// Copyright(c) 2023, Ilya Doroshenko. All rights reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // // VulkanHpp Samples : SharedHandles // Draw a textured cube using shared handles for resource management and correct order of destruction #define VULKAN_HPP_SMART_HANDLE_IMPLICIT_CAST #include "../utils/geometries.hpp" #include "../utils/math.hpp" #include "../utils/shaders.hpp" #include "../utils/utils.hpp" #include "SPIRV/GlslangToSpv.h" #include "glslang/Public/ShaderLang.h" #include #include #include static char const * AppName = "SharedHandles"; static char const * EngineName = "Vulkan.hpp"; std::vector makeSharedFramebuffers( const vk::SharedDevice & device, const vk::SharedRenderPass & renderPass, const std::vector & imageViews, const vk::SharedImageView & depthImageView, const vk::Extent2D & extent ) { // show the simplified usage with VULKAN_HPP_SMART_HANDLE_IMPLICIT_CAST defined #if defined( VULKAN_HPP_SMART_HANDLE_IMPLICIT_CAST ) auto renderPassHandle = renderPass.get(); // lvalue reference is required for the capture below std::vector sharedFramebuffers; std::vector framebuffers = vk::su::createFramebuffers( device, renderPassHandle, imageViews, depthImageView, extent ); #else auto renderPassHandle = renderPass.get(); // lvalue reference is required for the capture below std::vector sharedFramebuffers; std::vector framebuffers = vk::su::createFramebuffers( device.get(), renderPassHandle, imageViews, depthImageView.get(), extent ); #endif sharedFramebuffers.reserve( framebuffers.size() ); for ( auto & framebuffer : framebuffers ) { sharedFramebuffers.emplace_back( framebuffer, device ); } return sharedFramebuffers; } class Window { public: Window( const char * windowName, vk::Extent2D extent ) : window( vk::su::createWindow( windowName, extent ) ) {} public: vk::su::WindowData window; }; class Engine { public: Engine( const vk::su::WindowData & window ) { instance = vk::SharedInstance{ vk::su::createInstance( AppName, EngineName, {}, vk::su::getInstanceExtensions() ) }; #if !defined( NDEBUG ) debugUtilsMessenger = vk::SharedDebugUtilsMessengerEXT{ instance->createDebugUtilsMessengerEXT( vk::su::makeDebugUtilsMessengerCreateInfoEXT() ), instance }; #endif physicalDevice = instance->enumeratePhysicalDevices().front(); createDeviceAndSwapChain( window ); initialize(); } void createDeviceAndSwapChain( const vk::su::WindowData & window ) { VkSurfaceKHR surface; VkResult err = glfwCreateWindowSurface( static_cast( instance.get() ), window.handle, nullptr, &surface ); if ( err != VK_SUCCESS ) throw std::runtime_error( "Failed to create window!" ); vk::SharedSurfaceKHR sharedSurface{ surface, instance }; auto graphicsAndPresentQueueFamilyIndex = vk::su::findGraphicsAndPresentQueueFamilyIndex( physicalDevice, sharedSurface.get() ); device = vk::SharedDevice{ vk::su::createDevice( physicalDevice, graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions() ) }; vk::su::SwapChainData swapChainData( physicalDevice, device.get(), sharedSurface.get(), window.extent, vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eTransferSrc, {}, graphicsAndPresentQueueFamilyIndex.first, graphicsAndPresentQueueFamilyIndex.second ); swapChain = vk::SharedSwapchainKHR{ swapChainData.swapChain, device, sharedSurface }; imageViews.reserve( swapChainData.images.size() ); images.reserve( swapChainData.images.size() ); // we don't want to destroy the images, since they are owned by the swapchain, // but for the consistent representation we might want shared textures