procedural-3d-engine/base/VulkanTools.cpp

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/*
* Assorted commonly used Vulkan helper functions
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "VulkanTools.h"
namespace vks
{
namespace tools
{
std::string errorString(VkResult errorCode)
{
switch (errorCode)
{
#define STR(r) case VK_ ##r: return #r
STR(NOT_READY);
STR(TIMEOUT);
STR(EVENT_SET);
STR(EVENT_RESET);
STR(INCOMPLETE);
STR(ERROR_OUT_OF_HOST_MEMORY);
STR(ERROR_OUT_OF_DEVICE_MEMORY);
STR(ERROR_INITIALIZATION_FAILED);
STR(ERROR_DEVICE_LOST);
STR(ERROR_MEMORY_MAP_FAILED);
STR(ERROR_LAYER_NOT_PRESENT);
STR(ERROR_EXTENSION_NOT_PRESENT);
STR(ERROR_FEATURE_NOT_PRESENT);
STR(ERROR_INCOMPATIBLE_DRIVER);
STR(ERROR_TOO_MANY_OBJECTS);
STR(ERROR_FORMAT_NOT_SUPPORTED);
STR(ERROR_SURFACE_LOST_KHR);
STR(ERROR_NATIVE_WINDOW_IN_USE_KHR);
STR(SUBOPTIMAL_KHR);
STR(ERROR_OUT_OF_DATE_KHR);
STR(ERROR_INCOMPATIBLE_DISPLAY_KHR);
STR(ERROR_VALIDATION_FAILED_EXT);
STR(ERROR_INVALID_SHADER_NV);
#undef STR
default:
return "UNKNOWN_ERROR";
}
}
std::string physicalDeviceTypeString(VkPhysicalDeviceType type)
{
switch (type)
{
#define STR(r) case VK_PHYSICAL_DEVICE_TYPE_ ##r: return #r
STR(OTHER);
STR(INTEGRATED_GPU);
STR(DISCRETE_GPU);
STR(VIRTUAL_GPU);
#undef STR
default: return "UNKNOWN_DEVICE_TYPE";
}
}
VkBool32 getSupportedDepthFormat(VkPhysicalDevice physicalDevice, VkFormat *depthFormat)
{
// Since all depth formats may be optional, we need to find a suitable depth format to use
// Start with the highest precision packed format
std::vector<VkFormat> depthFormats = {
VK_FORMAT_D32_SFLOAT_S8_UINT,
VK_FORMAT_D32_SFLOAT,
VK_FORMAT_D24_UNORM_S8_UINT,
VK_FORMAT_D16_UNORM_S8_UINT,
VK_FORMAT_D16_UNORM
};
for (auto& format : depthFormats)
{
VkFormatProperties formatProps;
vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProps);
// Format must support depth stencil attachment for optimal tiling
if (formatProps.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
{
*depthFormat = format;
return true;
}
}
return false;
}
// Create an image memory barrier for changing the layout of
// an image and put it into an active command buffer
// See chapter 11.4 "Image Layout" for details
void setImageLayout(
VkCommandBuffer cmdbuffer,
VkImage image,
VkImageLayout oldImageLayout,
VkImageLayout newImageLayout,
VkImageSubresourceRange subresourceRange,
VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask)
{
// Create an image barrier object
VkImageMemoryBarrier imageMemoryBarrier = vks::initializers::imageMemoryBarrier();
imageMemoryBarrier.oldLayout = oldImageLayout;
imageMemoryBarrier.newLayout = newImageLayout;
imageMemoryBarrier.image = image;
imageMemoryBarrier.subresourceRange = subresourceRange;
// Source layouts (old)
// Source access mask controls actions that have to be finished on the old layout
// before it will be transitioned to the new layout
switch (oldImageLayout)
{
case VK_IMAGE_LAYOUT_UNDEFINED:
// Image layout is undefined (or does not matter)
// Only valid as initial layout
// No flags required, listed only for completeness
imageMemoryBarrier.srcAccessMask = 0;
break;
case VK_IMAGE_LAYOUT_PREINITIALIZED:
// Image is preinitialized
// Only valid as initial layout for linear images, preserves memory contents
// Make sure host writes have been finished
imageMemoryBarrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
break;
case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
// Image is a color attachment
// Make sure any writes to the color buffer have been finished
imageMemoryBarrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
