mirror of
https://github.com/KhronosGroup/Vulkan-Hpp
synced 2024-11-08 21:50:08 +00:00
287 lines
13 KiB
C++
287 lines
13 KiB
C++
// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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// VulkanHpp Samples : MultipleSets
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// Use multiple descriptor sets to draw a textured cube.
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#if defined( _MSC_VER )
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// no need to ignore any warnings with MSVC
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#elif defined( __clang__ )
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# pragma clang diagnostic ignored "-Wmissing-braces"
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#elif defined( __GNUC__ )
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#else
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// unknow compiler... just ignore the warnings for yourselves ;)
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#endif
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#include "../utils/geometries.hpp"
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#include "../utils/math.hpp"
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#include "../utils/shaders.hpp"
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#include "../utils/utils.hpp"
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#include "SPIRV/GlslangToSpv.h"
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#include "glslang/Public/ShaderLang.h"
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#include <iostream>
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#include <thread>
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static char const * AppName = "MultipleSets";
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static char const * EngineName = "Vulkan.hpp";
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const std::string vertexShaderText = R"(
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (std140, set = 0, binding = 0) uniform buffer
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{
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mat4 mvp;
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} uniformBuffer;
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layout (set = 1, binding = 0) uniform sampler2D surface;
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layout (location = 0) in vec4 pos;
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layout (location = 1) in vec2 inTexCoord;
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec2 outTexCoord;
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void main()
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{
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outColor = texture(surface, vec2(0.0f));
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outTexCoord = inTexCoord;
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gl_Position = uniformBuffer.mvp * pos;
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}
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)";
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const std::string fragmentShaderText = R"(
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inColor;
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layout (location = 1) in vec2 inTexCoord;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = inColor;
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// create a border to see the cube more easily
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if ((inTexCoord.x < 0.01f) || (0.99f < inTexCoord.x) || (inTexCoord.y < 0.01f) || (0.99f < inTexCoord.y))
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{
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outColor *= vec4(0.1f, 0.1f, 0.1f, 1.0f);
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}
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}
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)";
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int main( int /*argc*/, char ** /*argv*/ )
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{
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try
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{
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vk::Instance instance = vk::su::createInstance( AppName, EngineName, {}, vk::su::getInstanceExtensions() );
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#if !defined( NDEBUG )
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vk::DebugUtilsMessengerEXT debugUtilsMessenger = instance.createDebugUtilsMessengerEXT( vk::su::makeDebugUtilsMessengerCreateInfoEXT() );
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#endif
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vk::PhysicalDevice physicalDevice = instance.enumeratePhysicalDevices().front();
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vk::su::SurfaceData surfaceData( instance, AppName, vk::Extent2D( 500, 500 ) );
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std::pair<uint32_t, uint32_t> graphicsAndPresentQueueFamilyIndex = vk::su::findGraphicsAndPresentQueueFamilyIndex( physicalDevice, surfaceData.surface );
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vk::Device device = vk::su::createDevice( physicalDevice, graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions() );
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vk::CommandPool commandPool = device.createCommandPool( { {}, graphicsAndPresentQueueFamilyIndex.first } );
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vk::CommandBuffer commandBuffer =
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device.allocateCommandBuffers( vk::CommandBufferAllocateInfo( commandPool, vk::CommandBufferLevel::ePrimary, 1 ) ).front();
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vk::Queue graphicsQueue = device.getQueue( graphicsAndPresentQueueFamilyIndex.first, 0 );
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vk::Queue presentQueue = device.getQueue( graphicsAndPresentQueueFamilyIndex.second, 0 );
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vk::su::SwapChainData swapChainData( physicalDevice,
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device,
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surfaceData.surface,
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surfaceData.extent,
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vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eTransferSrc,
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{},
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graphicsAndPresentQueueFamilyIndex.first,
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graphicsAndPresentQueueFamilyIndex.second );
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vk::su::DepthBufferData depthBufferData( physicalDevice, device, vk::Format::eD16Unorm, surfaceData.extent );
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vk::su::TextureData textureData( physicalDevice, device );
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commandBuffer.begin( vk::CommandBufferBeginInfo() );
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textureData.setImage( device, commandBuffer, vk::su::MonochromeImageGenerator( { 118, 185, 0 } ) );
