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debugmarker.cpp
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/*
* Vulkan Example - Example for VK_EXT_debug_marker extension. To be used in conjuction with a debugging app like RenderDoc (https://renderdoc.org)
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanExampleBase.h"
// FIXME validation layers seem to crash when debug markers are enabled
// FIXME renderdoc crashes when using Vulkan 1.1
// Offscreen properties
#define OFFSCREEN_DIM 256
#define OFFSCREEN_FORMAT vk::Format::eR8G8B8A8Unorm
#define OFFSCREEN_FILTER vk::Filter::eLinear;
// Vertex layout for this example
vks::model::VertexLayout vertexLayout{ {
vks::model::Component::VERTEX_COMPONENT_POSITION,
vks::model::Component::VERTEX_COMPONENT_NORMAL,
vks::model::Component::VERTEX_COMPONENT_UV,
vks::model::Component::VERTEX_COMPONENT_COLOR,
} };
// Extension spec can be found at https://github.com/KhronosGroup/Vulkan-Docs/blob/1.0-VK_EXT_debug_marker/doc/specs/vulkan/appendices/VK_EXT_debug_marker.txt
// Note that the extension will only be present if run from an offline debugging application
// The actual check for extension presence and enabling it on the device is done in the example base class
// See ExampleBase::createInstance and ExampleBase::createDevice (base/vkx::ExampleBase.cpp)
namespace DebugMarker {
bool active = false;
PFN_vkDebugMarkerSetObjectTagEXT pfnDebugMarkerSetObjectTag = VK_NULL_HANDLE;
PFN_vkDebugMarkerSetObjectNameEXT pfnDebugMarkerSetObjectName = VK_NULL_HANDLE;
PFN_vkCmdDebugMarkerBeginEXT pfnCmdDebugMarkerBegin = VK_NULL_HANDLE;
PFN_vkCmdDebugMarkerEndEXT pfnCmdDebugMarkerEnd = VK_NULL_HANDLE;
PFN_vkCmdDebugMarkerInsertEXT pfnCmdDebugMarkerInsert = VK_NULL_HANDLE;
// Get function pointers for the debug report extensions from the device
void setup(VkDevice device) {
pfnDebugMarkerSetObjectTag = (PFN_vkDebugMarkerSetObjectTagEXT)vkGetDeviceProcAddr(device, "vkDebugMarkerSetObjectTagEXT");
pfnDebugMarkerSetObjectName = (PFN_vkDebugMarkerSetObjectNameEXT)vkGetDeviceProcAddr(device, "vkDebugMarkerSetObjectNameEXT");
pfnCmdDebugMarkerBegin = (PFN_vkCmdDebugMarkerBeginEXT)vkGetDeviceProcAddr(device, "vkCmdDebugMarkerBeginEXT");
pfnCmdDebugMarkerEnd = (PFN_vkCmdDebugMarkerEndEXT)vkGetDeviceProcAddr(device, "vkCmdDebugMarkerEndEXT");
pfnCmdDebugMarkerInsert = (PFN_vkCmdDebugMarkerInsertEXT)vkGetDeviceProcAddr(device, "vkCmdDebugMarkerInsertEXT");
// Set flag if at least one function pointer is present
active = (pfnDebugMarkerSetObjectName != VK_NULL_HANDLE);
//active = false;
}
// Sets the debug name of an object
// All Objects in Vulkan are represented by their 64-bit handles which are passed into this function
// along with the object type
void setObjectName(VkDevice device, uint64_t object, VkDebugReportObjectTypeEXT objectType, const char *name) {
// Check for valid function pointer (may not be present if not running in a debugging application)
if (active && pfnDebugMarkerSetObjectName) {
VkDebugMarkerObjectNameInfoEXT nameInfo = {};
nameInfo.sType = VK_STRUCTURE_TYPE_DEBUG_MARKER_OBJECT_NAME_INFO_EXT;
nameInfo.objectType = objectType;
nameInfo.object = object;
nameInfo.pObjectName = name;
pfnDebugMarkerSetObjectName(device, &nameInfo);
}
}
// Set the tag for an object
void setObjectTag(VkDevice device, uint64_t object, VkDebugReportObjectTypeEXT objectType, uint64_t name, size_t tagSize, const void* tag) {
// Check for valid function pointer (may not be present if not running in a debugging application)
if (active && pfnDebugMarkerSetObjectTag) {
