo.components.r = VK_COMPONENT_SWIZZLE_R;
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viewInfo.components.g = VK_COMPONENT_SWIZZLE_G;
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viewInfo.components.b = VK_COMPONENT_SWIZZLE_B;
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viewInfo.components.a = VK_COMPONENT_SWIZZLE_A;
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viewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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viewInfo.subresourceRange.levelCount = 1;
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viewInfo.subresourceRange.layerCount = 1;
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VK_CHECK_RESULT(vkCreateImageView(device, &viewInfo, nullptr, &multisampleTarget.depth.view));
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}
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// Setup a render pass for using a multi sampled attachment
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// and a resolve attachment that the msaa image is resolved
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// to at the end of the render pass
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void setupRenderPass()
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{
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// Overrides the virtual function of the base class
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std::array<VkAttachmentDescription, 4> attachments = {};
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// Multisampled attachment that we render to
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attachments[0].format = swapChain.colorFormat;
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attachments[0].samples = sampleCount;
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attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachments[0].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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// This is the frame buffer attachment to where the multisampled image
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// will be resolved to and which will be presented to the swapchain
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attachments[1].format = swapChain.colorFormat;
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attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachments[1].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
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// Multisampled depth attachment we render to
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attachments[2].format = depthFormat;
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attachments[2].samples = sampleCount;
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attachments[2].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[2].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[2].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[2].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[2].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachments[2].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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// Depth resolve attachment
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attachments[3].format = depthFormat;
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attachments[3].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[3].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[3].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[3].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[3].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[3].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachments[3].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkAttachmentReference colorReference = {};
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colorReference.attachment = 0;
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colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VkAttachmentReference depthReference = {};
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depthReference.attachment = 2;
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depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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// Resolve attachment reference for the color attachment
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VkAttachmentReference resolveReference = {};
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resolveReference.attachment = 1;
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resolveReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VkSubpassDescription subpass = {};
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.colorAttachmentCount = 1;
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subpass.pColorAttachments = &colorReference;
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// Pass our resolve attachments to the sub pass
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subpass.pResolveAttachments = &resolveReference;
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subpass.pDepthStencilAttachment = &depthReference;
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std::array<VkSubpassDependency, 2> dependencies;
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dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[0].dstSubpass = 0;
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[1].srcSubpass = 0;
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dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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VkRenderPassCreateInfo renderPassInfo = vks::initializers::renderPassCreateInfo();
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renderPassInfo.attachmentCount = attachments.size();
