* 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
461 lines
21 KiB
C++
461 lines
21 KiB
C++
/*
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* Vulkan Example - Descriptor indexing (VK_EXT_descriptor_indexing)
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*
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* Demonstrates use of descriptor indexing to dynamically index into a variable sized array of images
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*
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* The sample renders multiple objects with the index of the texture (descriptor) to use passed as a vertex attribute (aka "descriptor indexing")
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*
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* Relevant code parts are marked with [POI]
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*
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* Copyright (C) 2021-2023 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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class VulkanExample : public VulkanExampleBase
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{
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public:
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// We will be dynamically indexing into an array of images
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std::vector<vks::Texture2D> textures;
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vks::Buffer vertexBuffer;
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vks::Buffer indexBuffer;
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uint32_t indexCount{ 0 };
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struct UniformData {
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glm::mat4 projection;
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glm::mat4 view;
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glm::mat4 model;
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} uniformData;
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vks::Buffer uniformBuffer;
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VkPipeline pipeline{ VK_NULL_HANDLE };
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
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VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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VkPhysicalDeviceDescriptorIndexingFeaturesEXT physicalDeviceDescriptorIndexingFeatures{};
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struct Vertex {
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float pos[3];
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float uv[2];
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int32_t textureIndex;
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};
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VulkanExample() : VulkanExampleBase()
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{
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title = "Descriptor indexing";
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -10.0f));
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camera.setRotation(glm::vec3(-35.0f, 0.0f, 0.0f));
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camera.setPerspective(45.0f, (float)width / (float)height, 0.1f, 256.0f);
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// [POI] Enable required extensions
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enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_KHR_MAINTENANCE1_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
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// [POI] Enable required extension features
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physicalDeviceDescriptorIndexingFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_FEATURES_EXT;
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physicalDeviceDescriptorIndexingFeatures.shaderSampledImageArrayNonUniformIndexing = VK_TRUE;
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physicalDeviceDescriptorIndexingFeatures.runtimeDescriptorArray = VK_TRUE;
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physicalDeviceDescriptorIndexingFeatures.descriptorBindingVariableDescriptorCount = VK_TRUE;
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deviceCreatepNextChain = &physicalDeviceDescriptorIndexingFeatures;
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#if (defined(VK_USE_PLATFORM_IOS_MVK) || defined(VK_USE_PLATFORM_MACOS_MVK) || defined(VK_USE_PLATFORM_METAL_EXT))
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// Use layer settings extension to configure MoltenVK
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enabledInstanceExtensions.push_back(VK_EXT_LAYER_SETTINGS_EXTENSION_NAME);
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// Configure MoltenVK to use Metal argument buffers (needed for descriptor indexing)
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VkLayerSettingEXT layerSetting;
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layerSetting.pLayerName = "MoltenVK";
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layerSetting.pSettingName = "MVK_CONFIG_USE_METAL_ARGUMENT_BUFFERS";
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layerSetting.type = VK_LAYER_SETTING_TYPE_BOOL32_EXT;
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layerSetting.valueCount = 1;
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// Make this 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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#endif
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}
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~VulkanExample()
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{
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if (device) {
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for (auto& texture : textures) {
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texture.destroy();
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}
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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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vertexBuffer.destroy();
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indexBuffer.destroy();
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uniformBuffer.destroy();
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}
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}
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// Generate some random textures
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void generateTextures()
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{
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textures.resize(32);
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for (size_t i = 0; i < textures.size(); i++) {
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std::random_device rndDevice;
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std::default_random_engine rndEngine(benchmark.active ? 0 : rndDevice());
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std::uniform_int_distribution<> rndDist(50, UCHAR_MAX);