VkDebugMarkerObjectTagInfoEXT tagInfo = {};
tagInfo.sType = VK_STRUCTURE_TYPE_DEBUG_MARKER_OBJECT_TAG_INFO_EXT;
tagInfo.objectType = objectType;
tagInfo.object = object;
tagInfo.tagName = name;
tagInfo.tagSize = tagSize;
tagInfo.pTag = tag;
pfnDebugMarkerSetObjectTag(device, &tagInfo);
}
}
// Start a new debug marker region
void beginRegion(VkCommandBuffer cmdbuffer, const char* pMarkerName, glm::vec4 color) {
// Check for valid function pointer (may not be present if not running in a debugging application)
if (active && pfnCmdDebugMarkerBegin) {
VkDebugMarkerMarkerInfoEXT markerInfo = {};
markerInfo.sType = VK_STRUCTURE_TYPE_DEBUG_MARKER_MARKER_INFO_EXT;
memcpy(markerInfo.color, &color[0], sizeof(float) * 4);
markerInfo.pMarkerName = pMarkerName;
pfnCmdDebugMarkerBegin(cmdbuffer, &markerInfo);
}
}
// Insert a new debug marker into the command buffer
void insert(VkCommandBuffer cmdbuffer, std::string markerName, glm::vec4 color) {
// Check for valid function pointer (may not be present if not running in a debugging application)
if (active && pfnCmdDebugMarkerInsert) {
VkDebugMarkerMarkerInfoEXT markerInfo = {};
markerInfo.sType = VK_STRUCTURE_TYPE_DEBUG_MARKER_MARKER_INFO_EXT;
memcpy(markerInfo.color, &color[0], sizeof(float) * 4);
markerInfo.pMarkerName = markerName.c_str();
pfnCmdDebugMarkerInsert(cmdbuffer, &markerInfo);
}
}
// End the current debug marker region
void endRegion(VkCommandBuffer cmdBuffer) {
// Check for valid function (may not be present if not runnin in a debugging application)
if (active && pfnCmdDebugMarkerEnd) {
pfnCmdDebugMarkerEnd(cmdBuffer);
}
}
};
// Vertex layout used in this example
struct Vertex {
glm::vec3 pos;
glm::vec3 normal;
glm::vec2 uv;
glm::vec3 color;
};
class VulkanExample : public vkx::ExampleBase {
public:
bool wireframe = true;
bool glow = true;
struct {
vks::model::Model scene;
vks::model::Model sceneGlow;
} meshes;
static void drawMesh(const vk::CommandBuffer& cmdBuffer, const vks::model::Model& model) {
const auto& vertices = model.vertices;
const auto& indices = model.indices;
const auto& meshes = model.parts;
vk::DeviceSize offsets = 0;
cmdBuffer.bindVertexBuffers(0, vertices.buffer, offsets);
cmdBuffer.bindIndexBuffer(indices.buffer, 0, vk::IndexType::eUint32);
for (auto mesh : meshes) {
// Add debug marker for mesh name
DebugMarker::insert(cmdBuffer, "Draw \"" + mesh.name + "\"", glm::vec4(0.0f));
cmdBuffer.drawIndexed(mesh.indexCount, 1, mesh.indexBase, 0, 0);
}
}
struct {
vks::Buffer vsScene;
} uniformData;
struct UboVS {
glm::mat4 projection;
glm::mat4 model;
glm::vec4 lightPos = glm::vec4(0.0f, 5.0f, 15.0f, 1.0f);
} uboVS;
struct {
vk::Pipeline toonshading;
vk::Pipeline color;
vk::Pipeline wireframe;
vk::Pipeline postprocess;
} pipelines;
vk::PipelineLayout pipelineLayout;
vk::DescriptorSetLayout descriptorSetLayout;
struct {
vk::DescriptorSet scene;
vk::DescriptorSet fullscreen;
} descriptorSets;
// vk::Framebuffer for offscreen rendering
struct FrameBuffer {
int32_t width, height;
vk::Framebuffer framebuffer;
vks::Image color, depth;
vks::Image textureTarget;
} offscreenFrameBuf;
vk::Semaphore offscreenSemaphore;
vk::CommandBuffer offscreenCmdBuffer;
// Random tag data
struct {
const char name[17] = "debug marker tag";
} demoTag;
VulkanExample() {
// current debugging tools don't yet work with Vulkan 1.1, so target 1.0
// FIXME when RenderDoc works with 1.1, update this
version = VK_MAKE_VERSION(1, 0, 0);
zoomSpeed = 2.5f;
rotationSpeed = 0.5f;
camera.setRotation({ -4.35f, 16.25f, 0.0f });
