* 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
638 lines
27 KiB
C++
638 lines
27 KiB
C++
/*
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* Vulkan Example - Multi sampling with explicit resolve for deferred shading example
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*
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* This sample adds hardware accelerated multi sampling to the deferred rendering sample
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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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#include "vulkanexamplebase.h"
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#include "VulkanFrameBuffer.hpp"
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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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int32_t debugDisplayTarget = 0;
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bool useMSAA = true;
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bool useSampleShading = true;
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VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_1_BIT;
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struct {
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struct {
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vks::Texture2D colorMap;
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vks::Texture2D normalMap;
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} model;
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struct {
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vks::Texture2D colorMap;
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vks::Texture2D normalMap;
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} background;
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} textures;
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struct {
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vkglTF::Model model;
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vkglTF::Model background;
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} models;
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struct UniformDataOffscreen {
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glm::mat4 projection;
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glm::mat4 model;
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glm::mat4 view;
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glm::vec4 instancePos[3];
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} uniformDataOffscreen;
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struct Light {
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glm::vec4 position;
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glm::vec3 color;
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float radius;
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};
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struct UniformDataComposition {
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Light lights[6];
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glm::vec4 viewPos;
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int32_t debugDisplayTarget = 0;
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} uniformDataComposition;
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struct {
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vks::Buffer offscreen;
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vks::Buffer composition;
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} uniformBuffers;
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struct {
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VkPipeline deferred{ VK_NULL_HANDLE }; // Deferred lighting calculation
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VkPipeline deferredNoMSAA{ VK_NULL_HANDLE }; // Deferred lighting calculation with explicit MSAA resolve
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VkPipeline offscreen{ VK_NULL_HANDLE }; // (Offscreen) scene rendering (fill G-Buffers)
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VkPipeline offscreenSampleShading{ VK_NULL_HANDLE }; // (Offscreen) scene rendering (fill G-Buffers) with sample shading rate enabled
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} pipelines;
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
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struct {
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VkDescriptorSet model{ VK_NULL_HANDLE };
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VkDescriptorSet background{ VK_NULL_HANDLE };
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VkDescriptorSet composition{ VK_NULL_HANDLE };
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} descriptorSets;
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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vks::Framebuffer* offscreenframeBuffers{};
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VkCommandBuffer offScreenCmdBuffer{ VK_NULL_HANDLE };
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// Semaphore used to synchronize between offscreen and final scene rendering
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VkSemaphore offscreenSemaphore{ VK_NULL_HANDLE };
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VulkanExample() : VulkanExampleBase()
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{
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title = "Multi sampled deferred shading";
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camera.type = Camera::CameraType::firstperson;
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camera.movementSpeed = 5.0f;
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#ifndef __ANDROID__
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camera.rotationSpeed = 0.25f;
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#endif
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camera.position = { 2.15f, 0.3f, -8.75f };
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camera.setRotation(glm::vec3(-0.75f, 12.5f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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}
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~VulkanExample()
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{
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if (device) {
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// Frame buffers
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if (offscreenframeBuffers) {
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delete offscreenframeBuffers;
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}
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vkDestroyPipeline(device, pipelines.deferred, nullptr);
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vkDestroyPipeline(device, pipelines.deferredNoMSAA, nullptr);
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vkDestroyPipeline(device, pipelines.offscreen, nullptr);
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vkDestroyPipeline(device, pipelines.offscreenSampleShading, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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// Uniform buffers
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uniformBuffers.offscreen.destroy();