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vk::su::BufferData uniformBufferData( physicalDevice, device, sizeof( glm::mat4x4 ), vk::BufferUsageFlagBits::eUniformBuffer );
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glm::mat4x4 mvpcMatrix = vk::su::createModelViewProjectionClipMatrix( surfaceData.extent );
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vk::su::copyToDevice( device, uniformBufferData.deviceMemory, mvpcMatrix );
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vk::RenderPass renderPass = vk::su::createRenderPass(
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device, vk::su::pickSurfaceFormat( physicalDevice.getSurfaceFormatsKHR( surfaceData.surface ) ).format, depthBufferData.format );
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glslang::InitializeProcess();
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vk::ShaderModule vertexShaderModule = vk::su::createShaderModule( device, vk::ShaderStageFlagBits::eVertex, vertexShaderText );
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vk::ShaderModule fragmentShaderModule = vk::su::createShaderModule( device, vk::ShaderStageFlagBits::eFragment, fragmentShaderText );
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glslang::FinalizeProcess();
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std::vector<vk::Framebuffer> framebuffers =
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vk::su::createFramebuffers( device, renderPass, swapChainData.imageViews, depthBufferData.imageView, surfaceData.extent );
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vk::su::BufferData vertexBufferData( physicalDevice, device, sizeof( texturedCubeData ), vk::BufferUsageFlagBits::eVertexBuffer );
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vk::su::copyToDevice( device, vertexBufferData.deviceMemory, texturedCubeData, sizeof( texturedCubeData ) / sizeof( texturedCubeData[0] ) );
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/* VULKAN_KEY_START */
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// Create first layout to contain uniform buffer data
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vk::DescriptorSetLayoutBinding uniformBinding( 0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex );
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vk::DescriptorSetLayout uniformLayout =
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device.createDescriptorSetLayout( vk::DescriptorSetLayoutCreateInfo( vk::DescriptorSetLayoutCreateFlags(), uniformBinding ) );
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// Create second layout containing combined sampler/image data
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vk::DescriptorSetLayoutBinding sampler2DBinding( 0, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eVertex );
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vk::DescriptorSetLayout samplerLayout =
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device.createDescriptorSetLayout( vk::DescriptorSetLayoutCreateInfo( vk::DescriptorSetLayoutCreateFlags(), sampler2DBinding ) );
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// Create pipeline layout with multiple descriptor sets
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std::array<vk::DescriptorSetLayout, 2> descriptorSetLayouts = { { uniformLayout, samplerLayout } };
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vk::PipelineLayout pipelineLayout = device.createPipelineLayout( vk::PipelineLayoutCreateInfo( vk::PipelineLayoutCreateFlags(), descriptorSetLayouts ) );
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// Create a single pool to contain data for our two descriptor sets
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std::array<vk::DescriptorPoolSize, 2> poolSizes = { vk::DescriptorPoolSize( vk::DescriptorType::eUniformBuffer, 1 ),
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vk::DescriptorPoolSize( vk::DescriptorType::eCombinedImageSampler, 1 ) };
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vk::DescriptorPool descriptorPool =
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device.createDescriptorPool( vk::DescriptorPoolCreateInfo( vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 2, poolSizes ) );
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// Populate descriptor sets
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vk::DescriptorSetAllocateInfo descriptorSetAllocateInfo( descriptorPool, descriptorSetLayouts );
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std::vector<vk::DescriptorSet> descriptorSets = device.allocateDescriptorSets( descriptorSetAllocateInfo );
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// Populate with info about our uniform buffer
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vk::DescriptorBufferInfo uniformBufferInfo( uniformBufferData.buffer, 0, sizeof( glm::mat4x4 ) );
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vk::DescriptorImageInfo textureImageInfo( textureData.sampler, textureData.imageData->imageView, vk::ImageLayout::eShaderReadOnlyOptimal );
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std::array<vk::WriteDescriptorSet, 2> writeDescriptorSets = {
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{ vk::WriteDescriptorSet( descriptorSets[0], 0, 0, vk::DescriptorType::eUniformBuffer, {}, uniformBufferInfo ),
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vk::WriteDescriptorSet( descriptorSets[1], 0, 0, vk::DescriptorType::eCombinedImageSampler, textureImageInfo ) }
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};
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device.updateDescriptorSets( writeDescriptorSets, nullptr );
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/* VULKAN_KEY_END */
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vk::PipelineCache pipelineCache = device.createPipelineCache( vk::PipelineCacheCreateInfo() );
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vk::Pipeline graphicsPipeline = vk::su::createGraphicsPipeline( device,
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pipelineCache,
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std::make_pair( vertexShaderModule, nullptr ),
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std::make_pair( fragmentShaderModule, nullptr ),
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sizeof( texturedCubeData[0] ),
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{ { vk::Format::eR32G32B32A32Sfloat, 0 }, { vk::Format::eR32G32Sfloat, 16 } },
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vk::FrontFace::eClockwise,
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true,
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pipelineLayout,
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renderPass );
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// Get the index of the next available swapchain image:
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vk::Semaphore imageAcquiredSemaphore = device.createSemaphore( vk::SemaphoreCreateInfo() );
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vk::ResultValue<uint32_t> currentBuffer = device.acquireNextImageKHR( swapChainData.swapChain, vk::su::FenceTimeout, imageAcquiredSemaphore, nullptr );
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assert( currentBuffer.result == vk::Result::eSuccess );
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assert( currentBuffer.value < framebuffers.size() );
