procedural-3d-engine/computeparticles/computeparticles.cpp

768 lines
22 KiB
C++

/*
* Vulkan Example - Attraction based compute shader particle system
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <vector>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
#define PARTICLE_COUNT 8 * 1024
class VulkanExample : public VulkanExampleBase
{
private:
vkTools::VulkanTexture textureColorMap;
public:
float timer = 0.0f;
float animStart = 50.0f;
bool animate = true;
struct {
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
struct {
VkPipeline postCompute;
// Compute pipelines are separated from
// graphics pipelines in Vulkan
VkPipeline compute;
} pipelines;
int vertexBufferSize;
VkQueue computeQueue;
VkCommandBuffer computeCmdBuffer;
VkPipelineLayout computePipelineLayout;
VkDescriptorSet computeDescriptorSet;
VkDescriptorSetLayout computeDescriptorSetLayout;
vkTools::UniformData computeStorageBuffer;
struct {
float deltaT;
float destX;
float destY;
int32_t particleCount = PARTICLE_COUNT;
} computeUbo;
struct {
struct {
vkTools::UniformData ubo;
} computeShader;
} uniformData;
struct Particle {
glm::vec4 pos;
glm::vec4 col;
glm::vec4 vel;
};
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSetPostCompute;
VkDescriptorSetLayout descriptorSetLayout;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
width = 1280;
height = 720;
zoom = -2.0f;
title = "Vulkan Example - Compute shader particle system";
}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipelines.postCompute, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
vkDestroyBuffer(device, computeStorageBuffer.buffer, nullptr);
vkFreeMemory(device, computeStorageBuffer.memory, nullptr);
vkTools::destroyUniformData(device, &uniformData.computeShader.ubo);
vkFreeCommandBuffers(device, cmdPool, 1, &computeCmdBuffer);
vkDestroyPipelineLayout(device, computePipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, computeDescriptorSetLayout, nullptr);
vkDestroyPipeline(device, pipelines.compute, nullptr);
textureLoader->destroyTexture(textureColorMap);
}
void loadTextures()
{
textureLoader->loadTexture(
"./../data/textures/particle01_rgba.ktx",
VK_FORMAT_R8G8B8A8_UNORM,
&textureColorMap,
false);
}
void buildCommandBuffers()
{
// Destroy command buffers if already present
if (!checkCommandBuffers())
{
destroyCommandBuffers();
createCommandBuffers();
}
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
VkResult err;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
err = vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo);
assert(!err);
// Buffer memory barrier to make sure that compute shader
// writes are finished before using the storage buffer
// in the vertex shader
VkBufferMemoryBarrier bufferBarrier = vkTools::initializers::bufferMemoryBarrier();
// Source access : Compute shader buffer write
bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
// Dest access : Vertex shader access (attribute binding)
bufferBarrier.dstAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
bufferBarrier.buffer = computeStorageBuffer.buffer;
bufferBarrier.offset = 0;
bufferBarrier.size = computeStorageBuffer.descriptor.range;
bufferBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vkCmdPipelineBarrier(
drawCmdBuffers[i],
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_FLAGS_NONE,
0, nullptr,
1, &bufferBarrier,
0, nullptr);
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vkTools::initializers::viewport(
(float)width,
(float)height,
0.0f,
1.0f
);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vkTools::initializers::rect2D(
width,
height,
0,
0
);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSetPostCompute, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.postCompute);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &computeStorageBuffer.buffer, offsets);
vkCmdDraw(drawCmdBuffers[i], PARTICLE_COUNT, 1, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
err = vkEndCommandBuffer(drawCmdBuffers[i]);
assert(!err);
}
}
void buildComputeCommandBuffer()
{
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();;
vkBeginCommandBuffer(computeCmdBuffer, &cmdBufInfo);
vkCmdBindPipeline(computeCmdBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipelines.compute);