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uniformBuffers.composition.destroy();
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textures.model.colorMap.destroy();
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textures.model.normalMap.destroy();
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textures.background.colorMap.destroy();
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textures.background.normalMap.destroy();
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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}
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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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// Enable anisotropic filtering if supported
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if (deviceFeatures.samplerAnisotropy) {
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enabledFeatures.samplerAnisotropy = VK_TRUE;
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}
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};
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// Prepare the framebuffer for offscreen rendering with multiple attachments used as render targets inside the fragment shaders
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void deferredSetup()
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{
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offscreenframeBuffers = new vks::Framebuffer(vulkanDevice);
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#if defined(__ANDROID__)
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// Use max. screen dimension as deferred framebuffer size
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offscreenframeBuffers->width = std::max(width, height);
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offscreenframeBuffers->height = std::max(width, height);
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#else
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offscreenframeBuffers->width = 2048;
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offscreenframeBuffers->height = 2048;
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#endif
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// Four attachments (3 color, 1 depth)
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vks::AttachmentCreateInfo attachmentInfo = {};
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attachmentInfo.width = offscreenframeBuffers->width;
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attachmentInfo.height = offscreenframeBuffers->height;
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attachmentInfo.layerCount = 1;
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attachmentInfo.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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attachmentInfo.imageSampleCount = sampleCount;
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// Color attachments
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// Attachment 0: (World space) Positions
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attachmentInfo.format = VK_FORMAT_R16G16B16A16_SFLOAT;
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offscreenframeBuffers->addAttachment(attachmentInfo);
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// Attachment 1: (World space) Normals
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attachmentInfo.format = VK_FORMAT_R16G16B16A16_SFLOAT;
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offscreenframeBuffers->addAttachment(attachmentInfo);
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// Attachment 2: Albedo (color)
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attachmentInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
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offscreenframeBuffers->addAttachment(attachmentInfo);
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// Depth attachment
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// Find a suitable depth format
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VkFormat attDepthFormat;
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VkBool32 validDepthFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &attDepthFormat);
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assert(validDepthFormat);
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attachmentInfo.format = attDepthFormat;
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attachmentInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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offscreenframeBuffers->addAttachment(attachmentInfo);
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// Create sampler to sample from the color attachments
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VK_CHECK_RESULT(offscreenframeBuffers->createSampler(VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE));
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// Create default renderpass for the framebuffer
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VK_CHECK_RESULT(offscreenframeBuffers->createRenderPass());
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}
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// Build command buffer for rendering the scene to the offscreen frame buffer attachments
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void buildDeferredCommandBuffer()
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{
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if (offScreenCmdBuffer == VK_NULL_HANDLE) {
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offScreenCmdBuffer = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
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}
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// Create a semaphore used to synchronize offscreen rendering and usage
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if (offscreenSemaphore == VK_NULL_HANDLE) {
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VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenSemaphore));
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}
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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// Clear values for all attachments written in the fragment shader
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std::array<VkClearValue,4> clearValues;
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clearValues[0].color = clearValues[1].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
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clearValues[2].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
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clearValues[3].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = offscreenframeBuffers->renderPass;
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renderPassBeginInfo.framebuffer = offscreenframeBuffers->framebuffer;
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renderPassBeginInfo.renderArea.extent.width = offscreenframeBuffers->width;
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renderPassBeginInfo.renderArea.extent.height = offscreenframeBuffers->height;
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renderPassBeginInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
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renderPassBeginInfo.pClearValues = clearValues.data();
