* 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
286 lines
12 KiB
C++
286 lines
12 KiB
C++
/*
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* Vulkan Example - Shader specialization constants
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*
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* This samples uses specialization constants to define shader constants at pipeline creation
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* These are used to compile shaders with different execution paths and settings
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* With these constants one can create different shader configurations from a single shader file
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* See uber.frag for how such a shader can look
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*
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* For details see https://www.khronos.org/registry/vulkan/specs/misc/GL_KHR_vulkan_glsl.txt
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*
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* Copyright (C) 2016-2023 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 "VulkanglTFModel.h"
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class VulkanExample: public VulkanExampleBase
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{
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public:
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vkglTF::Model scene;
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vks::Texture2D colormap;
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struct UniformData {
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glm::mat4 projection;
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glm::mat4 modelView;
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glm::vec4 lightPos{ 0.0f, -2.0f, 1.0f, 0.0f };
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} uniformData;
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vks::Buffer uniformBuffer;
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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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struct Pipelines{
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VkPipeline phong{ VK_NULL_HANDLE };
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VkPipeline toon{ VK_NULL_HANDLE };
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VkPipeline textured{ VK_NULL_HANDLE };
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} pipelines;
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VulkanExample() : VulkanExampleBase()
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{
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title = "Specialization constants";
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camera.type = Camera::CameraType::lookat;
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camera.setPerspective(60.0f, ((float)width / 3.0f) / (float)height, 0.1f, 512.0f);
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camera.setRotation(glm::vec3(-40.0f, -90.0f, 0.0f));
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camera.setTranslation(glm::vec3(0.0f, 0.0f, -2.0f));
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}
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~VulkanExample()
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{
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if (device) {
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vkDestroyPipeline(device, pipelines.phong, nullptr);
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vkDestroyPipeline(device, pipelines.textured, nullptr);
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vkDestroyPipeline(device, pipelines.toon, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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colormap.destroy();
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uniformBuffer.destroy();
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}
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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 = defaultClearColor;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.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 = 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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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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// Left
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VkViewport viewport = vks::initializers::viewport((float) width / 3.0f, (float) height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong);
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scene.draw(drawCmdBuffers[i]);
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// Center
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viewport.x = (float)width / 3.0f;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.toon);
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scene.draw(drawCmdBuffers[i]);
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// Right
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viewport.x = (float)width / 3.0f + (float)width / 3.0f;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.textured);
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scene.draw(drawCmdBuffers[i]);
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drawUI(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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void loadAssets()
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{
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scene.loadFromFile(getAssetPath() + "models/color_teapot_spheres.gltf", vulkanDevice, queue , vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY);
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colormap.loadFromFile(getAssetPath() + "textures/metalplate_nomips_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, 1),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 1);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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// Layout
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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// Set
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &colormap.descriptor),
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
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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 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_NONE, VK_FRONT_FACE_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, VK_DYNAMIC_STATE_LINE_WIDTH };
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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, 0);
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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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pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV, vkglTF::VertexComponent::Color });
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// Prepare specialization constants data
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// Host data to take specialization constants from
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struct SpecializationData {
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// Sets the lighting model used in the fragment "uber" shader
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uint32_t lightingModel{ 0 };
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// Parameter for the toon shading part of the fragment shader
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float toonDesaturationFactor{ 0.5f };
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} specializationData;
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// Each shader constant of a shader stage corresponds to one map entry
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std::array<VkSpecializationMapEntry, 2> specializationMapEntries;
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// Shader bindings based on specialization constants are marked by the new "constant_id" layout qualifier:
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// layout (constant_id = 0) const int LIGHTING_MODEL = 0;
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// layout (constant_id = 1) const float PARAM_TOON_DESATURATION = 0.0f;
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// Map entry for the lighting model to be used by the fragment shader
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specializationMapEntries[0].constantID = 0;
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specializationMapEntries[0].size = sizeof(specializationData.lightingModel);
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specializationMapEntries[0].offset = 0;
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// Map entry for the toon shader parameter
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specializationMapEntries[1].constantID = 1;
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specializationMapEntries[1].size = sizeof(specializationData.toonDesaturationFactor);
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specializationMapEntries[1].offset = offsetof(SpecializationData, toonDesaturationFactor);
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// Prepare specialization info block for the shader stage
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VkSpecializationInfo specializationInfo{};
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specializationInfo.dataSize = sizeof(specializationData);
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specializationInfo.mapEntryCount = static_cast<uint32_t>(specializationMapEntries.size());
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specializationInfo.pMapEntries = specializationMapEntries.data();
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specializationInfo.pData = &specializationData;
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// Create pipelines
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// All pipelines will use the same "uber" shader and specialization constants to change branching and parameters of that shader
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shaderStages[0] = loadShader(getShadersPath() + "specializationconstants/uber.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "specializationconstants/uber.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Specialization info is assigned is part of the shader stage (modul) and must be set after creating the module and before creating the pipeline
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shaderStages[1].pSpecializationInfo = &specializationInfo;
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// Solid phong shading
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specializationData.lightingModel = 0;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.phong));
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// Phong and textured
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specializationData.lightingModel = 1;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.toon));
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// Textured discard
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specializationData.lightingModel = 2;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.textured));
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}
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// Prepare and initialize uniform buffer containing shader uniforms
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void prepareUniformBuffers()
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{
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// Create the vertex shader uniform buffer block
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffer, sizeof(UniformData)));
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VK_CHECK_RESULT(uniformBuffer.map());
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}
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void updateUniformBuffers()
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{
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camera.setPerspective(60.0f, ((float)width / 3.0f) / (float)height, 0.1f, 512.0f);
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uniformData.projection = camera.matrices.perspective;
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uniformData.modelView = camera.matrices.view;
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memcpy(uniformBuffer.mapped, &uniformData, sizeof(UniformData));
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}
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void prepare()
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{
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VulkanExampleBase::prepare();
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loadAssets();
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prepareUniformBuffers();
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setupDescriptors();
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preparePipelines();
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buildCommandBuffers();
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prepared = true;
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}
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void draw()
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{
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VulkanExampleBase::prepareFrame();
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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}
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virtual void render()
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{
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if (!prepared) {
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return;
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}
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updateUniformBuffers();
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draw();
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}
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};
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VULKAN_EXAMPLE_MAIN()
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