camera.setTranslation({ 0.1f, 1.1f, -8.5f });
title = "Vulkan Example - VK_EXT_debug_marker";
}
~VulkanExample() {
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
device.destroyPipeline(pipelines.toonshading);
device.destroyPipeline(pipelines.color);
device.destroyPipeline(pipelines.wireframe);
device.destroyPipeline(pipelines.postprocess);
device.destroyPipelineLayout(pipelineLayout);
device.destroyDescriptorSetLayout(descriptorSetLayout);
// Destroy and free mesh resources
meshes.scene.destroy();
meshes.sceneGlow.destroy();
uniformData.vsScene.destroy();
// Offscreen
// Texture target
offscreenFrameBuf.textureTarget.destroy();
// Frame buffer
device.destroyFramebuffer(offscreenFrameBuf.framebuffer);
// Color attachment
offscreenFrameBuf.color.destroy();
// Depth attachment
offscreenFrameBuf.depth.destroy();
}
// Prepare a texture target and framebuffer for offscreen rendering
void prepareOffscreen() {
context.withPrimaryCommandBuffer([&](const vk::CommandBuffer& cmdBuffer) {
vk::FormatProperties formatProperties;
// Get device properites for the requested texture format
formatProperties = context.physicalDevice.getFormatProperties(OFFSCREEN_FORMAT);
// Check if blit destination is supported for the requested format
// Only try for optimal tiling, linear tiling usually won't support blit as destination anyway
assert(formatProperties.optimalTilingFeatures & vk::FormatFeatureFlagBits::eBlitDst);
// Texture target
auto& tex = offscreenFrameBuf.textureTarget;
// Prepare blit target texture
tex.extent.width = OFFSCREEN_DIM;
tex.extent.height = OFFSCREEN_DIM;
vk::ImageCreateInfo imageCreateInfo;
imageCreateInfo.imageType = vk::ImageType::e2D;
imageCreateInfo.format = OFFSCREEN_FORMAT;
imageCreateInfo.extent = vk::Extent3D{ OFFSCREEN_DIM, OFFSCREEN_DIM, 1 };
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = vk::SampleCountFlagBits::e1;
imageCreateInfo.tiling = vk::ImageTiling::eOptimal;
imageCreateInfo.sharingMode = vk::SharingMode::eExclusive;
// Texture will be sampled in a shader and is also the blit destination
imageCreateInfo.usage = vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eTransferDst;
offscreenFrameBuf.textureTarget = context.createImage(imageCreateInfo, vk::MemoryPropertyFlagBits::eDeviceLocal);
// Transform image layout to transfer destination
context.setImageLayout(
cmdBuffer,
tex.image,
vk::ImageAspectFlagBits::eColor,
vk::ImageLayout::eUndefined,
vk::ImageLayout::eShaderReadOnlyOptimal);
// Create sampler
vk::SamplerCreateInfo sampler;
sampler.magFilter = OFFSCREEN_FILTER;
sampler.minFilter = OFFSCREEN_FILTER;
sampler.mipmapMode = vk::SamplerMipmapMode::eLinear;
sampler.addressModeU = vk::SamplerAddressMode::eClampToEdge;
sampler.addressModeV = sampler.addressModeU;
sampler.addressModeW = sampler.addressModeU;
sampler.mipLodBias = 0.0f;
sampler.maxAnisotropy = 0;
sampler.compareOp = vk::CompareOp::eNever;
sampler.minLod = 0.0f;
sampler.maxLod = 0.0f;
sampler.borderColor = vk::BorderColor::eFloatOpaqueWhite;
tex.sampler = device.createSampler(sampler);
// Create image view
vk::ImageViewCreateInfo view;
view.viewType = vk::ImageViewType::e2D;
view.format = OFFSCREEN_FORMAT;
view.components = { vk::ComponentSwizzle::eR, vk::ComponentSwizzle::eG, vk::ComponentSwizzle::eB, vk::ComponentSwizzle::eA };
view.subresourceRange = { vk::ImageAspectFlagBits::eColor, 0, 1, 0, 1 };
view.image = tex.image;
tex.view = device.createImageView(view);
// Name for debugging
DebugMarker::setObjectName(device, (uint64_t)(VkImage)tex.image, VK_DEBUG_REPORT_OBJECT_TYPE_IMAGE_EXT, "Off-screen texture target image");