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renderPassInfo.pAttachments = attachments.data();
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renderPassInfo.subpassCount = 1;
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renderPassInfo.pSubpasses = &subpass;
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renderPassInfo.dependencyCount = 2;
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renderPassInfo.pDependencies = dependencies.data();
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VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass));
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}
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// Frame buffer attachments must match with render pass setup,
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// so we need to adjust frame buffer creation to cover our
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// multisample target
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void setupFrameBuffer()
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{
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// Overrides the virtual function of the base class
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std::array<VkImageView, 4> attachments;
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setupMultisampleTarget();
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attachments[0] = multisampleTarget.color.view;
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// attachment[1] = swapchain image
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attachments[2] = multisampleTarget.depth.view;
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attachments[3] = depthStencil.view;
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VkFramebufferCreateInfo frameBufferCreateInfo = {};
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frameBufferCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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frameBufferCreateInfo.pNext = NULL;
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frameBufferCreateInfo.renderPass = renderPass;
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frameBufferCreateInfo.attachmentCount = attachments.size();
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frameBufferCreateInfo.pAttachments = attachments.data();
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frameBufferCreateInfo.width = width;
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frameBufferCreateInfo.height = height;
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frameBufferCreateInfo.layers = 1;
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// Create frame buffers for every swap chain image
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frameBuffers.resize(swapChain.imageCount);
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for (uint32_t i = 0; i < frameBuffers.size(); i++)
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{
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attachments[1] = swapChain.buffers[i].view;
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &frameBufferCreateInfo, nullptr, &frameBuffers[i]));
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}
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[3];
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// Clear to a white background for higher contrast
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clearValues[0].color = { { 1.0f, 1.0f, 1.0f, 1.0f } };
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clearValues[1].color = { { 1.0f, 1.0f, 1.0f, 1.0f } };
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clearValues[2].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.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 3;
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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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// Set target frame buffer
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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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);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, useSampleShading ? pipelines.MSAASampleShading : pipelines.MSAA);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.example.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.example.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.example.indexCount, 1, 0, 0, 0);
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drawUI(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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void loadAssets()
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{
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models.example.loadFromFile(getAssetPath() + "models/voyager/voyager.dae", vertexLayout, 1.0f, vulkanDevice, queue);
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textures.colorMap.loadFromFile(getAssetPath() + "models/voyager/voyager_rgba_unorm.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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}
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void setupDescriptorPool()
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{
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// Example uses one ubo and one combined image sampler
|
|
std::vector<VkDescriptorPoolSize> 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(
|
|
poolSizes.size(),
|
|
poolSizes.data(),
|
|
2);
|
|
|
|
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
|
}
|
|
|
|
void setupDescriptorSetLayout()
|
|
{
|
|
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
|
|
{
|
|
// Binding 0 : Vertex shader uniform buffer
|
|
vks::initializers::descriptorSetLayoutBinding(
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
VK_SHADER_STAGE_VERTEX_BIT,
|
|
0),
|
|
// Binding 1 : Fragment shader combined sampler
