mirror of
https://github.com/KhronosGroup/Vulkan-Hpp
synced 2024-11-25 21:40:04 +00:00
d811c3a7e2
* Add samples SecondaryCommandBuffer and SeparateImageSampler. + made some helper functions more explicit. * Add sample Template, some generalizations in utils, some minor improvements in various samples.
207 lines
12 KiB
C++
207 lines
12 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 : InputAttachment
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// Use an input attachment to draw a yellow triangle
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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 "vulkan/vulkan.hpp"
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#include "SPIRV/GlslangToSpv.h"
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#include <iostream>
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static char const* AppName = "InputAttachment";
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static char const* EngineName = "Vulkan.hpp";
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static std::string vertexShaderText = R"(
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#version 450
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vec2 vertices[3];
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void main()
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{
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vertices[0] = vec2(-1.0f, -1.0f);
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vertices[1] = vec2( 1.0f, -1.0f);
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vertices[2] = vec2( 0.0f, 1.0f);
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gl_Position = vec4(vertices[gl_VertexIndex % 3], 0.0f, 1.0f);
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}
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)";
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// Use subpassLoad to read from input attachment
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static const char *fragmentShaderText = R"(
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#version 450
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layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput inputAttachment;
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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 = subpassLoad(inputAttachment);
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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::UniqueInstance instance = vk::su::createInstance(AppName, EngineName, vk::su::getInstanceExtensions());
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#if !defined(NDEBUG)
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vk::UniqueDebugReportCallbackEXT debugReportCallback = vk::su::createDebugReportCallback(instance);
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#endif
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vk::PhysicalDevice physicalDevice = instance->enumeratePhysicalDevices().front();
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vk::FormatProperties formatProperties = physicalDevice.getFormatProperties(vk::Format::eR8G8B8A8Unorm);
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if (!(formatProperties.optimalTilingFeatures & vk::FormatFeatureFlagBits::eColorAttachment))
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{
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std::cout << "vk::Format::eR8G8B8A8Unorm format unsupported for input attachment\n";
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exit(-1);
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}
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vk::su::SurfaceData surfaceData(instance, AppName, 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::UniqueDevice device = vk::su::createDevice(physicalDevice, graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions());
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vk::UniqueCommandPool commandPool = vk::su::createCommandPool(device, graphicsAndPresentQueueFamilyIndex.first);
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vk::UniqueCommandBuffer commandBuffer = std::move(device->allocateCommandBuffersUnique(vk::CommandBufferAllocateInfo(commandPool.get(), 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, device, *surfaceData.surface, surfaceData.extent, vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eTransferSrc,
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vk::UniqueSwapchainKHR(), graphicsAndPresentQueueFamilyIndex.first, graphicsAndPresentQueueFamilyIndex.second);
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/* VULKAN_KEY_START */
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// Create a framebuffer with 2 attachments, one the color attachment the shaders render into, and the other an input attachment which
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// will be cleared to yellow, and then used by the shaders to color the drawn triangle. Final result should be a yellow triangle
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// Create the image that will be used as the input attachment
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// The image for the color attachment is the presentable image already created as part of the SwapChainData
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vk::UniqueImage inputImage = device->createImageUnique(vk::ImageCreateInfo(vk::ImageCreateFlags(), vk::ImageType::e2D, swapChainData.colorFormat, vk::Extent3D(surfaceData.extent, 1), 1, 1,
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vk::SampleCountFlagBits::e1, vk::ImageTiling::eOptimal, vk::ImageUsageFlagBits::eInputAttachment | vk::ImageUsageFlagBits::eTransferDst));
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vk::MemoryRequirements memoryRequirements = device->getImageMemoryRequirements(inputImage.get());
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uint32_t memoryTypeIndex = vk::su::findMemoryType(physicalDevice.getMemoryProperties(), memoryRequirements.memoryTypeBits, vk::MemoryPropertyFlags());
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vk::UniqueDeviceMemory inputMemory = device->allocateMemoryUnique(vk::MemoryAllocateInfo(memoryRequirements.size, memoryTypeIndex));
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device->bindImageMemory(inputImage.get(), inputMemory.get(), 0);
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// Set the image layout to TRANSFER_DST_OPTIMAL to be ready for clear
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commandBuffer->begin(vk::CommandBufferBeginInfo());
