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Sign upVulkan/examples/triangle/triangle.cpp
Go to fileMove `data/shaders` to `data/shaders/glsl` Move `data/hlsl` to `data/shaders/hlsl` Fix up shader paths in the cpp files to point to the new glsl location. `data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for now). Issue: #723
| /* | |
| * Vulkan Example - Basic indexed triangle rendering | |
| * | |
| * Note: | |
| * This is a "pedal to the metal" example to show off how to get Vulkan up an displaying something | |
| * Contrary to the other examples, this one won't make use of helper functions or initializers | |
| * Except in a few cases (swap chain setup e.g.) | |
| * | |
| * Copyright (C) 2016-2017 by Sascha Willems - www.saschawillems.de | |
| * | |
| * This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) | |
| */ | |
| #include <stdio.h> | |
| #include <stdlib.h> | |
| #include <string.h> | |
| #include <assert.h> | |
| #include <fstream> | |
| #include <vector> | |
| #include <exception> | |
| #define GLM_FORCE_RADIANS | |
| #define GLM_FORCE_DEPTH_ZERO_TO_ONE | |
| #include <glm/glm.hpp> | |
| #include <glm/gtc/matrix_transform.hpp> | |
| #include <vulkan/vulkan.h> | |
| #include "vulkanexamplebase.h" | |
| // Set to "true" to enable Vulkan's validation layers (see vulkandebug.cpp for details) | |
| #define ENABLE_VALIDATION false | |
| // Set to "true" to use staging buffers for uploading vertex and index data to device local memory | |
| // See "prepareVertices" for details on what's staging and on why to use it | |
| #define USE_STAGING true | |
| class VulkanExample : public VulkanExampleBase | |
| { | |
| public: | |
| // Vertex layout used in this example | |
| struct Vertex { | |
| float position[3]; | |
| float color[3]; | |
| }; | |
| // Vertex buffer and attributes | |
| struct { | |
| VkDeviceMemory memory; // Handle to the device memory for this buffer | |
| VkBuffer buffer; // Handle to the Vulkan buffer object that the memory is bound to | |
| } vertices; | |
| // Index buffer | |
| struct { | |
| VkDeviceMemory memory; | |
| VkBuffer buffer; | |
| uint32_t count; | |
| } indices; | |
| // Uniform buffer block object | |
| struct { | |
| VkDeviceMemory memory; | |
| VkBuffer buffer; | |
| VkDescriptorBufferInfo descriptor; | |
| } uniformBufferVS; | |
| // For simplicity we use the same uniform block layout as in the shader: | |
| // | |
| // layout(set = 0, binding = 0) uniform UBO | |
| // { | |
| // mat4 projectionMatrix; | |
| // mat4 modelMatrix; | |
| // mat4 viewMatrix; | |
| // } ubo; | |
| // | |
| // This way we can just memcopy the ubo data to the ubo | |
| // Note: You should use data types that align with the GPU in order to avoid manual padding (vec4, mat4) | |
| struct { | |
| glm::mat4 projectionMatrix; | |
| glm::mat4 modelMatrix; | |
| glm::mat4 viewMatrix; | |
| } uboVS; | |
| // The pipeline layout is used by a pipline to access the descriptor sets | |
| // It defines interface (without binding any actual data) between the shader stages used by the pipeline and the shader resources | |
| // A pipeline layout can be shared among multiple pipelines as long as their interfaces match | |
| VkPipelineLayout pipelineLayout; | |
| // Pipelines (often called "pipeline state objects") are used to bake all states that affect a pipeline | |
| // While in OpenGL every state can be changed at (almost) any time, Vulkan requires to layout the graphics (and compute) pipeline states upfront | |
| // So for each combination of non-dynamic pipeline states you need a new pipeline (there are a few exceptions to this not discussed here) | |
| // Even though this adds a new dimension of planing ahead, it's a great opportunity for performance optimizations by the driver | |
| VkPipeline pipeline; | |
| // The descriptor set layout describes the shader binding layout (without actually referencing descriptor) | |
| // Like the pipeline layout it's pretty much a blueprint and can be used with different descriptor sets as long as their layout matches | |
| VkDescriptorSetLayout descriptorSetLayout; | |
| // The descriptor set stores the resources bound to the binding points in a shader | |
| // It connects the binding points of the different shaders with the buffers and images used for those bindings | |
| VkDescriptorSet descriptorSet; | |
| // Synchronization primitives | |
| // Synchronization is an important concept of Vulkan that OpenGL mostly hid away. Getting this right is crucial to using Vulkan. | |
| // Semaphores | |
| // Used to coordinate operations within the graphics queue and ensure correct command ordering | |
| VkSemaphore presentCompleteSemaphore; | |
| VkSemaphore renderCompleteSemaphore; | |
| // Fences | |
| // Used to check the completion of queue operations (e.g. command buffer execution) | |
| std::vector<VkFence> waitFences; | |
| VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) | |
| { | |
| title = "Vulkan Example - Basic indexed triangle"; | |
| // Setup a default look-at camera | |
| camera.type = Camera::CameraType::lookat; | |
| camera.setPosition(glm::vec3(0.0f, 0.0f, -2.5f)); | |
| camera.setRotation(glm::vec3(0.0f)); | |
| camera.setPerspective(60.0f, (float)width / (float)height, 1.0f, 256.0f); | |
| // Values not set here are initialized in the base class constructor | |
| } | |
| ~VulkanExample() | |
| { | |
| // Clean up used Vulkan resources | |
| // Note: Inherited destructor cleans up resources stored in base class | |
| vkDestroyPipeline(device, pipeline, nullptr); | |
| vkDestroyPipelineLayout(device, pipelineLayout, nullptr); | |
| vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); | |
| vkDestroyBuffer(device, vertices.buffer, nullptr); | |
| vkFreeMemory(device, vertices.memory, nullptr); | |
| vkDestroyBuffer(device, indices.buffer, nullptr); | |
| vkFreeMemory(device, indices.memory, nullptr); | |
| vkDestroyBuffer(device, uniformBufferVS.buffer, nullptr); | |
| vkFreeMemory(device, uniformBufferVS.memory, nullptr); | |
| vkDestroySemaphore(device, presentCompleteSemaphore, nullptr); | |
| vkDestroySemaphore(device, renderCompleteSemaphore, nullptr); | |
| for (auto& fence : waitFences) | |
| { | |
| vkDestroyFence(device, fence, nullptr); | |
| } | |
| } | |
| // This function is used to request a device memory type that supports all the property flags we request (e.g. device local, host visibile) | |
| // Upon success it will return the index of the memory type that fits our requestes memory properties | |
| // This is necessary as implementations can offer an arbitrary number of memory types with different | |
| // memory properties. | |
| // You can check http://vulkan.gpuinfo.org/ for details on different memory configurations | |
| uint32_t getMemoryTypeIndex(uint32_t typeBits, VkMemoryPropertyFlags properties) | |
| { | |
| // Iterate over all memory types available for the device used in this example | |
| for (uint32_t i = 0; i < deviceMemoryProperties.memoryTypeCount; i++) | |
| { | |
| if ((typeBits & 1) == 1) | |
| { | |
| if ((deviceMemoryProperties.memoryTypes[i].propertyFlags & properties) == properties) | |
| { | |
| return i; | |
| } | |
| } | |
| typeBits >>= 1; | |
| } | |
| throw "Could not find a suitable memory type!"; | |