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const int32_t dim = 3;
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const size_t bufferSize = dim * dim * 4;
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std::vector<uint8_t> texture(bufferSize);
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for (size_t i = 0; i < dim * dim; i++) {
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texture[i * 4] = rndDist(rndEngine);
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texture[i * 4 + 1] = rndDist(rndEngine);
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texture[i * 4 + 2] = rndDist(rndEngine);
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texture[i * 4 + 3] = 255;
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}
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textures[i].fromBuffer(texture.data(), bufferSize, VK_FORMAT_R8G8B8A8_UNORM, dim, dim, vulkanDevice, queue, VK_FILTER_NEAREST);
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}
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}
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// Generates a line of cubes with randomized per-face texture indices and uploads them to the GPU
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void generateCubes()
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{
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std::vector<Vertex> vertices;
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std::vector<uint32_t> indices;
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// Generate random per-face texture indices
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std::random_device rndDevice;
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std::default_random_engine rndEngine(benchmark.active ? 0 : rndDevice());
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std::uniform_int_distribution<int32_t> rndDist(0, static_cast<uint32_t>(textures.size()) - 1);
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// Generate cubes with random per-face texture indices
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const uint32_t count = 5;
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for (uint32_t i = 0; i < count; i++) {
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// Push indices to buffer
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const std::vector<uint32_t> cubeIndices = {
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0,1,2,0,2,3,
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4,5,6,4,6,7,
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8,9,10,8,10,11,
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12,13,14,12,14,15,
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16,17,18,16,18,19,
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20,21,22,20,22,23
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};
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for (auto& index : cubeIndices) {
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indices.push_back(index + static_cast<uint32_t>(vertices.size()));
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}
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// Get random per-Face texture indices that the shader will sample from
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int32_t textureIndices[6];
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for (uint32_t j = 0; j < 6; j++) {
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textureIndices[j] = rndDist(rndEngine);
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}
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// Push vertices to buffer
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float pos = 2.5f * i - (count * 2.5f / 2.0f) + 1.25f;
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const std::vector<Vertex> cube = {
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{ { -1.0f + pos, -1.0f, 1.0f }, { 0.0f, 0.0f }, textureIndices[0] },
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{ { 1.0f + pos, -1.0f, 1.0f }, { 1.0f, 0.0f }, textureIndices[0] },
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{ { 1.0f + pos, 1.0f, 1.0f }, { 1.0f, 1.0f }, textureIndices[0] },
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{ { -1.0f + pos, 1.0f, 1.0f }, { 0.0f, 1.0f }, textureIndices[0] },
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{ { 1.0f + pos, 1.0f, 1.0f }, { 0.0f, 0.0f }, textureIndices[1] },
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{ { 1.0f + pos, 1.0f, -1.0f }, { 1.0f, 0.0f }, textureIndices[1] },
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{ { 1.0f + pos, -1.0f, -1.0f }, { 1.0f, 1.0f }, textureIndices[1] },
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{ { 1.0f + pos, -1.0f, 1.0f }, { 0.0f, 1.0f }, textureIndices[1] },
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{ { -1.0f + pos, -1.0f, -1.0f }, { 0.0f, 0.0f }, textureIndices[2] },
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{ { 1.0f + pos, -1.0f, -1.0f }, { 1.0f, 0.0f }, textureIndices[2] },
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{ { 1.0f + pos, 1.0f, -1.0f }, { 1.0f, 1.0f }, textureIndices[2] },
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{ { -1.0f + pos, 1.0f, -1.0f }, { 0.0f, 1.0f }, textureIndices[2] },
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{ { -1.0f + pos, -1.0f, -1.0f }, { 0.0f, 0.0f }, textureIndices[3] },
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{ { -1.0f + pos, -1.0f, 1.0f }, { 1.0f, 0.0f }, textureIndices[3] },
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{ { -1.0f + pos, 1.0f, 1.0f }, { 1.0f, 1.0f }, textureIndices[3] },
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{ { -1.0f + pos, 1.0f, -1.0f }, { 0.0f, 1.0f }, textureIndices[3] },
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{ { 1.0f + pos, 1.0f, 1.0f }, { 0.0f, 0.0f }, textureIndices[4] },
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{ { -1.0f + pos, 1.0f, 1.0f }, { 1.0f, 0.0f }, textureIndices[4] },
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{ { -1.0f + pos, 1.0f, -1.0f }, { 1.0f, 1.0f }, textureIndices[4] },
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{ { 1.0f + pos, 1.0f, -1.0f }, { 0.0f, 1.0f }, textureIndices[4] },
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{ { -1.0f + pos, -1.0f, -1.0f }, { 0.0f, 0.0f }, textureIndices[5] },
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{ { 1.0f + pos, -1.0f, -1.0f }, { 1.0f, 0.0f }, textureIndices[5] },
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{ { 1.0f + pos, -1.0f, 1.0f }, { 1.0f, 1.0f }, textureIndices[5] },
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{ { -1.0f + pos, -1.0f, 1.0f }, { 0.0f, 1.0f }, textureIndices[5] },
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};
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for (auto& vertex : cube) {
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vertices.push_back(vertex);
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}
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}
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indexCount = static_cast<uint32_t>(indices.size());
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// Create buffers and upload data to the GPU
