procedural-3d-engine/examples/debugprintf/debugprintf.cpp
SRSaunders 9a562a5426
Macos ios fixes (#1192)
* 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
2025-03-29 16:21:37 +01:00

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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)
*
* See this whitepaper for details: https://www.lunarg.com/wp-content/uploads/2021/08/Using-Debug-Printf-02August2021.pdf
*
* Copyright (C) 2023 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
/*
* The only change required for printf in shaders on the application is enabling the VK_KHR_shader_non_semantic_info extensions
* The actual printing is done in the shaders (see toon.vert from the glsl/hlsl) folder
* For glsl shaders that use this feature, the GL_EXT_debug_printf extension needs to be enabled
*/
#include "vulkanexamplebase.h"
#include "VulkanglTFModel.h"
class VulkanExample : public VulkanExampleBase
{
public:
vks::Buffer uniformBuffer;
vkglTF::Model scene;
struct UBOVS {
glm::mat4 projection;
glm::mat4 model;
glm::vec4 lightPos = glm::vec4(0.0f, 5.0f, 15.0f, 1.0f);
} uboVS;
VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
VkPipeline pipeline{ VK_NULL_HANDLE };
VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
VulkanExample() : VulkanExampleBase()
{
title = "Debug output with shader printf";
camera.setRotation(glm::vec3(-4.35f, 16.25f, 0.0f));
camera.setRotationSpeed(0.5f);
camera.setPosition(glm::vec3(0.1f, 1.1f, -8.5f));
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
// Using printf requires the non semantic info extension to be enabled
enabledDeviceExtensions.push_back(VK_KHR_SHADER_NON_SEMANTIC_INFO_EXTENSION_NAME);
#if (defined(VK_USE_PLATFORM_MACOS_MVK) || defined(VK_USE_PLATFORM_METAL_EXT)) && defined(VK_EXAMPLE_XCODE_GENERATED)
// SRS - Force validation on since shader printf provided by VK_LAYER_KHRONOS_validation on macOS
settings.validation = true;
// Use layer settings extension to configure Validation Layer
enabledInstanceExtensions.push_back(VK_EXT_LAYER_SETTINGS_EXTENSION_NAME);
// SRS - Enable the Validation Layer's printf feature
VkLayerSettingEXT layerSetting;
layerSetting.pLayerName = "VK_LAYER_KHRONOS_validation";
layerSetting.pSettingName = "enables";
layerSetting.type = VK_LAYER_SETTING_TYPE_STRING_EXT;
layerSetting.valueCount = 1;
// Make static so layer setting reference remains valid after leaving constructor scope
static const char *layerEnables = "VK_VALIDATION_FEATURE_ENABLE_DEBUG_PRINTF_EXT";
layerSetting.pValues = &layerEnables;
enabledLayerSettings.push_back(layerSetting);
// SRS - RenderDoc not available on macOS so redirect printf output to stdout
layerSetting.pSettingName = "printf_to_stdout";
layerSetting.type = VK_LAYER_SETTING_TYPE_BOOL32_EXT;
layerSetting.valueCount = 1;
// Make static so layer setting reference remains valid after leaving constructor scope
static const VkBool32 layerSettingOn = VK_TRUE;
layerSetting.pValues = &layerSettingOn;
enabledLayerSettings.push_back(layerSetting);
// Enable required features and set API version for Validation Layer printf
enabledFeatures.fragmentStoresAndAtomics = VK_TRUE;
enabledFeatures.vertexPipelineStoresAndAtomics = VK_TRUE;
apiVersion = VK_API_VERSION_1_1;
#endif
}
~VulkanExample()
{
if (device) {
vkDestroyPipeline(device, pipeline, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
uniformBuffer.destroy();
}
}
void loadAssets()
{
scene.loadFromFile(getAssetPath() + "models/treasure_smooth.gltf", vulkanDevice, queue, vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY);
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2]{};
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.framebuffer = frameBuffers[i];
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
scene.draw(drawCmdBuffers[i]);
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void setupDescriptors()
{
// Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 1);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
// Set
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
{
// Layout
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
// Toon shading pipeline
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
loadShader(getShadersPath() + "debugprintf/toon.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
loadShader(getShadersPath() + "debugprintf/toon.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
};
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
pipelineCI.pRasterizationState = &rasterizationStateCI;
pipelineCI.pColorBlendState = &colorBlendStateCI;
pipelineCI.pMultisampleState = &multisampleStateCI;
pipelineCI.pViewportState = &viewportStateCI;
pipelineCI.pDepthStencilState = &depthStencilStateCI;
pipelineCI.pDynamicState = &dynamicStateCI;
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCI.pStages = shaderStages.data();
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color});
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
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)));
VK_CHECK_RESULT(uniformBuffer.map());
}
void updateUniformBuffers()
{
uboVS.projection = camera.matrices.perspective;
uboVS.model = camera.matrices.view;
memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS));
}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
prepareUniformBuffers();
setupDescriptors();
preparePipelines();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
updateUniformBuffers();
draw();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Info")) {
overlay->text("Please run this sample with a graphics debugger attached");
}
}
};
VULKAN_EXAMPLE_MAIN()