| } | |
| // Create the Vulkan synchronization primitives used in this example | |
| void prepareSynchronizationPrimitives() | |
| { | |
| // Semaphores (Used for correct command ordering) | |
| VkSemaphoreCreateInfo semaphoreCreateInfo = {}; | |
| semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; | |
| semaphoreCreateInfo.pNext = nullptr; | |
| // Semaphore used to ensures that image presentation is complete before starting to submit again | |
| VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &presentCompleteSemaphore)); | |
| // Semaphore used to ensures that all commands submitted have been finished before submitting the image to the queue | |
| VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &renderCompleteSemaphore)); | |
| // Fences (Used to check draw command buffer completion) | |
| VkFenceCreateInfo fenceCreateInfo = {}; | |
| fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; | |
| // Create in signaled state so we don't wait on first render of each command buffer | |
| fenceCreateInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT; | |
| waitFences.resize(drawCmdBuffers.size()); | |
| for (auto& fence : waitFences) | |
| { | |
| VK_CHECK_RESULT(vkCreateFence(device, &fenceCreateInfo, nullptr, &fence)); | |
| } | |
| } | |
| // Get a new command buffer from the command pool | |
| // If begin is true, the command buffer is also started so we can start adding commands | |
| VkCommandBuffer getCommandBuffer(bool begin) | |
| { | |
| VkCommandBuffer cmdBuffer; | |
| VkCommandBufferAllocateInfo cmdBufAllocateInfo = {}; | |
| cmdBufAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; | |
| cmdBufAllocateInfo.commandPool = cmdPool; | |
| cmdBufAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; | |
| cmdBufAllocateInfo.commandBufferCount = 1; | |
| VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &cmdBuffer)); | |
| // If requested, also start the new command buffer | |
| if (begin) | |
| { | |
| VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo(); | |
| VK_CHECK_RESULT(vkBeginCommandBuffer(cmdBuffer, &cmdBufInfo)); | |
| } | |
| return cmdBuffer; | |
| } | |
| // End the command buffer and submit it to the queue | |
| // Uses a fence to ensure command buffer has finished executing before deleting it | |
| void flushCommandBuffer(VkCommandBuffer commandBuffer) | |
| { | |
| assert(commandBuffer != VK_NULL_HANDLE); | |
| VK_CHECK_RESULT(vkEndCommandBuffer(commandBuffer)); | |
| VkSubmitInfo submitInfo = {}; | |
| submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; | |
| submitInfo.commandBufferCount = 1; | |
| submitInfo.pCommandBuffers = &commandBuffer; | |
| // Create fence to ensure that the command buffer has finished executing | |
| VkFenceCreateInfo fenceCreateInfo = {}; | |
| fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; | |
| fenceCreateInfo.flags = 0; | |
| VkFence fence; | |
| VK_CHECK_RESULT(vkCreateFence(device, &fenceCreateInfo, nullptr, &fence)); | |
| // Submit to the queue | |
| VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, fence)); | |
| // Wait for the fence to signal that command buffer has finished executing | |
| VK_CHECK_RESULT(vkWaitForFences(device, 1, &fence, VK_TRUE, DEFAULT_FENCE_TIMEOUT)); | |
| vkDestroyFence(device, fence, nullptr); | |
| vkFreeCommandBuffers(device, cmdPool, 1, &commandBuffer); | |
| } | |
| // Build separate command buffers for every framebuffer image | |
| // Unlike in OpenGL all rendering commands are recorded once into command buffers that are then resubmitted to the queue | |
| // This allows to generate work upfront and from multiple threads, one of the biggest advantages of Vulkan | |
| void buildCommandBuffers() | |
| { | |
| VkCommandBufferBeginInfo cmdBufInfo = {}; | |
| cmdBufInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; | |
| cmdBufInfo.pNext = nullptr; | |
| // Set clear values for all framebuffer attachments with loadOp set to clear | |
| // We use two attachments (color and depth) that are cleared at the start of the subpass and as such we need to set clear values for both | |
| VkClearValue clearValues[2]; | |
| clearValues[0].color = { { 0.0f, 0.0f, 0.2f, 1.0f } }; | |
| clearValues[1].depthStencil = { 1.0f, 0 }; | |
| VkRenderPassBeginInfo renderPassBeginInfo = {}; | |
| renderPassBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; | |
| renderPassBeginInfo.pNext = nullptr; | |
| 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) | |
| { | |
| // Set target frame buffer | |
| renderPassBeginInfo.framebuffer = frameBuffers[i]; | |
| VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo)); | |
| // Start the first sub pass specified in our default render pass setup by the base class | |
| // This will clear the color and depth attachment | |
| vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); | |
| // Update dynamic viewport state | |
| VkViewport viewport = {}; | |
| viewport.height = (float)height; | |
| viewport.width = (float)width; | |
| viewport.minDepth = (float) 0.0f; | |
| viewport.maxDepth = (float) 1.0f; | |
| vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); | |
| // Update dynamic scissor state | |
| VkRect2D scissor = {}; | |
| scissor.extent.width = width; | |
| scissor.extent.height = height; | |
| scissor.offset.x = 0; | |
| scissor.offset.y = 0; | |
| vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); | |
| // Bind descriptor sets describing shader binding points | |
| vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr); | |
| // Bind the rendering pipeline | |
| // The pipeline (state object) contains all states of the rendering pipeline, binding it will set all the states specified at pipeline creation time | |
| vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); | |
| // Bind triangle vertex buffer (contains position and colors) | |
| VkDeviceSize offsets[1] = { 0 }; | |
| vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &vertices.buffer, offsets); | |
| // Bind triangle index buffer | |
| vkCmdBindIndexBuffer(drawCmdBuffers[i], indices.buffer, 0, VK_INDEX_TYPE_UINT32); | |
| // Draw indexed triangle | |
| vkCmdDrawIndexed(drawCmdBuffers[i], indices.count, 1, 0, 0, 1); | |
| vkCmdEndRenderPass(drawCmdBuffers[i]); | |
| // Ending the render pass will add an implicit barrier transitioning the frame buffer color attachment to | |
| // VK_IMAGE_LAYOUT_PRESENT_SRC_KHR for presenting it to the windowing system | |
| VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); | |
| } | |
| } | |
| void draw() | |
| { | |
| // Get next image in the swap chain (back/front buffer) | |
| VK_CHECK_RESULT(swapChain.acquireNextImage(presentCompleteSemaphore, ¤tBuffer)); | |
| // Use a fence to wait until the command buffer has finished execution before using it again | |
| VK_CHECK_RESULT(vkWaitForFences(device, 1, &waitFences[currentBuffer], VK_TRUE, UINT64_MAX)); | |
| VK_CHECK_RESULT(vkResetFences(device, 1, &waitFences[currentBuffer])); | |
| // Pipeline stage at which the queue submission will wait (via pWaitSemaphores) | |
| VkPipelineStageFlags waitStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; | |
| // The submit info structure specifices a command buffer queue submission batch | |
| VkSubmitInfo submitInfo = {}; | |
| submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; | |
| submitInfo.pWaitDstStageMask = &waitStageMask; // Pointer to the list of pipeline stages that the semaphore waits will occur at | |
| submitInfo.pWaitSemaphores = &presentCompleteSemaphore; // Semaphore(s) to wait upon before the submitted command buffer starts executing | |
| submitInfo.waitSemaphoreCount = 1; // One wait semaphore | |
| submitInfo.pSignalSemaphores = &renderCompleteSemaphore; // Semaphore(s) to be signaled when command buffers have completed | |
| submitInfo.signalSemaphoreCount = 1; // One signal semaphore | |
| submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; // Command buffers(s) to execute in this batch (submission) | |
| submitInfo.commandBufferCount = 1; // One command buffer | |
| // Submit to the graphics queue passing a wait fence | |
| VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, waitFences[currentBuffer])); | |
| // Present the current buffer to the swap chain | |
| // Pass the semaphore signaled by the command buffer submission from the submit info as the wait semaphore for swap chain presentation | |
| // This ensures that the image is not presented to the windowing system until all commands have been submitted | |
| VkResult present = swapChain.queuePresent(queue, currentBuffer, renderCompleteSemaphore); | |
| if (!((present == VK_SUCCESS) || (present == VK_SUBOPTIMAL_KHR))) { | |
| VK_CHECK_RESULT(present); | |
| } | |
| } | |
| // Prepare vertex and index buffers for an indexed triangle | |
| // Also uploads them to device local memory using staging and initializes vertex input and attribute binding to match the vertex shader | |
| void prepareVertices(bool useStagingBuffers) | |
| { | |
| // A note on memory management in Vulkan in general: | |
| // This is a very complex topic and while it's fine for an example application to to small individual memory allocations that is not | |
| // what should be done a real-world application, where you should allocate large chunkgs of memory at once isntead. | |
| // Setup vertices | |
| std::vector<Vertex> vertexBuffer = | |
| { | |
| { { 1.0f, 1.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } }, | |
| { { -1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f } }, | |
| { { 0.0f, -1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } } | |
| }; | |
| uint32_t vertexBufferSize = static_cast<uint32_t>(vertexBuffer.size()) * sizeof(Vertex); | |
| // Setup indices | |
| std::vector<uint32_t> indexBuffer = { 0, 1, 2 }; | |
| indices.count = static_cast<uint32_t>(indexBuffer.size()); | |
| uint32_t indexBufferSize = indices.count * sizeof(uint32_t); | |
| VkMemoryAllocateInfo memAlloc = {}; | |
| memAlloc.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; | |
| VkMemoryRequirements memReqs; | |
| void *data; | |
| if (useStagingBuffers) | |
| { | |
| // Static data like vertex and index buffer should be stored on the device memory | |
| // for optimal (and fastest) access by the GPU | |
| // | |
| // To achieve this we use so-called "staging buffers" : | |
| // - Create a buffer that's visible to the host (and can be mapped) | |
| // - Copy the data to this buffer | |
| // - Create another buffer that's local on the device (VRAM) with the same size | |
| // - Copy the data from the host to the device using a command buffer | |
| // - Delete the host visible (staging) buffer | |
| // - Use the device local buffers for rendering | |
| struct StagingBuffer { | |
| VkDeviceMemory memory; | |
| VkBuffer buffer; | |
| }; | |
| struct { | |
| StagingBuffer vertices; | |
| StagingBuffer indices; | |
| } stagingBuffers; | |
| // Vertex buffer | |
| VkBufferCreateInfo vertexBufferInfo = {}; | |
| vertexBufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; | |
| vertexBufferInfo.size = vertexBufferSize; | |
| // Buffer is used as the copy source | |
| vertexBufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; | |
| // Create a host-visible buffer to copy the vertex data to (staging buffer) | |
| VK_CHECK_RESULT(vkCreateBuffer(device, &vertexBufferInfo, nullptr, &stagingBuffers.vertices.buffer)); | |
| vkGetBufferMemoryRequirements(device, stagingBuffers.vertices.buffer, &memReqs); | |
| memAlloc.allocationSize = memReqs.size; | |
| // Request a host visible memory type that can be used to copy our data do | |
| // Also request it to be coherent, so that writes are visible to the GPU right after unmapping the buffer | |
| memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT); | |
| VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &stagingBuffers.vertices.memory)); | |
| // Map and copy | |
| VK_CHECK_RESULT(vkMapMemory(device, stagingBuffers.vertices.memory, 0, memAlloc.allocationSize, 0, &data)); | |
| memcpy(data, vertexBuffer.data(), vertexBufferSize); | |
| vkUnmapMemory(device, stagingBuffers.vertices.memory); | |
| VK_CHECK_RESULT(vkBindBufferMemory(device, stagingBuffers.vertices.buffer, stagingBuffers.vertices.memory, 0)); | |
| // Create a device local buffer to which the (host local) vertex data will be copied and which will be used for rendering | |
| vertexBufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; | |
| VK_CHECK_RESULT(vkCreateBuffer(device, &vertexBufferInfo, nullptr, &vertices.buffer)); | |
| vkGetBufferMemoryRequirements(device, vertices.buffer, &memReqs); | |
| memAlloc.allocationSize = memReqs.size; | |
| memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); | |
| VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &vertices.memory)); | |
| VK_CHECK_RESULT(vkBindBufferMemory(device, vertices.buffer, vertices.memory, 0)); | |
| // Index buffer | |
| VkBufferCreateInfo indexbufferInfo = {}; | |
| indexbufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; | |
| indexbufferInfo.size = indexBufferSize; | |
| indexbufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; | |
| // Copy index data to a buffer visible to the host (staging buffer) | |
| VK_CHECK_RESULT(vkCreateBuffer(device, &indexbufferInfo, nullptr, &stagingBuffers.indices.buffer)); | |
| vkGetBufferMemoryRequirements(device, stagingBuffers.indices.buffer, &memReqs); | |
| memAlloc.allocationSize = memReqs.size; | |
| memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT); | |
| VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &stagingBuffers.indices.memory)); | |
| VK_CHECK_RESULT(vkMapMemory(device, stagingBuffers.indices.memory, 0, indexBufferSize, 0, &data)); | |
| memcpy(data, indexBuffer.data(), indexBufferSize); | |
| vkUnmapMemory(device, stagingBuffers.indices.memory); | |
| VK_CHECK_RESULT(vkBindBufferMemory(device, stagingBuffers.indices.buffer, stagingBuffers.indices.memory, 0)); | |
| // Create destination buffer with device only visibility | |
| indexbufferInfo.usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; | |
| VK_CHECK_RESULT(vkCreateBuffer(device, &indexbufferInfo, nullptr, &indices.buffer)); | |
| vkGetBufferMemoryRequirements(device, indices.buffer, &memReqs); | |
| memAlloc.allocationSize = memReqs.size; | |
| memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); | |
| VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &indices.memory)); | |
| VK_CHECK_RESULT(vkBindBufferMemory(device, indices.buffer, indices.memory, 0)); | |