DebugMarker::setObjectName(device, (uint64_t)(VkSampler)tex.sampler, VK_DEBUG_REPORT_OBJECT_TYPE_SAMPLER_EXT, "Off-screen texture target sampler");
// Frame buffer
offscreenFrameBuf.width = OFFSCREEN_DIM;
offscreenFrameBuf.height = OFFSCREEN_DIM;
// Find a suitable depth format
vk::Format fbDepthFormat = context.getSupportedDepthFormat();
// Color attachment
vk::ImageCreateInfo image;
image.imageType = vk::ImageType::e2D;
image.format = OFFSCREEN_FORMAT;
image.extent.width = offscreenFrameBuf.width;
image.extent.height = offscreenFrameBuf.height;
image.extent.depth = 1;
image.mipLevels = 1;
image.arrayLayers = 1;
image.samples = vk::SampleCountFlagBits::e1;
image.tiling = vk::ImageTiling::eOptimal;
// vk::Image of the framebuffer is blit source
image.usage = vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eTransferSrc;
vk::ImageViewCreateInfo colorImageView;
colorImageView.viewType = vk::ImageViewType::e2D;
colorImageView.format = OFFSCREEN_FORMAT;
colorImageView.subresourceRange.aspectMask = vk::ImageAspectFlagBits::eColor;
colorImageView.subresourceRange.levelCount = 1;
colorImageView.subresourceRange.layerCount = 1;
offscreenFrameBuf.color = context.createImage(image, vk::MemoryPropertyFlagBits::eDeviceLocal);
context.setImageLayout(
cmdBuffer,
offscreenFrameBuf.color.image,
vk::ImageAspectFlagBits::eColor,
vk::ImageLayout::eUndefined,
vk::ImageLayout::eColorAttachmentOptimal);
colorImageView.image = offscreenFrameBuf.color.image;
offscreenFrameBuf.color.view = device.createImageView(colorImageView);
// Depth stencil attachment
image.format = fbDepthFormat;
image.usage = vk::ImageUsageFlagBits::eDepthStencilAttachment;
vk::ImageViewCreateInfo depthStencilView;
depthStencilView.viewType = vk::ImageViewType::e2D;
depthStencilView.format = fbDepthFormat;
depthStencilView.subresourceRange.aspectMask = vk::ImageAspectFlagBits::eDepth | vk::ImageAspectFlagBits::eStencil;
depthStencilView.subresourceRange.levelCount = 1;
depthStencilView.subresourceRange.layerCount = 1;
offscreenFrameBuf.depth = context.createImage(image, vk::MemoryPropertyFlagBits::eDeviceLocal);
context.setImageLayout(
cmdBuffer,
offscreenFrameBuf.depth.image,
vk::ImageAspectFlagBits::eDepth | vk::ImageAspectFlagBits::eStencil,
vk::ImageLayout::eUndefined,
vk::ImageLayout::eDepthStencilAttachmentOptimal);
depthStencilView.image = offscreenFrameBuf.depth.image;
offscreenFrameBuf.depth.view = device.createImageView(depthStencilView);
vk::ImageView attachments[2];
attachments[0] = offscreenFrameBuf.color.view;
attachments[1] = offscreenFrameBuf.depth.view;
vk::FramebufferCreateInfo fbufCreateInfo;
fbufCreateInfo.renderPass = renderPass;
fbufCreateInfo.attachmentCount = 2;
fbufCreateInfo.pAttachments = attachments;
fbufCreateInfo.width = offscreenFrameBuf.width;
fbufCreateInfo.height = offscreenFrameBuf.height;
fbufCreateInfo.layers = 1;
offscreenFrameBuf.framebuffer = device.createFramebuffer(fbufCreateInfo);
});
// Command buffer for offscreen rendering
offscreenCmdBuffer = context.createCommandBuffer(vk::CommandBufferLevel::ePrimary);
// Name for debugging
DebugMarker::setObjectName(device, (uint64_t)(VkImage)offscreenFrameBuf.color.image, VK_DEBUG_REPORT_OBJECT_TYPE_IMAGE_EXT, "Off-screen color framebuffer");
DebugMarker::setObjectName(device, (uint64_t)(VkImage)offscreenFrameBuf.depth.image, VK_DEBUG_REPORT_OBJECT_TYPE_IMAGE_EXT, "Off-screen depth framebuffer");
}
// Command buffer for rendering color only scene for glow
void buildOffscreenCommandBuffer() {
vk::CommandBufferBeginInfo cmdBufInfo;