std::transform( swapChainData.images.begin(), swapChainData.images.end(), std::back_inserter( images ), [this]( vk::Image image ) { return vk::SharedImage{ image, device, vk::SwapchainOwns::yes }; } ); std::transform( swapChainData.imageViews.begin(), swapChainData.imageViews.end(), std::back_inserter( imageViews ), [this]( vk::ImageView imageView ) { return vk::SharedImageView{ imageView, device }; } ); commandPool = vk::SharedCommandPool{ device->createCommandPool( { vk::CommandPoolCreateFlagBits::eResetCommandBuffer, graphicsAndPresentQueueFamilyIndex.first } ), device }; graphicsQueue = vk::SharedQueue{ device->getQueue( graphicsAndPresentQueueFamilyIndex.first, 0 ), device }; presentQueue = vk::SharedQueue{ device->getQueue( graphicsAndPresentQueueFamilyIndex.second, 0 ), device }; depthFormat = vk::Format::eD16Unorm; vk::su::DepthBufferData depthBufferData( physicalDevice, device.get(), depthFormat, window.extent ); depthImage = vk::SharedImage{ depthBufferData.image, device }; depthImageView = vk::SharedImageView{ depthBufferData.imageView, device }; depthMemory = vk::SharedDeviceMemory{ depthBufferData.deviceMemory, device }; renderPass = vk::SharedRenderPass{ vk::su::createRenderPass( device.get(), vk::su::pickSurfaceFormat( physicalDevice.getSurfaceFormatsKHR( swapChain.getSurface().get() ) ).format, depthFormat ), device }; framebuffers = makeSharedFramebuffers( device, renderPass, swapChainData.imageViews, depthImageView, window.extent ); imageAcquiredSemaphore = vk::SharedSemaphore{ device->createSemaphore( vk::SemaphoreCreateInfo() ), device }; drawFence = vk::SharedFence{ device->createFence( vk::FenceCreateInfo() ), device }; // We don't need to explicitly keep sharedSurface anymore, it is owned by swapChain now. } void initialize() { commandBuffer = vk::SharedCommandBuffer{ device->allocateCommandBuffers( vk::CommandBufferAllocateInfo( commandPool.get(), vk::CommandBufferLevel::ePrimary, 1 ) ).front(), device, commandPool }; auto device_handle = device.get(); descriptorSetLayout = vk::SharedDescriptorSetLayout{ vk::su::createDescriptorSetLayout( device_handle, { { vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex }, { vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment } } ), device }; auto dsl = descriptorSetLayout.get(); pipelineLayout = vk::SharedPipelineLayout{ device->createPipelineLayout( vk::PipelineLayoutCreateInfo( vk::PipelineLayoutCreateFlags(), dsl ) ), device }; glslang::InitializeProcess(); vertexShaderModule = vk::SharedShaderModule{ vk::su::createShaderModule( device_handle, vk::ShaderStageFlagBits::eVertex, vertexShaderText_PT_T ), device }; fragmentShaderModule = vk::SharedShaderModule{ vk::su::createShaderModule( device_handle, vk::ShaderStageFlagBits::eFragment, fragmentShaderText_T_C ), device }; glslang::FinalizeProcess(); descriptorPool = vk::SharedDescriptorPool{ vk::su::createDescriptorPool( device_handle, { { vk::DescriptorType::eUniformBuffer, 1 }, { vk::DescriptorType::eCombinedImageSampler, 1 } } ), device }; descriptorSetAllocateInfo = vk::DescriptorSetAllocateInfo( descriptorPool.get(), dsl ); descriptorSet = vk::SharedDescriptorSet{ device->allocateDescriptorSets( descriptorSetAllocateInfo ).front(), device, descriptorPool }; pipelineCache = vk::SharedPipelineCache{ device->createPipelineCache( vk::PipelineCacheCreateInfo() ), device }; graphicsPipeline = vk::SharedPipeline{ vk::su::createGraphicsPipeline( device_handle, pipelineCache.get(), std::make_pair( vertexShaderModule.get(), nullptr ), std::make_pair( fragmentShaderModule.get(), nullptr ), sizeof( texturedCubeData[0] ), { { vk::Format::eR32G32B32A32Sfloat, 0 }, { vk::Format::eR32G32Sfloat, 16 } }, vk::FrontFace::eClockwise, true, pipelineLayout.get(), renderPass.get() ), device }; // Get the index of the next available swapchain image: vk::ResultValue currentBufferR = device->acquireNextImageKHR( swapChain.get(), vk::su::FenceTimeout, imageAcquiredSemaphore.get(), nullptr ); assert( currentBufferR.result == vk::Result::eSuccess ); assert( currentBufferR.value < framebuffers.size() ); currentBuffer = currentBufferR.value; } void beginFrame( vk::Extent2D extent ) { std::array clearValues; clearValues[0].color = vk::ClearColorValue( 0.2f, 0.2f, 0.2f, 0.2f ); clearValues[1].depthStencil = vk::ClearDepthStencilValue( 1.0f, 0 ); vk::RenderPassBeginInfo renderPassBeginInfo( renderPass.get(), framebuffers[currentBuffer].get(), vk::Rect2D( vk::Offset2D( 0, 0 ), extent ), clearValues ); commandBuffer->begin( vk::CommandBufferBeginInfo() ); commandBuffer->beginRenderPass( renderPassBeginInfo, vk::SubpassContents::eInline ); commandBuffer->bindPipeline( vk::PipelineBindPoint::eGraphics, graphicsPipeline.get() ); commandBuffer->bindDescriptorSets( vk::PipelineBindPoint::eGraphics, pipelineLayout.get(), 0, descriptorSet.get(), nullptr ); commandBuffer->setViewport( 0, vk::Viewport( 0.0f, 0.0f, static_cast( extent.width ), static_cast( extent.height ), 0.0f, 1.0f ) ); commandBuffer->setScissor( 0, vk::Rect2D( vk::Offset2D( 0, 0 ), extent ) ); } void endFrame() { commandBuffer->endRenderPass(); commandBuffer->end(); vk::PipelineStageFlags waitDestinationStageMask( vk::PipelineStageFlagBits::eColorAttachmentOutput ); auto ias = imageAcquiredSemaphore.get(); auto comBuf = commandBuffer.get(); vk::SubmitInfo submitInfo( ias, waitDestinationStageMask, comBuf ); graphicsQueue->submit( submitInfo, drawFence.get() ); while ( vk::Result::eTimeout == device->waitForFences( drawFence.get(), VK_TRUE, vk::su::FenceTimeout ) ) ; auto swap = swapChain.get(); vk::Result result = presentQueue->presentKHR( vk::PresentInfoKHR( {}, swap, currentBuffer ) ); switch ( result ) { case vk::Result::eSuccess: break; case vk::Result::eSuboptimalKHR: std::cout << "vk::Queue::presentKHR returned vk::Result::eSuboptimalKHR !\n"; break; default: assert( false ); // an unexpected result is returned ! } std::this_thread::sleep_for( std::chrono::milliseconds( 1000 ) ); /* VULKAN_KEY_END */ device->waitIdle(); } public: vk::SharedSwapchainKHR swapChain; // swapchain owns surface, that owns Instance, which should be destroyed last vk::PhysicalDevice physicalDevice; // physical device does not have a shared handle since it is not destroyed vk::SharedDevice device; vk::SharedInstance instance; // we don't need to keep the instance, this is just for convenience vk::SharedDebugUtilsMessengerEXT debugUtilsMessenger; std::vector imageViews; std::vector images; uint32_t currentBuffer = 0; vk::SharedSemaphore imageAcquiredSemaphore; // memory still needs to be before the resources that use it in order to get a proper destruction sequence. vk::SharedDeviceMemory depthMemory; vk::SharedImage depthImage; vk::SharedImageView depthImageView; vk::Format depthFormat; vk::SharedCommandPool commandPool; vk::SharedCommandBuffer commandBuffer; vk::SharedQueue graphicsQueue; // queue is not destroyed, shared handle is purely for consistency vk::SharedQueue presentQueue; vk::SharedPipelineCache pipelineCache; vk::SharedPipelineLayout pipelineLayout; vk::SharedRenderPass renderPass; vk::SharedPipeline