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VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
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vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vks::initializers::viewport((float)offscreenframeBuffers->width, (float)offscreenframeBuffers->height, 0.0f, 1.0f);
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vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(offscreenframeBuffers->width, offscreenframeBuffers->height, 0, 0);
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vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
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vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, useSampleShading ? pipelines.offscreenSampleShading : pipelines.offscreen);
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// Background
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vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.background, 0, nullptr);
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models.background.draw(offScreenCmdBuffer);
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// Object
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vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.model, 0, nullptr);
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models.model.bindBuffers(offScreenCmdBuffer);
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vkCmdDrawIndexed(offScreenCmdBuffer, models.model.indices.count, 3, 0, 0, 0);
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vkCmdEndRenderPass(offScreenCmdBuffer);
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VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
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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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clearValues[0].color = { { 0.0f, 0.0f, 0.2f, 0.0f } };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.renderArea.offset.x = 0;
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renderPassBeginInfo.renderArea.offset.y = 0;
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renderPassBeginInfo.renderArea.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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// Set target frame buffer
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renderPassBeginInfo.framebuffer = VulkanExampleBase::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, &descriptorSets.composition, 0, nullptr);
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// Final composition as full screen quad
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// Note: Also used for debug display if debugDisplayTarget > 0
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, useMSAA ? pipelines.deferred : pipelines.deferredNoMSAA);
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vkCmdDraw(drawCmdBuffers[i], 3, 1, 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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const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
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models.model.loadFromFile(getAssetPath() + "models/armor/armor.gltf", vulkanDevice, queue, glTFLoadingFlags);
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models.background.loadFromFile(getAssetPath() + "models/deferred_box.gltf", vulkanDevice, queue, glTFLoadingFlags);
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textures.model.colorMap.loadFromFile(getAssetPath() + "models/armor/colormap_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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textures.model.normalMap.loadFromFile(getAssetPath() + "models/armor/normalmap_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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textures.background.colorMap.loadFromFile(getAssetPath() + "textures/stonefloor02_color_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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textures.background.normalMap.loadFromFile(getAssetPath() + "textures/stonefloor02_normal_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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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, 8),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 9)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 3);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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// Layout
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// Deferred shading layout
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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// Binding 1 : Position texture target / Scene colormap
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
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// Binding 2 : Normals texture target
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
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// Binding 3 : Albedo texture target
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 3),
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// Binding 4 : Fragment shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 4),
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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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// Sets
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std::vector<VkWriteDescriptorSet> writeDescriptorSets;
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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// Image descriptors for the offscreen color attachments
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VkDescriptorImageInfo texDescriptorPosition =
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vks::initializers::descriptorImageInfo(
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offscreenframeBuffers->sampler,
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offscreenframeBuffers->attachments[0].view,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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VkDescriptorImageInfo texDescriptorNormal =
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vks::initializers::descriptorImageInfo(
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offscreenframeBuffers->sampler,
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offscreenframeBuffers->attachments[1].view,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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VkDescriptorImageInfo texDescriptorAlbedo =
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vks::initializers::descriptorImageInfo(
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offscreenframeBuffers->sampler,
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offscreenframeBuffers->attachments[2].view,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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// Deferred composition
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.composition));
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writeDescriptorSets = {
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// Binding 1: World space position texture
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptorPosition),