| // Buffer copies have to be submitted to a queue, so we need a command buffer for them | |
| // Note: Some devices offer a dedicated transfer queue (with only the transfer bit set) that may be faster when doing lots of copies | |
| VkCommandBuffer copyCmd = getCommandBuffer(true); | |
| // Put buffer region copies into command buffer | |
| VkBufferCopy copyRegion = {}; | |
| // Vertex buffer | |
| copyRegion.size = vertexBufferSize; | |
| vkCmdCopyBuffer(copyCmd, stagingBuffers.vertices.buffer, vertices.buffer, 1, ©Region); | |
| // Index buffer | |
| copyRegion.size = indexBufferSize; | |
| vkCmdCopyBuffer(copyCmd, stagingBuffers.indices.buffer, indices.buffer, 1, ©Region); | |
| // Flushing the command buffer will also submit it to the queue and uses a fence to ensure that all commands have been executed before returning | |
| flushCommandBuffer(copyCmd); | |
| // Destroy staging buffers | |
| // Note: Staging buffer must not be deleted before the copies have been submitted and executed | |
| vkDestroyBuffer(device, stagingBuffers.vertices.buffer, nullptr); | |
| vkFreeMemory(device, stagingBuffers.vertices.memory, nullptr); | |
| vkDestroyBuffer(device, stagingBuffers.indices.buffer, nullptr); | |
| vkFreeMemory(device, stagingBuffers.indices.memory, nullptr); | |
| } | |
| else | |
| { | |
| // Don't use staging | |
| // Create host-visible buffers only and use these for rendering. This is not advised and will usually result in lower rendering performance | |
| // Vertex buffer | |
| VkBufferCreateInfo vertexBufferInfo = {}; | |
| vertexBufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; | |
| vertexBufferInfo.size = vertexBufferSize; | |
| vertexBufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT; | |
| // Copy vertex data to a buffer visible to the host | |
| VK_CHECK_RESULT(vkCreateBuffer(device, &vertexBufferInfo, nullptr, &vertices.buffer)); | |
| vkGetBufferMemoryRequirements(device, vertices.buffer, &memReqs); | |
| memAlloc.allocationSize = memReqs.size; | |
| // VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT is host visible memory, and VK_MEMORY_PROPERTY_HOST_COHERENT_BIT makes sure writes are directly visible | |
| memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT); | |
| VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &vertices.memory)); | |
| VK_CHECK_RESULT(vkMapMemory(device, vertices.memory, 0, memAlloc.allocationSize, 0, &data)); | |
| memcpy(data, vertexBuffer.data(), vertexBufferSize); | |
| vkUnmapMemory(device, vertices.memory); | |
| VK_CHECK_RESULT(vkBindBufferMemory(device, vertices.buffer, vertices.memory, 0)); | |
| // Index buffer | |
| VkBufferCreateInfo indexbufferInfo = {}; | |
| indexbufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; | |
| indexbufferInfo.size = indexBufferSize; | |
| indexbufferInfo.usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT; | |
| // Copy index data to a buffer visible to the host | |
| VK_CHECK_RESULT(vkCreateBuffer(device, &indexbufferInfo, nullptr, &indices.buffer)); | |
| vkGetBufferMemoryRequirements(device, indices.buffer, &memReqs); | |
| memAlloc.allocationSize = memReqs.size; | |
| memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT); | |
| VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &indices.memory)); | |
| VK_CHECK_RESULT(vkMapMemory(device, indices.memory, 0, indexBufferSize, 0, &data)); | |
| memcpy(data, indexBuffer.data(), indexBufferSize); | |
| vkUnmapMemory(device, indices.memory); | |
| VK_CHECK_RESULT(vkBindBufferMemory(device, indices.buffer, indices.memory, 0)); | |
| } | |
| } | |
| void setupDescriptorPool() | |
| { | |
| // We need to tell the API the number of max. requested descriptors per type | |
| VkDescriptorPoolSize typeCounts[1]; | |
| // This example only uses one descriptor type (uniform buffer) and only requests one descriptor of this type | |
| typeCounts[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; | |
| typeCounts[0].descriptorCount = 1; | |
| // For additional types you need to add new entries in the type count list | |
| // E.g. for two combined image samplers : | |
| // typeCounts[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; | |
| // typeCounts[1].descriptorCount = 2; | |
| // Create the global descriptor pool | |
| // All descriptors used in this example are allocated from this pool | |
| VkDescriptorPoolCreateInfo descriptorPoolInfo = {}; | |
| descriptorPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; | |
| descriptorPoolInfo.pNext = nullptr; | |
| descriptorPoolInfo.poolSizeCount = 1; | |
| descriptorPoolInfo.pPoolSizes = typeCounts; | |
| // Set the max. number of descriptor sets that can be requested from this pool (requesting beyond this limit will result in an error) | |
| descriptorPoolInfo.maxSets = 1; | |
| VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); | |
| } | |
| void setupDescriptorSetLayout() | |
| { | |
| // Setup layout of descriptors used in this example | |
| // Basically connects the different shader stages to descriptors for binding uniform buffers, image samplers, etc. | |
| // So every shader binding should map to one descriptor set layout binding | |
| // Binding 0: Uniform buffer (Vertex shader) | |
| VkDescriptorSetLayoutBinding layoutBinding = {}; | |
| layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; | |
| layoutBinding.descriptorCount = 1; | |
| layoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT; | |
| layoutBinding.pImmutableSamplers = nullptr; | |
| VkDescriptorSetLayoutCreateInfo descriptorLayout = {}; | |
| descriptorLayout.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; | |
| descriptorLayout.pNext = nullptr; | |
| descriptorLayout.bindingCount = 1; | |
| descriptorLayout.pBindings = &layoutBinding; | |
| VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); | |
| // Create the pipeline layout that is used to generate the rendering pipelines that are based on this descriptor set layout | |
| // In a more complex scenario you would have different pipeline layouts for different descriptor set layouts that could be reused | |
| VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = {}; | |
| pPipelineLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; | |
| pPipelineLayoutCreateInfo.pNext = nullptr; | |
| pPipelineLayoutCreateInfo.setLayoutCount = 1; | |
| pPipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayout; | |
| VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout)); | |
| } | |
| void setupDescriptorSet() | |
| { | |
| // Allocate a new descriptor set from the global descriptor pool | |
| VkDescriptorSetAllocateInfo allocInfo = {}; | |
| allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; | |
| allocInfo.descriptorPool = descriptorPool; | |
| allocInfo.descriptorSetCount = 1; | |
| allocInfo.pSetLayouts = &descriptorSetLayout; | |
| VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet)); | |
| // Update the descriptor set determining the shader binding points | |
| // For every binding point used in a shader there needs to be one | |
| // descriptor set matching that binding point | |
| VkWriteDescriptorSet writeDescriptorSet = {}; | |
| // Binding 0 : Uniform buffer | |
| writeDescriptorSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; | |
| writeDescriptorSet.dstSet = descriptorSet; | |
| writeDescriptorSet.descriptorCount = 1; | |
| writeDescriptorSet.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; | |
| writeDescriptorSet.pBufferInfo = &uniformBufferVS.descriptor; | |
| // Binds this uniform buffer to binding point 0 | |
| writeDescriptorSet.dstBinding = 0; | |
| vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr); | |
| } | |
| // Create the depth (and stencil) buffer attachments used by our framebuffers | |
| // Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare | |
| void setupDepthStencil() | |
| { | |
| // Create an optimal image used as the depth stencil attachment | |
| VkImageCreateInfo image = {}; | |
| image.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; | |
| image.imageType = VK_IMAGE_TYPE_2D; | |
| image.format = depthFormat; | |
| // Use example's height and width | |
| image.extent = { width, height, 1 }; | |
| image.mipLevels = 1; | |
| image.arrayLayers = 1; | |
| image.samples = VK_SAMPLE_COUNT_1_BIT; | |
| image.tiling = VK_IMAGE_TILING_OPTIMAL; | |
| image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; | |
| image.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; | |
| VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &depthStencil.image)); | |
| // Allocate memory for the image (device local) and bind it to our image | |
| VkMemoryAllocateInfo memAlloc = {}; | |
| memAlloc.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; | |
| VkMemoryRequirements memReqs; | |
| vkGetImageMemoryRequirements(device, depthStencil.image, &memReqs); | |
| memAlloc.allocationSize = memReqs.size; | |
| memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); | |
| VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &depthStencil.mem)); | |
| VK_CHECK_RESULT(vkBindImageMemory(device, depthStencil.image, depthStencil.mem, 0)); | |
| // Create a view for the depth stencil image | |
| // Images aren't directly accessed in Vulkan, but rather through views described by a subresource range | |
| // This allows for multiple views of one image with differing ranges (e.g. for different layers) | |
| VkImageViewCreateInfo depthStencilView = {}; | |
| depthStencilView.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; | |
| depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D; | |
| depthStencilView.format = depthFormat; | |
| depthStencilView.subresourceRange = {}; | |
| depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; | |
| depthStencilView.subresourceRange.baseMipLevel = 0; | |
| depthStencilView.subresourceRange.levelCount = 1; | |
| depthStencilView.subresourceRange.baseArrayLayer = 0; | |
| depthStencilView.subresourceRange.layerCount = 1; | |
| depthStencilView.image = depthStencil.image; | |
| VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &depthStencil.view)); | |
| } | |
| // Create a frame buffer for each swap chain image | |
| // Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare | |
| void setupFrameBuffer() | |
| { | |
| // Create a frame buffer for every image in the swapchain | |
| frameBuffers.resize(swapChain.imageCount); | |
| for (size_t i = 0; i < frameBuffers.size(); i++) | |
| { | |
| std::array<VkImageView, 2> attachments; | |
| attachments[0] = swapChain.buffers[i].view; // Color attachment is the view of the swapchain image | |
| attachments[1] = depthStencil.view; // Depth/Stencil attachment is the same for all frame buffers | |
| VkFramebufferCreateInfo frameBufferCreateInfo = {}; | |
| frameBufferCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; | |
| // All frame buffers use the same renderpass setup | |
| frameBufferCreateInfo.renderPass = renderPass; | |
| frameBufferCreateInfo.attachmentCount = static_cast<uint32_t>(attachments.size()); | |
| frameBufferCreateInfo.pAttachments = attachments.data(); | |
| frameBufferCreateInfo.width = width; | |
| frameBufferCreateInfo.height = height; | |
| frameBufferCreateInfo.layers = 1; | |
| // Create the framebuffer | |
| VK_CHECK_RESULT(vkCreateFramebuffer(device, &frameBufferCreateInfo, nullptr, &frameBuffers[i])); | |
| } | |
| } | |
| // Render pass setup | |
| // Render passes are a new concept in Vulkan. They describe the attachments used during rendering and may contain multiple subpasses with attachment dependencies | |
| // This allows the driver to know up-front what the rendering will look like and is a good opportunity to optimize especially on tile-based renderers (with multiple subpasses) | |
| // Using sub pass dependencies also adds implicit layout transitions for the attachment used, so we don't need to add explicit image memory barriers to transform them | |
| // Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare | |
| void setupRenderPass() | |
| { | |
| // This example will use a single render pass with one subpass | |
| // Descriptors for the attachments used by this renderpass | |
| std::array<VkAttachmentDescription, 2> attachments = {}; | |
| // Color attachment | |
| attachments[0].format = swapChain.colorFormat; // Use the color format selected by the swapchain | |
| attachments[0].samples = VK_SAMPLE_COUNT_1_BIT; // We don't use multi sampling in this example | |
| attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Clear this attachment at the start of the render pass | |
| attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE; // Keep its contents after the render pass is finished (for displaying it) | |
| attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; // We don't use stencil, so don't care for load | |
| attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // Same for store | |
| attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // Layout at render pass start. Initial doesn't matter, so we use undefined | |
| attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; // Layout to which the attachment is transitioned when the render pass is finished | |
| // As we want to present the color buffer to the swapchain, we transition to PRESENT_KHR | |
| // Depth attachment | |
| attachments[1].format = depthFormat; // A proper depth format is selected in the example base | |
| attachments[1].samples = VK_SAMPLE_COUNT_1_BIT; | |
| attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Clear depth at start of first subpass | |
| attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // We don't need depth after render pass has finished (DONT_CARE may result in better performance) | |
| attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; // No stencil | |
| attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // No Stencil | |
| attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // Layout at render pass start. Initial doesn't matter, so we use undefined | |
| attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Transition to depth/stencil attachment | |
| // Setup attachment references | |
| VkAttachmentReference colorReference = {}; | |
| colorReference.attachment = 0; // Attachment 0 is color | |
| colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; // Attachment layout used as color during the subpass | |
| VkAttachmentReference depthReference = {}; | |
| depthReference.attachment = 1; // Attachment 1 is color | |
| depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Attachment used as depth/stemcil used during the subpass | |
| // Setup a single subpass reference | |
| VkSubpassDescription subpassDescription = {}; | |
| subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; | |
| subpassDescription.colorAttachmentCount = 1; // Subpass uses one color attachment | |
| subpassDescription.pColorAttachments = &colorReference; // Reference to the color attachment in slot 0 | |
| subpassDescription.pDepthStencilAttachment = &depthReference; // Reference to the depth attachment in slot 1 | |
| subpassDescription.inputAttachmentCount = 0; // Input attachments can be used to sample from contents of a previous subpass | |
| subpassDescription.pInputAttachments = nullptr; // (Input attachments not used by this example) | |
| subpassDescription.preserveAttachmentCount = 0; // Preserved attachments can be used to loop (and preserve) attachments through subpasses | |
| subpassDescription.pPreserveAttachments = nullptr; // (Preserve attachments not used by this example) | |
| subpassDescription.pResolveAttachments = nullptr; // Resolve attachments are resolved at the end of a sub pass and can be used for e.g. multi sampling | |
| // Setup subpass dependencies | |
| // These will add the implicit ttachment layout transitionss specified by the attachment descriptions | |
| // The actual usage layout is preserved through the layout specified in the attachment reference | |
| // Each subpass dependency will introduce a memory and execution dependency between the source and dest subpass described by | |
| // srcStageMask, dstStageMask, srcAccessMask, dstAccessMask (and dependencyFlags is set) | |
| // Note: VK_SUBPASS_EXTERNAL is a special constant that refers to all commands executed outside of the actual renderpass) | |
| std::array<VkSubpassDependency, 2> dependencies; | |
| // First dependency at the start of the renderpass | |
| // Does the transition from final to initial layout | |
| dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL; // Producer of the dependency | |
| dependencies[0].dstSubpass = 0; // Consumer is our single subpass that will wait for the execution depdendency | |
| dependencies[0].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // Match our pWaitDstStageMask when we vkQueueSubmit | |
| dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // is a loadOp stage for color attachments | |
| dependencies[0].srcAccessMask = 0; // semaphore wait already does memory dependency for us | |
| dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; // is a loadOp CLEAR access mask for color attachments | |
| dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT; | |
| // Second dependency at the end the renderpass | |
| // Does the transition from the initial to the final layout | |
| // Technically this is the same as the implicit subpass dependency, but we are gonna state it explicitly here | |
| dependencies[1].srcSubpass = 0; // Producer of the dependency is our single subpass | |
| dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL; // Consumer are all commands outside of the renderpass | |
| dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // is a storeOp stage for color attachments | |
| dependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; // Do not block any subsequent work | |
| dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; // is a storeOp `STORE` access mask for color attachments | |
| dependencies[1].dstAccessMask = 0; | |
| dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT; | |
| // Create the actual renderpass | |
| VkRenderPassCreateInfo renderPassInfo = {}; | |
| renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; | |
| renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size()); // Number of attachments used by this render pass | |
| renderPassInfo.pAttachments = attachments.data(); // Descriptions of the attachments used by the render pass | |
| renderPassInfo.subpassCount = 1; // We only use one subpass in this example | |
| renderPassInfo.pSubpasses = &subpassDescription; // Description of that subpass | |
| renderPassInfo.dependencyCount = static_cast<uint32_t>(dependencies.size()); // Number of subpass dependencies | |
| renderPassInfo.pDependencies = dependencies.data(); // Subpass dependencies used by the render pass | |
| VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass)); | |
| } | |
| // Vulkan loads its shaders from an immediate binary representation called SPIR-V | |
| // Shaders are compiled offline from e.g. GLSL using the reference glslang compiler | |
| // This function loads such a shader from a binary file and returns a shader module structure | |
| VkShaderModule loadSPIRVShader(std::string filename) | |
| { | |
| size_t shaderSize; | |
| char* shaderCode = NULL; | |
| #if defined(__ANDROID__) | |
| // Load shader from compressed asset | |
| AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, filename.c_str(), AASSET_MODE_STREAMING); | |
| assert(asset); | |
| shaderSize = AAsset_getLength(asset); | |
| assert(shaderSize > 0); | |
| shaderCode = new char[shaderSize]; | |
| AAsset_read(asset, shaderCode, shaderSize); | |
| AAsset_close(asset); | |
| #else | |
| std::ifstream is(filename, std::ios::binary | std::ios::in | std::ios::ate); | |
| if (is.is_open()) | |
| { | |
| shaderSize = is.tellg(); | |
| is.seekg(0, std::ios::beg); | |
| // Copy file contents into a buffer | |
| shaderCode = new char[shaderSize]; | |
| is.read(shaderCode, shaderSize); | |
| is.close(); | |
| assert(shaderSize > 0); | |
| } | |
| #endif | |
| if (shaderCode) | |
| { | |
| // Create a new shader module that will be used for pipeline creation | |
| VkShaderModuleCreateInfo moduleCreateInfo{}; | |
| moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; | |
| moduleCreateInfo.codeSize = shaderSize; | |
| moduleCreateInfo.pCode = (uint32_t*)shaderCode; | |
| VkShaderModule shaderModule; | |
| 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; | |
| } | |
| } | |
| void preparePipelines() | |
| { | |
| // Create the graphics pipeline used in this example | |
| // Vulkan uses the concept of rendering pipelines to encapsulate fixed states, replacing OpenGL's complex state machine | |
| // A pipeline is then stored and hashed on the GPU making pipeline changes very fast | |
| // Note: There are still a few dynamic states that are not directly part of the pipeline (but the info that they are used is) | |
| VkGraphicsPipelineCreateInfo pipelineCreateInfo = {}; | |
| pipelineCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; | |
| // The layout used for this pipeline (can be shared among multiple pipelines using the same layout) | |
| pipelineCreateInfo.layout = pipelineLayout; | |
| // Renderpass this pipeline is attached to | |
| pipelineCreateInfo.renderPass = renderPass; | |
| // Construct the differnent states making up the pipeline | |
| // Input assembly state describes how primitives are assembled | |
| // This pipeline will assemble vertex data as a triangle lists (though we only use one triangle) | |
| VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = {}; | |
| inputAssemblyState.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; | |
| inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; | |
| // Rasterization state | |
| VkPipelineRasterizationStateCreateInfo rasterizationState = {}; | |
| rasterizationState.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; | |
| rasterizationState.polygonMode = VK_POLYGON_MODE_FILL; | |
| rasterizationState.cullMode = VK_CULL_MODE_NONE; | |
| rasterizationState.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; | |
| rasterizationState.depthClampEnable = VK_FALSE; | |
| rasterizationState.rasterizerDiscardEnable = VK_FALSE; | |
| rasterizationState.depthBiasEnable = VK_FALSE; | |
| rasterizationState.lineWidth = 1.0f; | |
| // Color blend state describes how blend factors are calculated (if used) | |
| // We need one blend attachment state per color attachment (even if blending is not used) | |
| VkPipelineColorBlendAttachmentState blendAttachmentState[1] = {}; | |
| blendAttachmentState[0].colorWriteMask = 0xf; | |
| blendAttachmentState[0].blendEnable = VK_FALSE; | |
| VkPipelineColorBlendStateCreateInfo colorBlendState = {}; | |
| colorBlendState.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; | |
| colorBlendState.attachmentCount = 1; | |
| colorBlendState.pAttachments = blendAttachmentState; | |
| // Viewport state sets the number of viewports and scissor used in this pipeline | |
| // Note: This is actually overriden by the dynamic states (see below) | |
| VkPipelineViewportStateCreateInfo viewportState = {}; | |
| viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; | |
| viewportState.viewportCount = 1; | |
| viewportState.scissorCount = 1; | |
| // Enable dynamic states | |
| // Most states are baked into the pipeline, but there are still a few dynamic states that can be changed within a command buffer | |
| // To be able to change these we need do specify which dynamic states will be changed using this pipeline. Their actual states are set later on in the command buffer. | |
| // For this example we will set the viewport and scissor using dynamic states | |
| std::vector<VkDynamicState> dynamicStateEnables; | |
| dynamicStateEnables.push_back(VK_DYNAMIC_STATE_VIEWPORT); | |
| dynamicStateEnables.push_back(VK_DYNAMIC_STATE_SCISSOR); | |
| VkPipelineDynamicStateCreateInfo dynamicState = {}; | |
| dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; | |
| dynamicState.pDynamicStates = dynamicStateEnables.data(); | |
| dynamicState.dynamicStateCount = static_cast<uint32_t>(dynamicStateEnables.size()); | |
| // Depth and stencil state containing depth and stencil compare and test operations | |
| // We only use depth tests and want depth tests and writes to be enabled and compare with less or equal | |
| VkPipelineDepthStencilStateCreateInfo depthStencilState = {}; | |
| depthStencilState.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; | |
| depthStencilState.depthTestEnable = VK_TRUE; | |
| depthStencilState.depthWriteEnable = VK_TRUE; | |
| depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL; | |
| depthStencilState.depthBoundsTestEnable = VK_FALSE; | |
| depthStencilState.back.failOp = VK_STENCIL_OP_KEEP; | |
| depthStencilState.back.passOp = VK_STENCIL_OP_KEEP; | |
| depthStencilState.back.compareOp = VK_COMPARE_OP_ALWAYS; | |
| depthStencilState.stencilTestEnable = VK_FALSE; | |
| depthStencilState.front = depthStencilState.back; | |
| // Multi sampling state | |
| // This example does not make use fo multi sampling (for anti-aliasing), the state must still be set and passed to the pipeline | |
| VkPipelineMultisampleStateCreateInfo multisampleState = {}; | |
| multisampleState.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; | |
| multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; | |
| multisampleState.pSampleMask = nullptr; | |
| // Vertex input descriptions | |
| // Specifies the vertex input parameters for a pipeline | |
| // Vertex input binding | |
| // This example uses a single vertex input binding at binding point 0 (see vkCmdBindVertexBuffers) | |
| VkVertexInputBindingDescription vertexInputBinding = {}; | |
| vertexInputBinding.binding = 0; | |
| vertexInputBinding.stride = sizeof(Vertex); | |
| vertexInputBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX; | |
| // Inpute attribute bindings describe shader attribute locations and memory layouts | |
| std::array<VkVertexInputAttributeDescription, 2> vertexInputAttributs; | |
| // These match the following shader layout (see triangle.vert): | |
| // layout (location = 0) in vec3 inPos; | |
| // layout (location = 1) in vec3 inColor; | |
| // Attribute location 0: Position | |
| vertexInputAttributs[0].binding = 0; | |
| vertexInputAttributs[0].location = 0; | |
| // Position attribute is three 32 bit signed (SFLOAT) floats (R32 G32 B32) | |
| vertexInputAttributs[0].format = VK_FORMAT_R32G32B32_SFLOAT; | |
| vertexInputAttributs[0].offset = offsetof(Vertex, position); | |
| // Attribute location 1: Color | |
| vertexInputAttributs[1].binding = 0; | |
| vertexInputAttributs[1].location = 1; | |
| // Color attribute is three 32 bit signed (SFLOAT) floats (R32 G32 B32) | |
| vertexInputAttributs[1].format = VK_FORMAT_R32G32B32_SFLOAT; | |
| vertexInputAttributs[1].offset = offsetof(Vertex, color); | |
| // Vertex input state used for pipeline creation | |
| VkPipelineVertexInputStateCreateInfo vertexInputState = {}; | |
| vertexInputState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; | |
| vertexInputState.vertexBindingDescriptionCount = 1; | |
| vertexInputState.pVertexBindingDescriptions = &vertexInputBinding; | |
| vertexInputState.vertexAttributeDescriptionCount = 2; | |
| vertexInputState.pVertexAttributeDescriptions = vertexInputAttributs.data(); | |
| // Shaders | |
| std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages{}; | |
| // Vertex shader | |
| shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; | |
| // Set pipeline stage for this shader | |
| shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT; | |
| // Load binary SPIR-V shader | |
| shaderStages[0].module = loadSPIRVShader(getShadersPath() + "triangle/triangle.vert.spv"); | |
| // Main entry point for the shader | |
| shaderStages[0].pName = "main"; | |
| assert(shaderStages[0].module != VK_NULL_HANDLE); | |
| // Fragment shader | |
| shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; | |
| // Set pipeline stage for this shader | |
| shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; | |
| // Load binary SPIR-V shader | |
| shaderStages[1].module = loadSPIRVShader(getShadersPath() + "triangle/triangle.frag.spv"); | |
| // Main entry point for the shader | |
| shaderStages[1].pName = "main"; | |
| assert(shaderStages[1].module != VK_NULL_HANDLE); | |
| // Set pipeline shader stage info | |
| pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size()); | |
| pipelineCreateInfo.pStages = shaderStages.data(); | |
| // Assign the pipeline states to the pipeline creation info structure | |
| pipelineCreateInfo.pVertexInputState = &vertexInputState; | |
| pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState; | |
| pipelineCreateInfo.pRasterizationState = &rasterizationState; | |
| pipelineCreateInfo.pColorBlendState = &colorBlendState; | |