graphicsPipeline; vk::SharedDescriptorPool descriptorPool; vk::DescriptorSetAllocateInfo descriptorSetAllocateInfo; vk::SharedDescriptorSet descriptorSet; vk::SharedDescriptorSetLayout descriptorSetLayout; vk::SharedShaderModule vertexShaderModule; vk::SharedShaderModule fragmentShaderModule; std::vector framebuffers; vk::SharedFence drawFence; }; class Asset { public: Asset( const Engine & engine, vk::Extent2D extent ) { auto device_handle = engine.device.get(); vk::su::BufferData vertexBufferData( engine.physicalDevice, device_handle, sizeof( texturedCubeData ), vk::BufferUsageFlagBits::eVertexBuffer ); vk::su::copyToDevice( device_handle, vertexBufferData.deviceMemory, texturedCubeData, sizeof( texturedCubeData ) / sizeof( texturedCubeData[0] ) ); vertexBuffer = vk::SharedBuffer{ vertexBufferData.buffer, engine.device }; vertexBufferMemory = vk::SharedDeviceMemory{ vertexBufferData.deviceMemory, engine.device }; engine.commandBuffer->begin( vk::CommandBufferBeginInfo() ); vk::su::BufferData uniformBufferData( engine.physicalDevice, device_handle, sizeof( glm::mat4x4 ), vk::BufferUsageFlagBits::eUniformBuffer ); glm::mat4x4 mvpcMatrix = vk::su::createModelViewProjectionClipMatrix( extent ); vk::su::copyToDevice( device_handle, uniformBufferData.deviceMemory, mvpcMatrix ); uniformBufferMemory = vk::SharedDeviceMemory{ uniformBufferData.deviceMemory, engine.device }; uniformBuffer = vk::SharedBuffer{ uniformBufferData.buffer, engine.device }; vk::su::TextureData textureData( engine.physicalDevice, device_handle ); textureData.setImage( device_handle, engine.commandBuffer.get(), vk::su::CheckerboardImageGenerator() ); textureImage = vk::SharedImage{ textureData.imageData->image, engine.device }; textureImageMemory = vk::SharedDeviceMemory{ textureData.imageData->deviceMemory, engine.device }; textureImageView = vk::SharedImageView{ textureData.imageData->imageView, engine.device }; textureSampler = vk::SharedSampler{ textureData.sampler, engine.device }; vk::su::updateDescriptorSets( device_handle, engine.descriptorSet.get(), { { vk::DescriptorType::eUniformBuffer, uniformBufferData.buffer, VK_WHOLE_SIZE, {} } }, textureData ); engine.commandBuffer->end(); vk::su::submitAndWait( device_handle, engine.graphicsQueue.get(), engine.commandBuffer.get() ); } void draw( vk::CommandBuffer commandBuffer ) { commandBuffer.bindVertexBuffers( 0, vertexBuffer.get(), { 0 } ); commandBuffer.draw( 12 * 3, 1, 0, 0 ); } vk::SharedDeviceMemory vertexBufferMemory; vk::SharedBuffer vertexBuffer; vk::SharedDeviceMemory uniformBufferMemory; vk::SharedBuffer uniformBuffer; vk::SharedDeviceMemory textureImageMemory; vk::SharedImage textureImage; vk::SharedImageView textureImageView; vk::SharedSampler textureSampler; }; class Application { public: Application() : window( AppName, vk::Extent2D( 500, 500 ) ), engine( window.window ), asset( engine, vk::Extent2D( 500, 500 ) ) {} void renderFrame() { engine.beginFrame( vk::Extent2D( 500, 500 ) ); asset.draw( engine.commandBuffer.get() ); engine.endFrame(); } int start() { renderFrame(); return 0; } private: // order of window, engine and asset variables is important ! Window window; Engine engine; Asset asset; }; int main( int /*argc*/, char ** /*argv*/ ) { try { return Application{}.start(); } catch ( vk::SystemError & err ) { std::cout << "vk::SystemError: " << err.what() << std::endl; exit( -1 ); } catch ( std::exception & err ) { std::cout << "std::exception: " << err.what() << std::endl; exit( -1 ); } catch ( ... ) { std::cout << "unknown error\n"; exit( -1 ); } }