vkCmdBindDescriptorSets(computeCmdBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, computePipelineLayout, 0, 1, &computeDescriptorSet, 0, 0);
vkCmdDispatch(computeCmdBuffer, PARTICLE_COUNT / 16, 1, 1);
vkEndCommandBuffer(computeCmdBuffer);
}
void draw()
{
VkResult err;
// Get next image in the swap chain (back/front buffer)
err = swapChain.acquireNextImage(semaphores.presentComplete, &currentBuffer);
assert(!err);
submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
// Command buffer to be sumitted to the queue
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// Submit to queue
err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
assert(!err);
submitPrePresentBarrier(swapChain.buffers[currentBuffer].image);
err = swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete);
assert(!err);
err = vkQueueWaitIdle(queue);
assert(!err);
// Compute
VkSubmitInfo computeSubmitInfo = vkTools::initializers::submitInfo();
computeSubmitInfo.commandBufferCount = 1;
computeSubmitInfo.pCommandBuffers = &computeCmdBuffer;
err = vkQueueSubmit(computeQueue, 1, &computeSubmitInfo, VK_NULL_HANDLE);
assert(!err);
err = vkQueueWaitIdle(computeQueue);
assert(!err);
}
// Setup and fill the compute shader storage buffers for
// vertex positions and velocities
void prepareStorageBuffers()
{
float destPosX = 0.0f;
float destPosY = 0.0f;
// Initial particle positions
std::vector<Particle> particleBuffer;
for (int i = 0; i < PARTICLE_COUNT; ++i)
{
// Position
float aspectRatio = (float)height / (float)width;
float rndVal = (float)rand() / (float)(RAND_MAX / (360.0f * 3.14f * 2.0f));
float rndRad = (float)rand() / (float)(RAND_MAX) * 0.5f;
Particle p;
p.pos = glm::vec4(
destPosX + cos(rndVal) * rndRad * aspectRatio,
destPosY + sin(rndVal) * rndRad,
0.0f,
1.0f);
p.col = glm::vec4(
(float)(rand() % 255) / 255.0f,
(float)(rand() % 255) / 255.0f,
(float)(rand() % 255) / 255.0f,
1.0f);
p.vel = glm::vec4(0.0f);
particleBuffer.push_back(p);
}
// Buffer size is the same for all storage buffers
uint32_t storageBufferSize = particleBuffer.size() * sizeof(Particle);
VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs;
VkResult err;
void *data;
// Allocate and fill storage buffer object
VkBufferCreateInfo vBufferInfo =
vkTools::initializers::bufferCreateInfo(
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
storageBufferSize);
err = vkCreateBuffer(device, &vBufferInfo, nullptr, &computeStorageBuffer.buffer);
assert(!err);
vkGetBufferMemoryRequirements(device, computeStorageBuffer.buffer, &memReqs);
memAlloc.allocationSize = memReqs.size;
getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &memAlloc.memoryTypeIndex);
err = vkAllocateMemory(device, &memAlloc, nullptr, &computeStorageBuffer.memory);
assert(!err);
err = vkMapMemory(device, computeStorageBuffer.memory, 0, storageBufferSize, 0, &data);
assert(!err);
memcpy(data, particleBuffer.data(), storageBufferSize);
vkUnmapMemory(device, computeStorageBuffer.memory);
err = vkBindBufferMemory(device, computeStorageBuffer.buffer, computeStorageBuffer.memory, 0);
assert(!err);
computeStorageBuffer.descriptor.buffer = computeStorageBuffer.buffer;
computeStorageBuffer.descriptor.offset = 0;
computeStorageBuffer.descriptor.range = storageBufferSize;
// Binding description
vertices.bindingDescriptions.resize(1);
vertices.bindingDescriptions[0] =
vkTools::initializers::vertexInputBindingDescription(
VERTEX_BUFFER_BIND_ID,
sizeof(Particle),
VK_VERTEX_INPUT_RATE_VERTEX);
// Attribute descriptions
// Describes memory layout and shader positions
vertices.attributeDescriptions.resize(2);
// Location 0 : Position
vertices.attributeDescriptions[0] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
0,
VK_FORMAT_R32G32B32A32_SFLOAT,
0);
// Location 1 : Color
vertices.attributeDescriptions[1] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32B32A32_SFLOAT,
sizeof(float) * 4);
// Assign to vertex buffer
vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
}
void setupDescriptorPool()
{
std::vector<VkDescriptorPoolSize> poolSizes =
{
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1),
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vkTools::initializers::descriptorPoolCreateInfo(