cmdBufInfo.flags = vk::CommandBufferUsageFlagBits::eSimultaneousUse;
vk::ClearValue clearValues[2];
clearValues[0].color = vks::util::clearColor(glm::vec4(0));
clearValues[1].depthStencil = vk::ClearDepthStencilValue{ 1.0f, 0 };
vk::RenderPassBeginInfo renderPassBeginInfo;
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.framebuffer = offscreenFrameBuf.framebuffer;
renderPassBeginInfo.renderArea.extent.width = offscreenFrameBuf.width;
renderPassBeginInfo.renderArea.extent.height = offscreenFrameBuf.height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
offscreenCmdBuffer.begin(cmdBufInfo);
// Start a new debug marker region
DebugMarker::beginRegion(offscreenCmdBuffer, "Off-screen scene rendering", glm::vec4(1.0f, 0.78f, 0.05f, 1.0f));
vk::Viewport viewport = vks::util::viewport((float)offscreenFrameBuf.width, (float)offscreenFrameBuf.height, 0.0f, 1.0f);
offscreenCmdBuffer.setViewport(0, viewport);
vk::Rect2D scissor = vks::util::rect2D(offscreenFrameBuf.width, offscreenFrameBuf.height, 0, 0);
offscreenCmdBuffer.setScissor(0, scissor);
offscreenCmdBuffer.beginRenderPass(renderPassBeginInfo, vk::SubpassContents::eInline);
offscreenCmdBuffer.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipelineLayout, 0, descriptorSets.scene, nullptr);
offscreenCmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipelines.color);
// Draw glow scene
drawMesh(offscreenCmdBuffer, meshes.sceneGlow);
offscreenCmdBuffer.endRenderPass();
// Make sure color writes to the framebuffer are finished before using it as transfer source
context.setImageLayout(
offscreenCmdBuffer,
offscreenFrameBuf.color.image,
vk::ImageAspectFlagBits::eColor,
vk::ImageLayout::eColorAttachmentOptimal,
vk::ImageLayout::eTransferSrcOptimal);
// Transform texture target to transfer destination
context.setImageLayout(
offscreenCmdBuffer,
offscreenFrameBuf.textureTarget.image,
vk::ImageAspectFlagBits::eColor,
vk::ImageLayout::eShaderReadOnlyOptimal,
vk::ImageLayout::eTransferDstOptimal);
// Blit offscreen color buffer to our texture target
vk::ImageBlit imgBlit;
imgBlit.srcSubresource.aspectMask = vk::ImageAspectFlagBits::eColor;
imgBlit.srcSubresource.layerCount = 1;
imgBlit.srcOffsets[1].x = offscreenFrameBuf.width;
imgBlit.srcOffsets[1].y = offscreenFrameBuf.height;
imgBlit.srcOffsets[1].z = 1;
imgBlit.dstSubresource.aspectMask = vk::ImageAspectFlagBits::eColor;
imgBlit.dstSubresource.layerCount = 1;
imgBlit.dstOffsets[1].x = offscreenFrameBuf.textureTarget.extent.width;
imgBlit.dstOffsets[1].y = offscreenFrameBuf.textureTarget.extent.height;
imgBlit.dstOffsets[1].z = 1;
// Blit from framebuffer image to texture image
// vkCmdBlitImage does scaling and (if necessary and possible) also does format conversions
offscreenCmdBuffer.blitImage(offscreenFrameBuf.color.image, vk::ImageLayout::eTransferSrcOptimal, offscreenFrameBuf.textureTarget.image, vk::ImageLayout::eTransferDstOptimal, imgBlit, vk::Filter::eLinear);
// Transform framebuffer color attachment back
context.setImageLayout(
offscreenCmdBuffer,
offscreenFrameBuf.color.image,
vk::ImageAspectFlagBits::eColor,
vk::ImageLayout::eTransferSrcOptimal,
vk::ImageLayout::eColorAttachmentOptimal);
// Transform texture target back to shader read
// Makes sure that writes to the texture are finished before
// it's accessed in the shader
context.setImageLayout(
offscreenCmdBuffer,
offscreenFrameBuf.textureTarget.image,
vk::ImageAspectFlagBits::eColor,
vk::ImageLayout::eTransferDstOptimal,
vk::ImageLayout::eShaderReadOnlyOptimal);
DebugMarker::endRegion(offscreenCmdBuffer);