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std::array<vk::ClearValue, 2> clearValues;
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clearValues[0].color = vk::ClearColorValue( 0.2f, 0.2f, 0.2f, 0.2f );
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clearValues[1].depthStencil = vk::ClearDepthStencilValue( 1.0f, 0 );
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vk::RenderPassBeginInfo renderPassBeginInfo(
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renderPass, framebuffers[currentBuffer.value], vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ), clearValues );
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commandBuffer.beginRenderPass( renderPassBeginInfo, vk::SubpassContents::eInline );
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commandBuffer.bindPipeline( vk::PipelineBindPoint::eGraphics, graphicsPipeline );
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commandBuffer.bindDescriptorSets( vk::PipelineBindPoint::eGraphics, pipelineLayout, 0, { descriptorSets[0], descriptorSets[1] }, nullptr );
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commandBuffer.bindVertexBuffers( 0, vertexBufferData.buffer, { 0 } );
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commandBuffer.setViewport(
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0, vk::Viewport( 0.0f, 0.0f, static_cast<float>( surfaceData.extent.width ), static_cast<float>( surfaceData.extent.height ), 0.0f, 1.0f ) );
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commandBuffer.setScissor( 0, vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ) );
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commandBuffer.draw( 12 * 3, 1, 0, 0 );
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commandBuffer.endRenderPass();
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commandBuffer.end();
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vk::Fence drawFence = device.createFence( vk::FenceCreateInfo() );
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vk::PipelineStageFlags waitDestinationStageMask( vk::PipelineStageFlagBits::eColorAttachmentOutput );
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vk::SubmitInfo submitInfo( imageAcquiredSemaphore, waitDestinationStageMask, commandBuffer );
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graphicsQueue.submit( submitInfo, drawFence );
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while ( vk::Result::eTimeout == device.waitForFences( drawFence, VK_TRUE, vk::su::FenceTimeout ) )
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;
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vk::Result result = presentQueue.presentKHR( vk::PresentInfoKHR( {}, swapChainData.swapChain, currentBuffer.value ) );
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switch ( result )
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{
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case vk::Result::eSuccess: break;
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case vk::Result::eSuboptimalKHR: std::cout << "vk::Queue::presentKHR returned vk::Result::eSuboptimalKHR !\n"; break;
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default: assert( false ); // an unexpected result is returned !
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}
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std::this_thread::sleep_for( std::chrono::milliseconds( 1000 ) );
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device.waitIdle();
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device.destroyFence( drawFence );
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device.destroySemaphore( imageAcquiredSemaphore );
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device.destroyPipeline( graphicsPipeline );
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device.destroyPipelineCache( pipelineCache );
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device.freeDescriptorSets( descriptorPool, descriptorSets );
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device.destroyDescriptorPool( descriptorPool );
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device.destroyPipelineLayout( pipelineLayout );
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device.destroyDescriptorSetLayout( samplerLayout );
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device.destroyDescriptorSetLayout( uniformLayout );
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vertexBufferData.clear( device );
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for ( auto framebuffer : framebuffers )
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{
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device.destroyFramebuffer( framebuffer );
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}
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device.destroyShaderModule( fragmentShaderModule );
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device.destroyShaderModule( vertexShaderModule );
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device.destroyRenderPass( renderPass );
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uniformBufferData.clear( device );
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textureData.clear( device );
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depthBufferData.clear( device );
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swapChainData.clear( device );
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device.freeCommandBuffers( commandPool, commandBuffer );
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device.destroyCommandPool( commandPool );
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device.destroy();
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instance.destroySurfaceKHR( surfaceData.surface );
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#if !defined( NDEBUG )
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instance.destroyDebugUtilsMessengerEXT( debugUtilsMessenger );
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#endif
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instance.destroy();
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}
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catch ( vk::SystemError & err )
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{
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std::cout << "vk::SystemError: " << err.what() << std::endl;
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exit( -1 );
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}
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catch ( std::exception & err )
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{
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std::cout << "std::exception: " << err.what() << std::endl;
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exit( -1 );
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}
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catch ( ... )
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{
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std::cout << "unknown error\n";
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exit( -1 );
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}
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return 0;
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}
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