poolSizes.size(),
poolSizes.data(),
3);
VkResult vkRes = vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool);
assert(!vkRes);
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
{
// Binding 0 : Fragment shader image sampler
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
0)
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vkTools::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
setLayoutBindings.size());
VkResult err = vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout);
assert(!err);
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vkTools::initializers::pipelineLayoutCreateInfo(
&descriptorSetLayout,
1);
err = vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout);
assert(!err);
}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vkTools::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
VkResult vkRes = vkAllocateDescriptorSets(device, &allocInfo, &descriptorSetPostCompute);
assert(!vkRes);
// Image descriptor for the color map texture
VkDescriptorImageInfo texDescriptor =
vkTools::initializers::descriptorImageInfo(
textureColorMap.sampler,
textureColorMap.view,
VK_IMAGE_LAYOUT_GENERAL);
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 1 : Fragment shader image sampler
vkTools::initializers::writeDescriptorSet(
descriptorSetPostCompute,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
0,
&texDescriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
// Create a separate command buffer for compute commands
void createComputeCommandBuffer()
{
VkCommandBufferAllocateInfo cmdBufAllocateInfo =
vkTools::initializers::commandBufferAllocateInfo(
cmdPool,
VK_COMMAND_BUFFER_LEVEL_PRIMARY,
1);
VkResult vkRes = vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &computeCmdBuffer);
assert(!vkRes);
}
void preparePipelines()
{
VkResult err;
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vkTools::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
VK_FRONT_FACE_COUNTER_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vkTools::initializers::pipelineColorBlendAttachmentState(
0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vkTools::initializers::pipelineColorBlendStateCreateInfo(
1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vkTools::initializers::pipelineDepthStencilStateCreateInfo(
VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState =
vkTools::initializers::pipelineMultisampleStateCreateInfo(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vkTools::initializers::pipelineDynamicStateCreateInfo(
dynamicStateEnables.data(),
dynamicStateEnables.size(),
0);
// Rendering pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
shaderStages[0] = loadShader("./../data/shaders/computeparticles/particle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/computeparticles/particle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
pipelineLayout,
renderPass,
0);
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = shaderStages.size();
pipelineCreateInfo.pStages = shaderStages.data();
pipelineCreateInfo.renderPass = renderPass;
// Additive blending
blendAttachmentState.colorWriteMask = 0xF;
blendAttachmentState.blendEnable = VK_TRUE;
blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE;
blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA;
err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.postCompute);
assert(!err);
}
void prepareCompute()
{
// Create compute pipeline
// Compute pipelines are created separate from graphics pipelines
// even if they use the same queue
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0 : Particle position storage buffer
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
VK_SHADER_STAGE_COMPUTE_BIT,
0),
// Binding 1 : Uniform buffer
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_COMPUTE_BIT,
1),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vkTools::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
setLayoutBindings.size());
VkResult err = vkCreateDescriptorSetLayout(
device,
&descriptorLayout,
nullptr,
&computeDescriptorSetLayout);
assert(!err);
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vkTools::initializers::pipelineLayoutCreateInfo(
&computeDescriptorSetLayout,
1);
err = vkCreatePipelineLayout(