offscreenCmdBuffer.end();
}
void loadAssets() override {
meshes.scene.loadFromFile(context, getAssetPath() + "models/treasure_smooth.dae", vertexLayout, 1.0f);
meshes.sceneGlow.loadFromFile(context, getAssetPath() + "models/treasure_glow.dae", vertexLayout, 1.0f);
// Name the meshes
// ASSIMP does not load mesh names from the COLLADA file used in this example
// so we need to set them manually
// These names are used in command buffer creation for setting debug markers
// Scene
std::vector<std::string> names = { "hill", "rocks", "cave", "tree", "mushroom stems", "blue mushroom caps", "red mushroom caps", "grass blades", "chest box", "chest fittings" };
for (size_t i = 0; i < names.size(); i++) {
meshes.scene.parts[i].name = names[i];
meshes.scene.parts[i].name = names[i];
}
// Name the buffers for debugging
// Scene
DebugMarker::setObjectName(device, (uint64_t)(VkBuffer)meshes.scene.vertices.buffer, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Scene vertex buffer");
DebugMarker::setObjectName(device, (uint64_t)(VkBuffer)meshes.scene.indices.buffer, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Scene index buffer");
// Glow
DebugMarker::setObjectName(device, (uint64_t)(VkBuffer)meshes.sceneGlow.vertices.buffer, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Glow vertex buffer");
DebugMarker::setObjectName(device, (uint64_t)(VkBuffer)meshes.sceneGlow.indices.buffer, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Glow index buffer");
}
void updateDrawCommandBuffer(const vk::CommandBuffer& cmdBuffer) override {
// Start a new debug marker region
DebugMarker::beginRegion(cmdBuffer, "Render scene", glm::vec4(0.5f, 0.76f, 0.34f, 1.0f));
cmdBuffer.setViewport(0, vks::util::viewport(size));
vk::Rect2D scissor = vks::util::rect2D(wireframe ? size.width / 2 : size.width, size.height, 0, 0);
cmdBuffer.setScissor(0, scissor);
cmdBuffer.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipelineLayout, 0, descriptorSets.scene, nullptr);
// Solid rendering
// Start a new debug marker region
DebugMarker::beginRegion(cmdBuffer, "Toon shading draw", glm::vec4(0.78f, 0.74f, 0.9f, 1.0f));
cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipelines.toonshading);
drawMesh(cmdBuffer, meshes.scene);
DebugMarker::endRegion(cmdBuffer);
// Wireframe rendering
if (wireframe) {
// Insert debug marker
DebugMarker::beginRegion(cmdBuffer, "Wireframe draw", glm::vec4(0.53f, 0.78f, 0.91f, 1.0f));
scissor.offset.x = size.width / 2;
cmdBuffer.setScissor(0, scissor);
cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipelines.wireframe);
drawMesh(cmdBuffer, meshes.scene);
DebugMarker::endRegion(cmdBuffer);
scissor.offset.x = 0;
scissor.extent.width = size.width;
cmdBuffer.setScissor(0, scissor);
}
// Post processing
if (glow) {
DebugMarker::beginRegion(cmdBuffer, "Apply post processing", glm::vec4(0.93f, 0.89f, 0.69f, 1.0f));
cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipelines.postprocess);
// Full screen quad is generated by the vertex shaders, so we reuse four vertices (for four invocations) from current vertex buffer
cmdBuffer.draw(4, 1, 0, 0);
DebugMarker::endRegion(cmdBuffer);
}
// End current debug marker region
DebugMarker::endRegion(cmdBuffer);
}
void setupDescriptorPool() {
// Example uses one ubo and one combined image sampler
std::vector<vk::DescriptorPoolSize> poolSizes{
vk::DescriptorPoolSize(vk::DescriptorType::eUniformBuffer, 1),
vk::DescriptorPoolSize(vk::DescriptorType::eCombinedImageSampler, 1),
};