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struct StagingBuffers {
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vks::Buffer vertices;
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vks::Buffer indices;
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} stagingBuffers;
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// Host visible source buffers (staging)
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &stagingBuffers.vertices, vertices.size() * sizeof(Vertex), vertices.data()));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &stagingBuffers.indices, indices.size() * sizeof(uint32_t), indices.data()));
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// Device local destination buffers
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &vertexBuffer, vertices.size() * sizeof(Vertex)));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &indexBuffer, indices.size() * sizeof(uint32_t)));
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// Copy from host do device
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vulkanDevice->copyBuffer(&stagingBuffers.vertices, &vertexBuffer, queue);
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vulkanDevice->copyBuffer(&stagingBuffers.indices, &indexBuffer, queue);
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// Clean up
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stagingBuffers.vertices.destroy();
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stagingBuffers.indices.destroy();
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}
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// [POI] Set up descriptor sets and set layout
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void setupDescriptors()
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{
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// Descriptor 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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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, static_cast<uint32_t>(textures.size()))
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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#if (defined(VK_USE_PLATFORM_IOS_MVK) || defined(VK_USE_PLATFORM_MACOS_MVK) || defined(VK_USE_PLATFORM_METAL_EXT))
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// Increase the per-stage descriptor samplers limit on macOS/iOS (maxPerStageDescriptorUpdateAfterBindSamplers > maxPerStageDescriptorSamplers)
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descriptorPoolInfo.flags = VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT;
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#endif
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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// Descriptor set 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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// [POI] Binding 1 contains a texture array that is dynamically non-uniform sampled from in the fragment shader:
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// outFragColor = texture(textures[nonuniformEXT(inTexIndex)], inUV);
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1, static_cast<uint32_t>(textures.size()))
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};
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// [POI] The fragment shader will be using an unsized array of samplers, which has to be marked with the VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT_EXT
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VkDescriptorSetLayoutBindingFlagsCreateInfoEXT setLayoutBindingFlags{};
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setLayoutBindingFlags.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO_EXT;
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setLayoutBindingFlags.bindingCount = 2;
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// Binding 0 is the vertex shader uniform buffer, which does not use indexing
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// Binding 1 are the fragment shader images, which use indexing
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// In the fragment shader:
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// layout (set = 0, binding = 1) uniform sampler2D textures[];
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#if (defined(VK_USE_PLATFORM_IOS_MVK) || defined(VK_USE_PLATFORM_MACOS_MVK) || defined(VK_USE_PLATFORM_METAL_EXT))
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// Disable variable descriptor count feature on macOS/iOS until MoltenVK supports this feature when using combined image sampler textures
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// Note we are using only 1 descriptor set with a fixed descriptor count/pool size, so we can simply turn off the capability for now
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std::vector<VkDescriptorBindingFlagsEXT> descriptorBindingFlags = {
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0,
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0
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};
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setLayoutBindingFlags.pBindingFlags = descriptorBindingFlags.data();
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VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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// Increase the per-stage descriptor samplers limit on macOS/iOS (maxPerStageDescriptorUpdateAfterBindSamplers > maxPerStageDescriptorSamplers)
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descriptorSetLayoutCI.flags = VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT;
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descriptorSetLayoutCI.pNext = &setLayoutBindingFlags;
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCI, nullptr, &descriptorSetLayout));
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// [POI] Descriptor sets
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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allocInfo.pNext = nullptr;
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#else
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// Enable variable descriptor count feature on platforms other than macOS/iOS
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std::vector<VkDescriptorBindingFlagsEXT> descriptorBindingFlags = {
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0,
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VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT_EXT
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};
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setLayoutBindingFlags.pBindingFlags = descriptorBindingFlags.data();
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VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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descriptorSetLayoutCI.pNext = &setLayoutBindingFlags;
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCI, nullptr, &descriptorSetLayout));
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// [POI] Descriptor sets
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// We need to provide the descriptor counts for bindings with variable counts using a new structure
