* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
136 lines
4.1 KiB
C++
136 lines
4.1 KiB
C++
/*
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* Vulkan Example - Sparse texture residency example
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*
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* Copyright (C) 2016-2020 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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/*
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* Note : This sample is work-in-progress and works basically, but it's not yet finished
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <vector>
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#include <algorithm>
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#include <random>
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#include <chrono>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "VulkanDevice.hpp"
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#include "VulkanBuffer.hpp"
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#include "VulkanglTFModel.h"
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#define ENABLE_VALIDATION false
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// Virtual texture page as a part of the partially resident texture
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// Contains memory bindings, offsets and status information
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struct VirtualTexturePage
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{
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VkOffset3D offset;
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VkExtent3D extent;
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VkSparseImageMemoryBind imageMemoryBind; // Sparse image memory bind for this page
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VkDeviceSize size; // Page (memory) size in bytes
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uint32_t mipLevel; // Mip level that this page belongs to
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uint32_t layer; // Array layer that this page belongs to
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uint32_t index;
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VirtualTexturePage();
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bool resident();
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void allocate(VkDevice device, uint32_t memoryTypeIndex);
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void release(VkDevice device);
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};
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// Virtual texture object containing all pages
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struct VirtualTexture
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{
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VkDevice device;
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VkImage image; // Texture image handle
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VkBindSparseInfo bindSparseInfo; // Sparse queue binding information
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std::vector<VirtualTexturePage> pages; // Contains all virtual pages of the texture
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std::vector<VkSparseImageMemoryBind> sparseImageMemoryBinds; // Sparse image memory bindings of all memory-backed virtual tables
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std::vector<VkSparseMemoryBind> opaqueMemoryBinds; // Sparse ópaque memory bindings for the mip tail (if present)
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VkSparseImageMemoryBindInfo imageMemoryBindInfo; // Sparse image memory bind info
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VkSparseImageOpaqueMemoryBindInfo opaqueMemoryBindInfo; // Sparse image opaque memory bind info (mip tail)
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uint32_t mipTailStart; // First mip level in mip tail
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VkSparseImageMemoryRequirements sparseImageMemoryRequirements; // @todo: Comment
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uint32_t memoryTypeIndex; // @todo: Comment
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// @todo: comment
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struct MipTailInfo {
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bool singleMipTail;
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bool alingedMipSize;
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} mipTailInfo;
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VirtualTexturePage *addPage(VkOffset3D offset, VkExtent3D extent, const VkDeviceSize size, const uint32_t mipLevel, uint32_t layer);
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void updateSparseBindInfo();
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// @todo: replace with dtor?
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void destroy();
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};
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class VulkanExample : public VulkanExampleBase
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{
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public:
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//todo: comments
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struct SparseTexture : VirtualTexture {
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VkSampler sampler;
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VkImageLayout imageLayout;
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VkImageView view;
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VkDescriptorImageInfo descriptor;
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VkFormat format;
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uint32_t width, height;
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uint32_t mipLevels;
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uint32_t layerCount;
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} texture;
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vkglTF::Model plane;
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struct UboVS {
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glm::mat4 projection;
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glm::mat4 model;
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glm::vec4 viewPos;
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float lodBias = 0.0f;
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} uboVS;
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vks::Buffer uniformBufferVS;
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VkPipeline pipeline;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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//todo: comment
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VkSemaphore bindSparseSemaphore = VK_NULL_HANDLE;
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VulkanExample();
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~VulkanExample();
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virtual void getEnabledFeatures();
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glm::uvec3 alignedDivision(const VkExtent3D& extent, const VkExtent3D& granularity);
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void prepareSparseTexture(uint32_t width, uint32_t height, uint32_t layerCount, VkFormat format);
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// @todo: move to dtor of texture
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void destroyTextureImage(SparseTexture texture);
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void buildCommandBuffers();
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void draw();
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void loadAssets();
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void setupDescriptorPool();
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void setupDescriptorSetLayout();
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void setupDescriptorSet();
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void preparePipelines();
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void prepareUniformBuffers();
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void updateUniformBuffers();
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void prepare();
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virtual void render();
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void uploadContent(VirtualTexturePage page, VkImage image);
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void fillRandomPages();
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void fillMipTail();
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void flushRandomPages();
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virtual void OnUpdateUIOverlay(vks::UIOverlay* overlay);
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};
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