device,
&pPipelineLayoutCreateInfo,
nullptr,
&computePipelineLayout);
assert(!err);
VkDescriptorSetAllocateInfo allocInfo =
vkTools::initializers::descriptorSetAllocateInfo(
descriptorPool,
&computeDescriptorSetLayout,
1);
err = vkAllocateDescriptorSets(device, &allocInfo, &computeDescriptorSet);
assert(!err);
std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets =
{
// Binding 0 : Particle position storage buffer
vkTools::initializers::writeDescriptorSet(
computeDescriptorSet,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
0,
&computeStorageBuffer.descriptor),
// Binding 1 : Uniform buffer
vkTools::initializers::writeDescriptorSet(
computeDescriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
1,
&uniformData.computeShader.ubo.descriptor)
};
vkUpdateDescriptorSets(device, computeWriteDescriptorSets.size(), computeWriteDescriptorSets.data(), 0, NULL);
// Create pipeline
VkComputePipelineCreateInfo computePipelineCreateInfo =
vkTools::initializers::computePipelineCreateInfo(
computePipelineLayout,
0);
computePipelineCreateInfo.stage = loadShader("./../data/shaders/computeparticles/particle.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
err = vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &pipelines.compute);
assert(!err);
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Compute shader uniform buffer block
createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
sizeof(computeUbo),
&computeUbo,
&uniformData.computeShader.ubo.buffer,
&uniformData.computeShader.ubo.memory,
&uniformData.computeShader.ubo.descriptor);
updateUniformBuffers();
}
void updateUniformBuffers()
{
computeUbo.deltaT = frameTimer * 5.0f;
computeUbo.destX = sin(deg_to_rad(timer*360.0)) * 0.75f;
computeUbo.destY = 0;
uint8_t *pData;
VkResult err = vkMapMemory(device, uniformData.computeShader.ubo.memory, 0, sizeof(computeUbo), 0, (void **)&pData);
assert(!err);
memcpy(pData, &computeUbo, sizeof(computeUbo));
vkUnmapMemory(device, uniformData.computeShader.ubo.memory);
}
// Find and create a compute capable device queue
void getComputeQueue()
{
uint32_t queueIndex = 0;
uint32_t queueCount;
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueCount, NULL);
assert(queueCount >= 1);
std::vector<VkQueueFamilyProperties> queueProps;
queueProps.resize(queueCount);
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueCount, queueProps.data());
for (queueIndex = 0; queueIndex < queueCount; queueIndex++)
{
if (queueProps[queueIndex].queueFlags & VK_QUEUE_COMPUTE_BIT)
break;
}
assert(queueIndex < queueCount);
VkDeviceQueueCreateInfo queueCreateInfo = {};
queueCreateInfo.queueFamilyIndex = queueIndex;
queueCreateInfo.queueCount = 1;
vkGetDeviceQueue(device, queueIndex, 0, &computeQueue);
}
void prepare()
{
VulkanExampleBase::prepare();
loadTextures();
getComputeQueue();
createComputeCommandBuffer();
prepareStorageBuffers();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
prepareCompute();
buildCommandBuffers();
buildComputeCommandBuffer();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
vkDeviceWaitIdle(device);
draw();
vkDeviceWaitIdle(device);
if (animStart > 0.0f)
{
animStart -= frameTimer * 5.0f;
}
if ((animate) & (animStart <= 0.0f))
{
timer += frameTimer * 0.1f;
if (timer > 1.0)
{
timer -= 1.0f;
}
}
updateUniformBuffers();
}
void toggleAnimation()
{
animate = !animate;
}
};
VulkanExample *vulkanExample;
#ifdef _WIN32
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (vulkanExample != NULL)
{
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
if (uMsg == WM_KEYDOWN)
{
switch (wParam)
{
case 0x41:
vulkanExample->toggleAnimation();
break;
}
}
}
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
}
#else
static void handleEvent(const xcb_generic_event_t *event)
{
if (vulkanExample != NULL)
{
vulkanExample->handleEvent(event);
}
}
#endif
#ifdef _WIN32
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
#else
int main(const int argc, const char *argv[])
#endif
{
vulkanExample = new VulkanExample();
#ifdef _WIN32
vulkanExample->setupWindow(hInstance, WndProc);
#else
vulkanExample->setupWindow();
#endif
vulkanExample->initSwapchain();
vulkanExample->prepare();
vulkanExample->renderLoop();
delete(vulkanExample);
return 0;
}