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std::vector<uint32_t> variableDesciptorCounts = {
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static_cast<uint32_t>(textures.size())
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};
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VkDescriptorSetVariableDescriptorCountAllocateInfoEXT variableDescriptorCountAllocInfo = {};
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variableDescriptorCountAllocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_ALLOCATE_INFO_EXT;
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variableDescriptorCountAllocInfo.descriptorSetCount = static_cast<uint32_t>(variableDesciptorCounts.size());
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variableDescriptorCountAllocInfo.pDescriptorCounts = variableDesciptorCounts.data();
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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allocInfo.pNext = &variableDescriptorCountAllocInfo;
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#endif
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets(2);
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writeDescriptorSets[0] = vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor);
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// Image descriptors for the texture array
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std::vector<VkDescriptorImageInfo> textureDescriptors(textures.size());
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for (size_t i = 0; i < textures.size(); i++) {
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textureDescriptors[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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textureDescriptors[i].sampler = textures[i].sampler;;
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textureDescriptors[i].imageView = textures[i].view;
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}
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// [POI] Second and final descriptor is a texture array
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// Unlike an array texture, these are adressed like typical arrays
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writeDescriptorSets[1] = {};
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writeDescriptorSets[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writeDescriptorSets[1].dstBinding = 1;
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writeDescriptorSets[1].dstArrayElement = 0;
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writeDescriptorSets[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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writeDescriptorSets[1].descriptorCount = static_cast<uint32_t>(textures.size());
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writeDescriptorSets[1].pBufferInfo = 0;
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writeDescriptorSets[1].dstSet = descriptorSet;
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writeDescriptorSets[1].pImageInfo = textureDescriptors.data();
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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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// 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_NONE, 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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// Vertex bindings and attributes
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VkVertexInputBindingDescription vertexInputBinding = { 0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX };
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
|
{ 0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, pos) },
|
|
{ 1, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(Vertex, uv) },
|
|
{ 2, 0, VK_FORMAT_R32_SINT, offsetof(Vertex, textureIndex) }
|
|
};
|
|
VkPipelineVertexInputStateCreateInfo vertexInputStateCI = vks::initializers::pipelineVertexInputStateCreateInfo();
|
|
vertexInputStateCI.vertexBindingDescriptionCount = 1;
|
|
vertexInputStateCI.pVertexBindingDescriptions = &vertexInputBinding;
|
|
vertexInputStateCI.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
|
vertexInputStateCI.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
|
|
|
// Instacing pipeline
|
|
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
|
|
|
shaderStages[0] = loadShader(getShadersPath() + "descriptorindexing/descriptorindexing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
// [POI] The fragment shader does non-uniform access into our sampler array, so we need to use nonuniformEXT: texture(textures[nonuniformEXT(inTexIndex)], inUV) in it (see descriptorindexing.frag)
|
|
shaderStages[1] = loadShader(getShadersPath() + "descriptorindexing/descriptorindexing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
|
|
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
|
|
pipelineCI.pVertexInputState = &vertexInputStateCI;
|
|
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();
|
|
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
|
|
}
|
|
|
|
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(UniformData)));
|
|
VK_CHECK_RESULT(uniformBuffer.map());
|
|
updateUniformBuffersCamera();
|
|
}
|
|
|
|
void updateUniformBuffersCamera()
|
|
{
|
|
uniformData.projection = camera.matrices.perspective;
|
|
uniformData.view = camera.matrices.view;
|
|
uniformData.model = glm::mat4(1.0f);
|
|
memcpy(uniformBuffer.mapped, &uniformData, sizeof(UniformData));
|
|
}
|
|
|
|
void buildCommandBuffers()
|
|
{
|
|
VkClearValue clearValues[2];
|
|
clearValues[0].color = defaultClearColor;
|
|
clearValues[1].depthStencil = { 1.0f, 0 };
|
|
|
|
VkRenderPassBeginInfo renderPassBeginInfo = vks::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;
|
|
|
|
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
|
|
{
|
|
renderPassBeginInfo.framebuffer = frameBuffers[i];
|
|
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
|
|
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
|
|
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, NULL);
|
|
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
|
VkDeviceSize offsets[1] = { 0 };
|
|
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &vertexBuffer.buffer, offsets);
|
|
vkCmdBindIndexBuffer(drawCmdBuffers[i], indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
|
|
vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
|
|
drawUI(drawCmdBuffers[i]);
|
|
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
|
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
|
|
}
|
|
}
|
|
|
|
void prepare()
|
|
{
|
|
VulkanExampleBase::prepare();
|
|
generateTextures();
|
|
generateCubes();
|
|
prepareUniformBuffers();
|
|
setupDescriptors();
|
|
preparePipelines();
|
|
buildCommandBuffers();
|
|
prepared = true;
|
|
}
|
|
|
|
void draw()
|
|
{
|
|
VulkanExampleBase::prepareFrame();
|
|
submitInfo.commandBufferCount = 1;
|
|
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
|
VulkanExampleBase::submitFrame();
|
|
}
|
|
|
|
virtual void render()
|
|
{
|
|
if (!prepared)
|
|
return;
|
|
updateUniformBuffersCamera();
|
|
draw();
|
|
}
|
|
|
|
};
|
|
|
|
VULKAN_EXAMPLE_MAIN()
|