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// Binding 2: World space normals texture
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &texDescriptorNormal),
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// Binding 3: Albedo texture
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3, &texDescriptorAlbedo),
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// Binding 4: Fragment shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4, &uniformBuffers.composition.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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// Offscreen (scene)
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// Model
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.model));
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writeDescriptorSets = {
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// Binding 0: Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
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// Binding 1: Color map
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vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.model.colorMap.descriptor),
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// Binding 2: Normal map
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vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.model.normalMap.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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// Background
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.background));
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writeDescriptorSets = {
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// Binding 0: Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSets.background, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
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// Binding 1: Color map
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vks::initializers::writeDescriptorSet(descriptorSets.background, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.background.colorMap.descriptor),
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// Binding 2: Normal map
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vks::initializers::writeDescriptorSet(descriptorSets.background, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.background.normalMap.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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// Pipelines
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState = 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 colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState = 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 dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
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pipelineCI.pInputAssemblyState = &inputAssemblyState;
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pipelineCI.pRasterizationState = &rasterizationState;
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pipelineCI.pColorBlendState = &colorBlendState;
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pipelineCI.pMultisampleState = &multisampleState;
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pipelineCI.pViewportState = &viewportState;
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pipelineCI.pDepthStencilState = &depthStencilState;
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pipelineCI.pDynamicState = &dynamicState;
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pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCI.pStages = shaderStages.data();
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// Fullscreen composition pass
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// Empty vertex input state, vertices are generated by the vertex shader
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VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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pipelineCI.pVertexInputState = &emptyInputState;
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// Use specialization constants to pass number of samples to the shader (used for MSAA resolve)
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VkSpecializationMapEntry specializationEntry{};
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specializationEntry.constantID = 0;
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specializationEntry.offset = 0;
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specializationEntry.size = sizeof(uint32_t);
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uint32_t specializationData = sampleCount;
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VkSpecializationInfo specializationInfo;
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specializationInfo.mapEntryCount = 1;
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specializationInfo.pMapEntries = &specializationEntry;
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specializationInfo.dataSize = sizeof(specializationData);
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specializationInfo.pData = &specializationData;
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rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
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// With MSAA
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shaderStages[0] = loadShader(getShadersPath() + "deferredmultisampling/deferred.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "deferredmultisampling/deferred.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[1].pSpecializationInfo = &specializationInfo;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.deferred));
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// No MSAA (1 sample)
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specializationData = 1;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.deferredNoMSAA));
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// Vertex input state from glTF model for pipeline rendering models
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pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::UV, vkglTF::VertexComponent::Color, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Tangent });
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rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
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// Offscreen scene rendering pipeline
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// Separate render pass
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pipelineCI.renderPass = offscreenframeBuffers->renderPass;
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shaderStages[0] = loadShader(getShadersPath() + "deferredmultisampling/mrt.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "deferredmultisampling/mrt.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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//rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
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//rasterizationState.lineWidth = 2.0f;
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multisampleState.rasterizationSamples = sampleCount;
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multisampleState.alphaToCoverageEnable = VK_TRUE;
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// Blend attachment states required for all color attachments