descriptorPool = device.createDescriptorPool(vk::DescriptorPoolCreateInfo{ {}, 1, (uint32_t)poolSizes.size(), poolSizes.data() });
}
void setupDescriptorSetLayout() {
std::vector<vk::DescriptorSetLayoutBinding> setLayoutBindings{
// Binding 0 : Vertex shader uniform buffer
{ 0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex },
// Binding 1 : Fragment shader combined sampler
{ 1, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment },
};
descriptorSetLayout = device.createDescriptorSetLayout({ {}, (uint32_t)setLayoutBindings.size(), setLayoutBindings.data() });
pipelineLayout = device.createPipelineLayout(vk::PipelineLayoutCreateInfo{ {}, 1, &descriptorSetLayout });
// Name for debugging
DebugMarker::setObjectName(device, (uint64_t)(VkPipelineLayout)pipelineLayout, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_LAYOUT_EXT, "Shared pipeline layout");
DebugMarker::setObjectName(device, (uint64_t)(VkDescriptorSetLayout)descriptorSetLayout, VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT_EXT, "Shared descriptor set layout");
}
void setupDescriptorSet() {
descriptorSets.scene = device.allocateDescriptorSets({ descriptorPool, 1, &descriptorSetLayout })[0];
vk::DescriptorImageInfo texDescriptor{ offscreenFrameBuf.textureTarget.sampler, offscreenFrameBuf.textureTarget.view, vk::ImageLayout::eGeneral };
std::vector<vk::WriteDescriptorSet> writeDescriptorSets{
// Binding 0 : Vertex shader uniform buffer
{ descriptorSets.scene, 0, 0, 1, vk::DescriptorType::eUniformBuffer, nullptr, &uniformData.vsScene.descriptor },
// Binding 1 : Color map
{ descriptorSets.scene, 1, 0, 1, vk::DescriptorType::eCombinedImageSampler, &texDescriptor },
};
device.updateDescriptorSets(writeDescriptorSets, {});
}
void preparePipelines() {
// Phong lighting pipeline
vks::pipelines::GraphicsPipelineBuilder builder(device, pipelineLayout, renderPass);
builder.rasterizationState.frontFace = vk::FrontFace::eClockwise;
builder.loadShader(getAssetPath() + "shaders/debugmarker/toon.vert.spv", vk::ShaderStageFlagBits::eVertex);
builder.loadShader(getAssetPath() + "shaders/debugmarker/toon.frag.spv", vk::ShaderStageFlagBits::eFragment);
DebugMarker::setObjectName(device, (uint64_t)(VkShaderModule)builder.shaderStages[0].module, VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Toon shading vertex shader");
DebugMarker::setObjectName(device, (uint64_t)(VkShaderModule)builder.shaderStages[1].module, VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Toon shading fragment shader");
builder.vertexInputState.appendVertexLayout(vertexLayout);
pipelines.toonshading = builder.create(context.pipelineCache);
// Color only pipeline
builder.destroyShaderModules();
builder.loadShader(getAssetPath() + "shaders/debugmarker/colorpass.vert.spv", vk::ShaderStageFlagBits::eVertex);
builder.loadShader(getAssetPath() + "shaders/debugmarker/colorpass.frag.spv", vk::ShaderStageFlagBits::eFragment);
DebugMarker::setObjectName(device, (uint64_t)(VkShaderModule)builder.shaderStages[0].module, VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Color-only vertex shader");
DebugMarker::setObjectName(device, (uint64_t)(VkShaderModule)builder.shaderStages[1].module, VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Color-only fragment shader");
pipelines.color = builder.create(context.pipelineCache);
// Wire frame rendering pipeline
builder.rasterizationState.polygonMode = vk::PolygonMode::eLine;
builder.rasterizationState.lineWidth = 1.0f;
pipelines.wireframe = builder.create(context.pipelineCache);
// Post processing effect
builder.destroyShaderModules();
