* Configure MoltenVK to use a dedicated compute queue for compute[*] examples with sync barriers * Modify descriptorindexing example for iOS and variable descriptor count limitations on MoltenVK * Remove obsolete macOS #ifdefs no longer needed for modern MoltenVK versions * Update iOS project to fix missing vkloader.c reference and revise example list * Set required features and API version for VVL in debugprintf example * Remove unnecessary Apple-specific code from descriptorindexing example * Add Layer Settings capability to VulkanExampleBase::createInstance() * Replace setenv() in examples with Layer Settings configuration for macOS/iOS * Update comments in examples.h and fix missing initializer in computeraytracing example * Update imgui overlay and example to support iOS Simulator * Update more comments in examples.h and remove redundant initializers in deferred* examples * Separate variable descriptor count declarations for apple and non-apple platforms * Consolidate variable descriptor count declarations for apple vs. non-apple platforms * Configure MoltenVK with a dedicated compute queue in VulkanExampleBase() and remove from samples
245 lines
10 KiB
C++
245 lines
10 KiB
C++
/*
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* Vulkan Example - Example for using printf in shaders to help debugging. Can be used in conjunction with a debugging app like RenderDoc (https://renderdoc.org)
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*
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* See this whitepaper for details: https://www.lunarg.com/wp-content/uploads/2021/08/Using-Debug-Printf-02August2021.pdf
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*
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* Copyright (C) 2023 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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/*
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* The only change required for printf in shaders on the application is enabling the VK_KHR_shader_non_semantic_info extensions
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* The actual printing is done in the shaders (see toon.vert from the glsl/hlsl) folder
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* For glsl shaders that use this feature, the GL_EXT_debug_printf extension needs to be enabled
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*/
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#include "vulkanexamplebase.h"
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#include "VulkanglTFModel.h"
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class VulkanExample : public VulkanExampleBase
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{
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public:
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vks::Buffer uniformBuffer;
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vkglTF::Model scene;
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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(0.0f, 5.0f, 15.0f, 1.0f);
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} uboVS;
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
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VkPipeline pipeline{ VK_NULL_HANDLE };
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
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VulkanExample() : VulkanExampleBase()
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{
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title = "Debug output with shader printf";
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camera.setRotation(glm::vec3(-4.35f, 16.25f, 0.0f));
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camera.setRotationSpeed(0.5f);
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camera.setPosition(glm::vec3(0.1f, 1.1f, -8.5f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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// Using printf requires the non semantic info extension to be enabled
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enabledDeviceExtensions.push_back(VK_KHR_SHADER_NON_SEMANTIC_INFO_EXTENSION_NAME);
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#if (defined(VK_USE_PLATFORM_MACOS_MVK) || defined(VK_USE_PLATFORM_METAL_EXT)) && defined(VK_EXAMPLE_XCODE_GENERATED)
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// SRS - Force validation on since shader printf provided by VK_LAYER_KHRONOS_validation on macOS
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settings.validation = true;
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// Use layer settings extension to configure Validation Layer
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enabledInstanceExtensions.push_back(VK_EXT_LAYER_SETTINGS_EXTENSION_NAME);
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// SRS - Enable the Validation Layer's printf feature
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VkLayerSettingEXT layerSetting;
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layerSetting.pLayerName = "VK_LAYER_KHRONOS_validation";
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layerSetting.pSettingName = "enables";
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layerSetting.type = VK_LAYER_SETTING_TYPE_STRING_EXT;
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layerSetting.valueCount = 1;
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// Make static so layer setting reference remains valid after leaving constructor scope
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static const char *layerEnables = "VK_VALIDATION_FEATURE_ENABLE_DEBUG_PRINTF_EXT";
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layerSetting.pValues = &layerEnables;
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enabledLayerSettings.push_back(layerSetting);
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// SRS - RenderDoc not available on macOS so redirect printf output to stdout
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layerSetting.pSettingName = "printf_to_stdout";
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layerSetting.type = VK_LAYER_SETTING_TYPE_BOOL32_EXT;
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layerSetting.valueCount = 1;
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// Make static so layer setting reference remains valid after leaving constructor scope
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static const VkBool32 layerSettingOn = VK_TRUE;
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layerSetting.pValues = &layerSettingOn;
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enabledLayerSettings.push_back(layerSetting);
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// Enable required features and set API version for Validation Layer printf
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enabledFeatures.fragmentStoresAndAtomics = VK_TRUE;
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enabledFeatures.vertexPipelineStoresAndAtomics = VK_TRUE;
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apiVersion = VK_API_VERSION_1_1;
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#endif
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}
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~VulkanExample()
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{
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if (device) {
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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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uniformBuffer.destroy();
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}
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}
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void loadAssets()
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{
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scene.loadFromFile(getAssetPath() + "models/treasure_smooth.gltf", vulkanDevice, queue, vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY);
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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[2]{};
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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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.framebuffer = frameBuffers[i];
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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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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, nullptr);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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scene.draw(drawCmdBuffers[i]);
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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 setupDescriptors()
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{
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// 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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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 1);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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// Layout
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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// Set
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
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};
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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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// Layout
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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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// Toon shading pipeline
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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_BACK_BIT, 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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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
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loadShader(getShadersPath() + "debugprintf/toon.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
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loadShader(getShadersPath() + "debugprintf/toon.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
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};
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
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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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pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color});
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
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}
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// Prepare and initialize uniform buffer containing shader uniforms
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void prepareUniformBuffers()
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{
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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)));
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VK_CHECK_RESULT(uniformBuffer.map());
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}
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void updateUniformBuffers()
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{
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uboVS.projection = camera.matrices.perspective;
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uboVS.model = camera.matrices.view;
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memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS));
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}
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void draw()
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{
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VulkanExampleBase::prepareFrame();
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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}
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void prepare()
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{
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VulkanExampleBase::prepare();
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loadAssets();
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prepareUniformBuffers();
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setupDescriptors();
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preparePipelines();
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buildCommandBuffers();
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prepared = true;
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}
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virtual void render()
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{
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if (!prepared)
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return;
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updateUniformBuffers();
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draw();
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}
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virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
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{
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if (overlay->header("Info")) {
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overlay->text("Please run this sample with a graphics debugger attached");
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}
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}
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};
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VULKAN_EXAMPLE_MAIN()
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