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// This is important, as color write mask will otherwise be 0x0 and you
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// won't see anything rendered to the attachment
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std::array<VkPipelineColorBlendAttachmentState, 3> blendAttachmentStates = {
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vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
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vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
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vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE)
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};
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colorBlendState.attachmentCount = static_cast<uint32_t>(blendAttachmentStates.size());
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colorBlendState.pAttachments = blendAttachmentStates.data();
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.offscreen));
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multisampleState.sampleShadingEnable = VK_TRUE;
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multisampleState.minSampleShading = 0.25f;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.offscreenSampleShading));
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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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// Offscreen vertex shader
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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, &uniformBuffers.offscreen, sizeof(UniformDataOffscreen)));
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// Deferred fragment shader
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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, &uniformBuffers.composition, sizeof(UniformDataComposition)));;
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|
// Map persistent
|
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VK_CHECK_RESULT(uniformBuffers.offscreen.map());
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VK_CHECK_RESULT(uniformBuffers.composition.map());
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|
|
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// Setup instanced model positions
|
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uniformDataOffscreen.instancePos[0] = glm::vec4(0.0f);
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uniformDataOffscreen.instancePos[1] = glm::vec4(-4.0f, 0.0, -4.0f, 0.0f);
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uniformDataOffscreen.instancePos[2] = glm::vec4(4.0f, 0.0, -4.0f, 0.0f);
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|
|
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// Update
|
|
updateUniformBufferDeferred();
|
|
}
|
|
|
|
void updateUniformBufferOffscreen()
|
|
{
|
|
uniformDataOffscreen.projection = camera.matrices.perspective;
|
|
uniformDataOffscreen.view = camera.matrices.view;
|
|
uniformDataOffscreen.model = glm::mat4(1.0f);
|
|
memcpy(uniformBuffers.offscreen.mapped, &uniformDataOffscreen, sizeof(UniformDataOffscreen));
|
|
}
|
|
|
|
// Update deferred composition fragment shader light position and parameters uniform block
|
|
void updateUniformBufferDeferred()
|
|
{
|
|
// White
|
|
uniformDataComposition.lights[0].position = glm::vec4(0.0f, 0.0f, 5.0f, 0.0f);
|
|
uniformDataComposition.lights[0].color = glm::vec3(1.5f);
|
|
uniformDataComposition.lights[0].radius = 15.0f * 0.25f;
|
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// Red
|
|
uniformDataComposition.lights[1].position = glm::vec4(-2.30f, 0.0f, 1.05f, 0.0f);
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uniformDataComposition.lights[1].color = glm::vec3(1.0f, 0.0f, 0.0f);
|
|
uniformDataComposition.lights[1].radius = 15.0f;
|
|
// Blue
|
|
uniformDataComposition.lights[2].position = glm::vec4(4.0f, -1.0f, 2.0f, 0.0f);
|
|
uniformDataComposition.lights[2].color = glm::vec3(0.0f, 0.0f, 2.5f);
|
|
uniformDataComposition.lights[2].radius = 5.0f;
|
|
// Yellow
|
|
uniformDataComposition.lights[3].position = glm::vec4(0.0f, -0.9f, 0.5f, 0.0f);
|
|
uniformDataComposition.lights[3].color = glm::vec3(1.0f, 1.0f, 0.0f);
|
|
uniformDataComposition.lights[3].radius = 2.0f;
|
|
// Green
|
|
uniformDataComposition.lights[4].position = glm::vec4(5.0f, -0.5f, -3.53f, 0.0f);
|
|
uniformDataComposition.lights[4].color = glm::vec3(0.0f, 1.0f, 0.2f);
|
|
uniformDataComposition.lights[4].radius = 5.0f;
|
|
// Yellow
|
|
uniformDataComposition.lights[5].position = glm::vec4(7.07f, -1.0f, 7.07f, 0.0f);
|
|
uniformDataComposition.lights[5].color = glm::vec3(1.0f, 0.7f, 0.3f);
|
|
uniformDataComposition.lights[5].radius = 25.0f;
|
|
|
|
// Current view position
|
|
uniformDataComposition.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f);
|
|
uniformDataComposition.debugDisplayTarget = debugDisplayTarget;
|
|
|
|
memcpy(uniformBuffers.composition.mapped, &uniformDataComposition, sizeof(UniformDataComposition));
|
|
}
|
|
|
|
void prepare()
|
|
{
|
|
VulkanExampleBase::prepare();
|
|
sampleCount = getMaxUsableSampleCount();
|
|
loadAssets();
|
|
deferredSetup();
|
|
prepareUniformBuffers();
|
|
setupDescriptors();
|
|
preparePipelines();
|
|
buildCommandBuffers();
|
|
buildDeferredCommandBuffer();
|
|
prepared = true;
|
|
}
|
|
|
|
void draw()
|
|
{
|
|
VulkanExampleBase::prepareFrame();
|
|
|
|
// Offscreen rendering
|
|
|
|
// Wait for swap chain presentation to finish
|
|
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
|
|
// Signal ready with offscreen semaphore
|
|
submitInfo.pSignalSemaphores = &offscreenSemaphore;
|
|
|
|
// Submit work
|
|
submitInfo.commandBufferCount = 1;
|
|
submitInfo.pCommandBuffers = &offScreenCmdBuffer;
|
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
|
|
|
// Scene rendering
|
|
|
|
// Wait for offscreen semaphore
|
|
submitInfo.pWaitSemaphores = &offscreenSemaphore;
|
|
// Signal ready with render complete semaphore
|
|
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
|
|
|
|
// Submit work
|
|
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
|
|
|
VulkanExampleBase::submitFrame();
|
|
}
|
|
|
|
virtual void render()
|
|
{
|
|
if (!prepared)
|
|
return;
|
|
updateUniformBufferOffscreen();
|
|
draw();
|
|
}
|
|
|
|
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
|
{
|
|
if (overlay->header("Settings")) {
|
|
if (overlay->comboBox("Display", &debugDisplayTarget, { "Final composition", "Position", "Normals", "Albedo", "Specular" })) {
|
|
updateUniformBufferDeferred();
|
|
}
|
|
if (overlay->checkBox("MSAA", &useMSAA)) {
|
|
buildCommandBuffers();
|
|
}
|
|
if (vulkanDevice->features.sampleRateShading) {
|
|
if (overlay->checkBox("Sample rate shading", &useSampleShading)) {
|
|
buildDeferredCommandBuffer();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Returns the maximum sample count usable by the platform
|
|
VkSampleCountFlagBits getMaxUsableSampleCount()
|
|
{
|
|
VkSampleCountFlags counts = std::min(deviceProperties.limits.framebufferColorSampleCounts, deviceProperties.limits.framebufferDepthSampleCounts);
|
|
// Note: Vulkan offers up to 64 bits, but we don't want to go higher than 8xMSAA in this sample)
|
|
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;
|
|
}
|
|
};
|
|
|
|
VULKAN_EXAMPLE_MAIN()
|