break;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
// Image is a depth/stencil attachment
// Make sure any writes to the depth/stencil buffer have been finished
imageMemoryBarrier.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
// Image is a transfer source
// Make sure any reads from the image have been finished
imageMemoryBarrier.srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
// Image is a transfer destination
// Make sure any writes to the image have been finished
imageMemoryBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
break;
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
// Image is read by a shader
// Make sure any shader reads from the image have been finished
imageMemoryBarrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
break;
default:
// Other source layouts aren't handled (yet)
break;
}
// Target layouts (new)
// Destination access mask controls the dependency for the new image layout
switch (newImageLayout)
{
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
// Image will be used as a transfer destination
// Make sure any writes to the image have been finished
imageMemoryBarrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
// Image will be used as a transfer source
// Make sure any reads from the image have been finished
imageMemoryBarrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
break;
case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
// Image will be used as a color attachment
// Make sure any writes to the color buffer have been finished
imageMemoryBarrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
break;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
// Image layout will be used as a depth/stencil attachment
// Make sure any writes to depth/stencil buffer have been finished
imageMemoryBarrier.dstAccessMask = imageMemoryBarrier.dstAccessMask | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
break;
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
// Image will be read in a shader (sampler, input attachment)
// Make sure any writes to the image have been finished
if (imageMemoryBarrier.srcAccessMask == 0)
{
imageMemoryBarrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT | VK_ACCESS_TRANSFER_WRITE_BIT;
}
imageMemoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
break;
default:
// Other source layouts aren't handled (yet)
break;
}
// Put barrier inside setup command buffer
vkCmdPipelineBarrier(
cmdbuffer,
srcStageMask,
dstStageMask,
0,
0, nullptr,
0, nullptr,
1, &imageMemoryBarrier);
}
// Fixed sub resource on first mip level and layer
void setImageLayout(
VkCommandBuffer cmdbuffer,
VkImage image,
VkImageAspectFlags aspectMask,
VkImageLayout oldImageLayout,
VkImageLayout newImageLayout,
VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask)
{
VkImageSubresourceRange subresourceRange = {};
subresourceRange.aspectMask = aspectMask;
subresourceRange.baseMipLevel = 0;
subresourceRange.levelCount = 1;
subresourceRange.layerCount = 1;
setImageLayout(cmdbuffer, image, oldImageLayout, newImageLayout, subresourceRange, srcStageMask, dstStageMask);
}
void insertImageMemoryBarrier(
VkCommandBuffer cmdbuffer,
VkImage image,
VkAccessFlags srcAccessMask,
VkAccessFlags dstAccessMask,
VkImageLayout oldImageLayout,
VkImageLayout newImageLayout,
VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
VkImageSubresourceRange subresourceRange)
{
VkImageMemoryBarrier imageMemoryBarrier = vks::initializers::imageMemoryBarrier();
imageMemoryBarrier.srcAccessMask = srcAccessMask;
imageMemoryBarrier.dstAccessMask = dstAccessMask;
imageMemoryBarrier.oldLayout = oldImageLayout;