builder.loadShader(getAssetPath() + "shaders/debugmarker/postprocess.vert.spv", vk::ShaderStageFlagBits::eVertex);
builder.loadShader(getAssetPath() + "shaders/debugmarker/postprocess.frag.spv", vk::ShaderStageFlagBits::eFragment);
DebugMarker::setObjectName(device, (uint64_t)(VkShaderModule)builder.shaderStages[0].module, VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Postprocess vertex shader");
DebugMarker::setObjectName(device, (uint64_t)(VkShaderModule)builder.shaderStages[1].module, VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Postprocess fragment shader");
builder.depthStencilState = false;
builder.rasterizationState.polygonMode = vk::PolygonMode::eFill;
builder.rasterizationState.cullMode = vk::CullModeFlagBits::eNone;
auto& blendAttachmentState = builder.colorBlendState.blendAttachmentStates[0];
blendAttachmentState.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA;
blendAttachmentState.blendEnable = VK_TRUE;
blendAttachmentState.colorBlendOp = vk::BlendOp::eAdd;
blendAttachmentState.srcColorBlendFactor = vk::BlendFactor::eOne;
blendAttachmentState.dstColorBlendFactor = vk::BlendFactor::eOne;
blendAttachmentState.alphaBlendOp = vk::BlendOp::eAdd;
blendAttachmentState.srcAlphaBlendFactor = vk::BlendFactor::eSrcAlpha;
blendAttachmentState.dstAlphaBlendFactor = vk::BlendFactor::eDstAlpha;
pipelines.postprocess = builder.create(context.pipelineCache);
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers() {
// Vertex shader uniform buffer block
uniformData.vsScene = context.createUniformBuffer(uboVS);
// Name uniform buffer for debugging
DebugMarker::setObjectName(device, (uint64_t)(VkBuffer)uniformData.vsScene.buffer, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Scene uniform buffer block");
// Add some random tag
DebugMarker::setObjectTag(device, (uint64_t)(VkBuffer)uniformData.vsScene.buffer, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, 0, sizeof(demoTag), &demoTag);
updateUniformBuffers();
}
void updateUniformBuffers() {
uboVS.projection = camera.matrices.perspective;
uboVS.model = camera.matrices.view;
uniformData.vsScene.copy(uboVS);
}
void draw() override {
prepareFrame();
// Submit offscreen rendering command buffer
// todo : use event to ensure that offscreen result is finished bfore render command buffer is started
//if (glow) {
// vk::SubmitInfo submitInfo;
// submitInfo.pWaitDstStageMask = this->submitInfo.pWaitDstStageMask;
// submitInfo.commandBufferCount = 1;
// submitInfo.pCommandBuffers = &offscreenCmdBuffer;
// submitInfo.waitSemaphoreCount = 1;
// submitInfo.pWaitSemaphores = &semaphores.acquireComplete;
// submitInfo.signalSemaphoreCount = 1;
// submitInfo.pSignalSemaphores = &offscreenSemaphore;
// queue.submit(submitInfo, nullptr);
//}
//drawCurrentCommandBuffer(glow ? offscreenSemaphore : vk::Semaphore());
drawCurrentCommandBuffer();
submitFrame();
}
void prepare() override {
ExampleBase::prepare();
offscreenSemaphore = device.createSemaphore(vk::SemaphoreCreateInfo());
DebugMarker::setup(device);
prepareOffscreen();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildOffscreenCommandBuffer();
buildCommandBuffers();
prepared = true;
}
void render() override {
if (!prepared)
return;
draw();
}
void viewChanged() override {
updateUniformBuffers();
}
void keyPressed(uint32_t keyCode) override {
switch (keyCode) {
case KEY_W:
case GAMEPAD_BUTTON_X:
wireframe = !wireframe;
buildCommandBuffers();
break;
case KEY_G:
case GAMEPAD_BUTTON_A:
glow = !glow;
buildCommandBuffers();
break;
}
}
};
RUN_EXAMPLE(VulkanExample)