| pipelineCreateInfo.pMultisampleState = &multisampleState; | |
| pipelineCreateInfo.pViewportState = &viewportState; | |
| pipelineCreateInfo.pDepthStencilState = &depthStencilState; | |
| pipelineCreateInfo.renderPass = renderPass; | |
| pipelineCreateInfo.pDynamicState = &dynamicState; | |
| // Create rendering pipeline using the specified states | |
| VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline)); | |
| // Shader modules are no longer needed once the graphics pipeline has been created | |
| vkDestroyShaderModule(device, shaderStages[0].module, nullptr); | |
| vkDestroyShaderModule(device, shaderStages[1].module, nullptr); | |
| } | |
| void prepareUniformBuffers() | |
| { | |
| // Prepare and initialize a uniform buffer block containing shader uniforms | |
| // Single uniforms like in OpenGL are no longer present in Vulkan. All Shader uniforms are passed via uniform buffer blocks | |
| VkMemoryRequirements memReqs; | |
| // Vertex shader uniform buffer block | |
| VkBufferCreateInfo bufferInfo = {}; | |
| VkMemoryAllocateInfo allocInfo = {}; | |
| allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; | |
| allocInfo.pNext = nullptr; | |
| allocInfo.allocationSize = 0; | |
| allocInfo.memoryTypeIndex = 0; | |
| bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; | |
| bufferInfo.size = sizeof(uboVS); | |
| // This buffer will be used as a uniform buffer | |
| bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT; | |
| // Create a new buffer | |
| VK_CHECK_RESULT(vkCreateBuffer(device, &bufferInfo, nullptr, &uniformBufferVS.buffer)); | |
| // Get memory requirements including size, alignment and memory type | |
| vkGetBufferMemoryRequirements(device, uniformBufferVS.buffer, &memReqs); | |
| allocInfo.allocationSize = memReqs.size; | |
| // Get the memory type index that supports host visibile memory access | |
| // Most implementations offer multiple memory types and selecting the correct one to allocate memory from is crucial | |
| // We also want the buffer to be host coherent so we don't have to flush (or sync after every update. | |
| // Note: This may affect performance so you might not want to do this in a real world application that updates buffers on a regular base | |
| allocInfo.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT); | |
| // Allocate memory for the uniform buffer | |
| VK_CHECK_RESULT(vkAllocateMemory(device, &allocInfo, nullptr, &(uniformBufferVS.memory))); | |
| // Bind memory to buffer | |
| VK_CHECK_RESULT(vkBindBufferMemory(device, uniformBufferVS.buffer, uniformBufferVS.memory, 0)); | |
| // Store information in the uniform's descriptor that is used by the descriptor set | |
| uniformBufferVS.descriptor.buffer = uniformBufferVS.buffer; | |
| uniformBufferVS.descriptor.offset = 0; | |
| uniformBufferVS.descriptor.range = sizeof(uboVS); | |
| updateUniformBuffers(); | |
| } | |
| void updateUniformBuffers() | |
| { | |
| // Pass matrices to the shaders | |
| uboVS.projectionMatrix = camera.matrices.perspective; | |
| uboVS.viewMatrix = camera.matrices.view; | |
| uboVS.modelMatrix = glm::mat4(1.0f); | |
| // Map uniform buffer and update it | |
| uint8_t *pData; | |
| VK_CHECK_RESULT(vkMapMemory(device, uniformBufferVS.memory, 0, sizeof(uboVS), 0, (void **)&pData)); | |
| memcpy(pData, &uboVS, sizeof(uboVS)); | |
| // Unmap after data has been copied | |
| // Note: Since we requested a host coherent memory type for the uniform buffer, the write is instantly visible to the GPU | |
| vkUnmapMemory(device, uniformBufferVS.memory); | |
| } | |
| void prepare() | |
| { | |
| VulkanExampleBase::prepare(); | |
| prepareSynchronizationPrimitives(); | |
| prepareVertices(USE_STAGING); | |
| prepareUniformBuffers(); | |
| setupDescriptorSetLayout(); | |
| preparePipelines(); | |
| setupDescriptorPool(); | |
| setupDescriptorSet(); | |
| buildCommandBuffers(); | |
| prepared = true; | |
| } | |
| virtual void render() | |
| { | |
| if (!prepared) | |
| return; | |
| draw(); | |
| } | |
| virtual void viewChanged() | |
| { | |
| // This function is called by the base example class each time the view is changed by user input | |
| updateUniformBuffers(); | |
| } | |
| }; | |
| // OS specific macros for the example main entry points | |
| // Most of the code base is shared for the different supported operating systems, but stuff like message handling diffes | |
| #if defined(_WIN32) | |
| // Windows entry point | |
| VulkanExample *vulkanExample; | |
| LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) | |
| { | |
| if (vulkanExample != NULL) | |
| { | |
| vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam); | |
| } | |
| return (DefWindowProc(hWnd, uMsg, wParam, lParam)); | |
| } | |
| int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow) | |
| { | |
| for (size_t i = 0; i < __argc; i++) { VulkanExample::args.push_back(__argv[i]); }; | |
| vulkanExample = new VulkanExample(); | |
| vulkanExample->initVulkan(); | |
| vulkanExample->setupWindow(hInstance, WndProc); | |
| vulkanExample->prepare(); | |
| vulkanExample->renderLoop(); | |
| delete(vulkanExample); | |
| return 0; | |
| } | |
| #elif defined(__ANDROID__) | |
| // Android entry point | |
| VulkanExample *vulkanExample; | |
| void android_main(android_app* state) | |
| { | |
| vulkanExample = new VulkanExample(); | |
| state->userData = vulkanExample; | |
| state->onAppCmd = VulkanExample::handleAppCommand; | |
| state->onInputEvent = VulkanExample::handleAppInput; | |
| androidApp = state; | |
| vulkanExample->renderLoop(); | |
| delete(vulkanExample); | |
| } | |
| #elif defined(_DIRECT2DISPLAY) | |
| // Linux entry point with direct to display wsi | |
| // Direct to Displays (D2D) is used on embedded platforms | |
| VulkanExample *vulkanExample; | |
| static void handleEvent() | |
| { | |
| } | |
| int main(const int argc, const char *argv[]) | |
| { | |
| for (size_t i = 0; i < argc; i++) { VulkanExample::args.push_back(argv[i]); }; | |
| vulkanExample = new VulkanExample(); | |
| vulkanExample->initVulkan(); | |
| vulkanExample->prepare(); | |
| vulkanExample->renderLoop(); | |
| delete(vulkanExample); | |
| return 0; | |
| } | |
| #elif defined(VK_USE_PLATFORM_WAYLAND_KHR) | |
| VulkanExample *vulkanExample; | |
| int main(const int argc, const char *argv[]) | |
| { | |
| for (size_t i = 0; i < argc; i++) { VulkanExample::args.push_back(argv[i]); }; | |
| vulkanExample = new VulkanExample(); | |
| vulkanExample->initVulkan(); | |
| vulkanExample->setupWindow(); | |
| vulkanExample->prepare(); | |
| vulkanExample->renderLoop(); | |
| delete(vulkanExample); | |
| return 0; | |
| } | |
| #elif defined(__linux__) | |
| // Linux entry point | |
| VulkanExample *vulkanExample; | |
| static void handleEvent(const xcb_generic_event_t *event) | |
| { | |
| if (vulkanExample != NULL) | |
| { | |
| vulkanExample->handleEvent(event); | |
| } | |
| } | |
| int main(const int argc, const char *argv[]) | |
| { | |
| for (size_t i = 0; i < argc; i++) { VulkanExample::args.push_back(argv[i]); }; | |
| vulkanExample = new VulkanExample(); | |
| vulkanExample->initVulkan(); | |
| vulkanExample->setupWindow(); | |
| vulkanExample->prepare(); | |
| vulkanExample->renderLoop(); | |
| delete(vulkanExample); | |
| return 0; | |
| } | |
| #endif |