imageMemoryBarrier.newLayout = newImageLayout;
imageMemoryBarrier.image = image;
imageMemoryBarrier.subresourceRange = subresourceRange;
vkCmdPipelineBarrier(
cmdbuffer,
srcStageMask,
dstStageMask,
0,
0, nullptr,
0, nullptr,
1, &imageMemoryBarrier);
}
void exitFatal(std::string message, std::string caption)
{
#if defined(_WIN32)
MessageBox(NULL, message.c_str(), caption.c_str(), MB_OK | MB_ICONERROR);
#elif defined(__ANDROID__)
LOGE("Fatal error: %s", message.c_str());
#else
std::cerr << message << "\n";
#endif
exit(1);
}
std::string readTextFile(const char *fileName)
{
std::string fileContent;
std::ifstream fileStream(fileName, std::ios::in);
if (!fileStream.is_open()) {
printf("File %s not found\n", fileName);
return "";
}
std::string line = "";
while (!fileStream.eof()) {
getline(fileStream, line);
fileContent.append(line + "\n");
}
fileStream.close();
return fileContent;
}
#if defined(__ANDROID__)
// Android shaders are stored as assets in the apk
// So they need to be loaded via the asset manager
VkShaderModule loadShader(AAssetManager* assetManager, const char *fileName, VkDevice device)
{
// Load shader from compressed asset
AAsset* asset = AAssetManager_open(assetManager, fileName, AASSET_MODE_STREAMING);
assert(asset);
size_t size = AAsset_getLength(asset);
assert(size > 0);
char *shaderCode = new char[size];
AAsset_read(asset, shaderCode, size);
AAsset_close(asset);
VkShaderModule shaderModule;
VkShaderModuleCreateInfo moduleCreateInfo;
moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
moduleCreateInfo.pNext = NULL;
moduleCreateInfo.codeSize = size;
moduleCreateInfo.pCode = (uint32_t*)shaderCode;
moduleCreateInfo.flags = 0;
VK_CHECK_RESULT(vkCreateShaderModule(device, &moduleCreateInfo, NULL, &shaderModule));
delete[] shaderCode;
return shaderModule;
}
#else
VkShaderModule loadShader(const char *fileName, VkDevice device)
{
std::ifstream is(fileName, std::ios::binary | std::ios::in | std::ios::ate);
if (is.is_open())
{
size_t size = is.tellg();
is.seekg(0, std::ios::beg);
char* shaderCode = new char[size];
is.read(shaderCode, size);
is.close();
assert(size > 0);
VkShaderModule shaderModule;
VkShaderModuleCreateInfo moduleCreateInfo{};
moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
moduleCreateInfo.codeSize = size;
moduleCreateInfo.pCode = (uint32_t*)shaderCode;
VK_CHECK_RESULT(vkCreateShaderModule(device, &moduleCreateInfo, NULL, &shaderModule));
delete[] shaderCode;
return shaderModule;
}
else
{
std::cerr << "Error: Could not open shader file \"" << fileName << "\"" << std::endl;
return VK_NULL_HANDLE;
}
}
#endif
VkShaderModule loadShaderGLSL(const char *fileName, VkDevice device, VkShaderStageFlagBits stage)
{
std::string shaderSrc = readTextFile(fileName);
const char *shaderCode = shaderSrc.c_str();
size_t size = strlen(shaderCode);
assert(size > 0);
VkShaderModule shaderModule;
VkShaderModuleCreateInfo moduleCreateInfo;
moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
moduleCreateInfo.pNext = NULL;
moduleCreateInfo.codeSize = 3 * sizeof(uint32_t) + size + 1;
moduleCreateInfo.pCode = (uint32_t*)malloc(moduleCreateInfo.codeSize);
moduleCreateInfo.flags = 0;
// Magic SPV number
((uint32_t *)moduleCreateInfo.pCode)[0] = 0x07230203;
((uint32_t *)moduleCreateInfo.pCode)[1] = 0;
((uint32_t *)moduleCreateInfo.pCode)[2] = stage;
memcpy(((uint32_t *)moduleCreateInfo.pCode + 3), shaderCode, size + 1);
VK_CHECK_RESULT(vkCreateShaderModule(device, &moduleCreateInfo, NULL, &shaderModule));
return shaderModule;
}
bool fileExists(const std::string &filename)
{
std::ifstream f(filename.c_str());
return !f.fail();
}
}
}