|
|
vks::initializers::descriptorSetLayoutBinding(
|
|
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
VK_SHADER_STAGE_FRAGMENT_BIT,
|
|
1),
|
|
};
|
|
|
|
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<VkWriteDescriptorSet> writeDescriptorSets =
|
|
{
|
|
// Binding 0 : Vertex shader uniform buffer
|
|
vks::initializers::writeDescriptorSet(
|
|
descriptorSet,
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
0,
|
|
&uniformBuffer.descriptor),
|
|
// Binding 1 : Color map
|
|
vks::initializers::writeDescriptorSet(
|
|
descriptorSet,
|
|
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
1,
|
|
&textures.colorMap.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);
|
|
|
|
std::vector<VkDynamicState> dynamicStateEnables = {
|
|
VK_DYNAMIC_STATE_VIEWPORT,
|
|
VK_DYNAMIC_STATE_SCISSOR
|
|
};
|
|
VkPipelineDynamicStateCreateInfo dynamicState =
|
|
vks::initializers::pipelineDynamicStateCreateInfo(
|
|
dynamicStateEnables.data(),
|
|
dynamicStateEnables.size(),
|
|
0);
|
|
|
|
VkPipelineMultisampleStateCreateInfo multisampleState{};
|
|
multisampleState.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
|
|
|
|
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
|
|
|
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
|
|
pipelineCI.pInputAssemblyState = &inputAssemblyState;
|
|
pipelineCI.pRasterizationState = &rasterizationState;
|
|
pipelineCI.pColorBlendState = &colorBlendState;
|
|
pipelineCI.pMultisampleState = &multisampleState;
|
|
pipelineCI.pViewportState = &viewportState;
|
|
pipelineCI.pDepthStencilState = &depthStencilState;
|
|
pipelineCI.pDynamicState = &dynamicState;
|
|
pipelineCI.stageCount = shaderStages.size();
|
|
pipelineCI.pStages = shaderStages.data();
|
|
|
|
// Vertex bindings and attributes used by all pipelines
|
|
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
|
|
vks::initializers::vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
|
|
};
|
|
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
|
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
|
|
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
|
|
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: Texture coordinates
|
|
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Color
|
|
};
|
|
|
|
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
|
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
|
|
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
|
|
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
|
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
|
|
|
pipelineCI.pVertexInputState = &vertexInputState;
|
|
|
|
// MSAA rendering pipeline
|
|
shaderStages[0] = loadShader(getAssetPath() + "shaders/mesh/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shaderStages[1] = loadShader(getAssetPath() + "shaders/mesh/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
// Setup multi sampling
|
|
multisampleState.rasterizationSamples = sampleCount; // Number of samples to use for rasterization
|
|
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.MSAA));
|
|
|
|
|
|
if (vulkanDevice->features.sampleRateShading)
|
|
{
|
|
// MSAA with sample shading pipeline
|
|
// Sample shading enables per-sample shading to avoid shader aliasing and smooth out e.g. high frequency texture maps
|
|
// Note: This will trade performance for are more stable image
|
|
multisampleState.sampleShadingEnable = VK_TRUE; // Enable per-sample shading (instead of per-fragment)
|
|
multisampleState.minSampleShading = 0.25f; // Minimum fraction for sample shading
|
|
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.MSAASampleShading));
|
|
}
|
|
}
|
|
|
|
// 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());
|
|
|
|
updateUniformBuffers();
|
|
}
|
|
|
|
void updateUniformBuffers()
|
|
{
|
|
uboVS.projection = camera.matrices.perspective;
|
|
uboVS.model = camera.matrices.view;
|
|
memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS));
|
|
}
|
|
|
|
void draw()
|
|
{
|
|
VulkanExampleBase::prepareFrame();
|
|
|
|
// Command buffer to be sumitted to the queue
|
|
submitInfo.commandBufferCount = 1;
|
|
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
|
|
|
// Submit to queue
|
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
|
|
|
VulkanExampleBase::submitFrame();
|
|
}
|
|
|
|
void prepare()
|
|
{
|
|
sampleCount = getMaxUsableSampleCount();
|
|
UIOverlay.rasterizationSamples = sampleCount;
|
|
VulkanExampleBase::prepare();
|
|
loadAssets();
|
|
prepareUniformBuffers();
|
|
setupDescriptorSetLayout();
|
|
preparePipelines();
|
|
setupDescriptorPool();
|
|
setupDescriptorSet();
|
|
buildCommandBuffers();
|
|
prepared = true;
|
|
}
|
|
|
|
virtual void render()
|
|
{
|
|
if (!prepared)
|
|
return;
|
|
draw();
|
|
if (camera.updated) {
|
|
updateUniformBuffers();
|
|
}
|
|
}
|
|
|
|
// Returns the maximum sample count usable by the platform
|
|
VkSampleCountFlagBits getMaxUsableSampleCount()
|
|
{
|
|
VkSampleCountFlags counts = std::min(deviceProperties.limits.framebufferColorSampleCounts, deviceProperties.limits.framebufferDepthSampleCounts);
|
|
if (counts & VK_SAMPLE_COUNT_64_BIT) { return VK_SAMPLE_COUNT_64_BIT; }
|
|
if (counts & VK_SAMPLE_COUNT_32_BIT) { return VK_SAMPLE_COUNT_32_BIT; }
|
|
if (counts & VK_SAMPLE_COUNT_16_BIT) { return VK_SAMPLE_COUNT_16_BIT; }
|
|
if (counts & VK_SAMPLE_COUNT_8_BIT) { return VK_SAMPLE_COUNT_8_BIT; }
|
|
if (counts & VK_SAMPLE_COUNT_4_BIT) { return VK_SAMPLE_COUNT_4_BIT; }
|
|
if (counts & VK_SAMPLE_COUNT_2_BIT) { return VK_SAMPLE_COUNT_2_BIT; }
|
|
return VK_SAMPLE_COUNT_1_BIT;
|
|
}
|
|
|
|
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
|
{
|
|
if (vulkanDevice->features.sampleRateShading) {
|
|
if (overlay->header("Settings")) {
|
|
if (overlay->checkBox("Sample rate shading", &useSampleShading)) {
|
|
buildCommandBuffers();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
VULKAN_EXAMPLE_MAIN()
|