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vk::su::setImageLayout(commandBuffer, inputImage.get(), swapChainData.colorFormat, vk::ImageLayout::eUndefined, vk::ImageLayout::eTransferDstOptimal);
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commandBuffer->clearColorImage(inputImage.get(), vk::ImageLayout::eTransferDstOptimal, vk::ClearColorValue(std::array<float, 4>({ {1.0f, 1.0f, 0.0f, 0.0f} })),
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vk::ImageSubresourceRange(vk::ImageAspectFlagBits::eColor, 0, VK_REMAINING_MIP_LEVELS, 0, VK_REMAINING_ARRAY_LAYERS));
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// Set the image layout to SHADER_READONLY_OPTIMAL for use by the shaders
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vk::su::setImageLayout(commandBuffer, inputImage.get(), swapChainData.colorFormat, vk::ImageLayout::eTransferDstOptimal, vk::ImageLayout::eShaderReadOnlyOptimal);
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vk::ComponentMapping componentMapping(vk::ComponentSwizzle::eR, vk::ComponentSwizzle::eG, vk::ComponentSwizzle::eB, vk::ComponentSwizzle::eA);
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vk::ImageViewCreateInfo imageViewCreateInfo(vk::ImageViewCreateFlags(), inputImage.get(), vk::ImageViewType::e2D, swapChainData.colorFormat, componentMapping, vk::ImageSubresourceRange(vk::ImageAspectFlagBits::eColor, 0, 1, 0, 1));
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vk::UniqueImageView inputAttachmentView = device->createImageViewUnique(imageViewCreateInfo);
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vk::DescriptorSetLayoutBinding layoutBinding(0, vk::DescriptorType::eInputAttachment, 1, vk::ShaderStageFlagBits::eFragment);
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vk::UniqueDescriptorSetLayout descriptorSetLayout = device->createDescriptorSetLayoutUnique(vk::DescriptorSetLayoutCreateInfo(vk::DescriptorSetLayoutCreateFlags(), 1, &layoutBinding));
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vk::UniquePipelineLayout pipelineLayout = device->createPipelineLayoutUnique(vk::PipelineLayoutCreateInfo(vk::PipelineLayoutCreateFlags(), 1, &descriptorSetLayout.get()));
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vk::AttachmentDescription attachments[2] =
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{
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// First attachment is the color attachment - clear at the beginning of the renderpass and transition layout to PRESENT_SRC_KHR at the end of renderpass
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vk::AttachmentDescription(vk::AttachmentDescriptionFlags(), swapChainData.colorFormat, vk::SampleCountFlagBits::e1, vk::AttachmentLoadOp::eClear, vk::AttachmentStoreOp::eStore,
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vk::AttachmentLoadOp::eDontCare, vk::AttachmentStoreOp::eDontCare, vk::ImageLayout::eUndefined, vk::ImageLayout::ePresentSrcKHR),
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// Second attachment is input attachment. Once cleared it should have width*height yellow pixels.
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// Doing a subpassLoad in the fragment shader should give the shader the color at the fragments x,y location from the input attachment
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vk::AttachmentDescription(vk::AttachmentDescriptionFlags(), swapChainData.colorFormat, vk::SampleCountFlagBits::e1, vk::AttachmentLoadOp::eLoad, vk::AttachmentStoreOp::eDontCare,
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vk::AttachmentLoadOp::eDontCare, vk::AttachmentStoreOp::eDontCare, vk::ImageLayout::eShaderReadOnlyOptimal, vk::ImageLayout::eShaderReadOnlyOptimal)
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};
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vk::AttachmentReference colorReference(0, vk::ImageLayout::eColorAttachmentOptimal);
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vk::AttachmentReference inputReference(1, vk::ImageLayout::eShaderReadOnlyOptimal);
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vk::SubpassDescription subPass(vk::SubpassDescriptionFlags(), vk::PipelineBindPoint::eGraphics, 1, &inputReference, 1, &colorReference);
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vk::UniqueRenderPass renderPass = device->createRenderPassUnique(vk::RenderPassCreateInfo(vk::RenderPassCreateFlags(), 2, attachments, 1, &subPass));
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glslang::InitializeProcess();
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vk::UniqueShaderModule vertexShaderModule = vk::su::createShaderModule(device, vk::ShaderStageFlagBits::eVertex, vertexShaderText);
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vk::UniqueShaderModule fragmentShaderModule = vk::su::createShaderModule(device, vk::ShaderStageFlagBits::eFragment, fragmentShaderText);
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glslang::FinalizeProcess();
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std::vector<vk::UniqueFramebuffer> framebuffers = vk::su::createFramebuffers(device, renderPass, swapChainData.imageViews, inputAttachmentView, surfaceData.extent);
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vk::DescriptorPoolSize poolSize(vk::DescriptorType::eInputAttachment, 1);
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vk::UniqueDescriptorPool descriptorPool = device->createDescriptorPoolUnique(vk::DescriptorPoolCreateInfo(vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 1, 1, &poolSize));
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vk::UniqueDescriptorSet descriptorSet = std::move(device->allocateDescriptorSetsUnique(vk::DescriptorSetAllocateInfo(*descriptorPool, 1, &*descriptorSetLayout)).front());
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vk::DescriptorImageInfo inputImageInfo(nullptr, inputAttachmentView.get(), vk::ImageLayout::eShaderReadOnlyOptimal);
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vk::WriteDescriptorSet writeDescriptorSet(descriptorSet.get(), 0, 0, 1, vk::DescriptorType::eInputAttachment, &inputImageInfo);
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device->updateDescriptorSets(vk::ArrayProxy<const vk::WriteDescriptorSet>(1, &writeDescriptorSet), nullptr);
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vk::UniquePipelineCache pipelineCache = device->createPipelineCacheUnique(vk::PipelineCacheCreateInfo());
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vk::UniquePipeline graphicsPipeline = vk::su::createGraphicsPipeline(device, pipelineCache, std::make_pair(*vertexShaderModule, nullptr), std::make_pair(*fragmentShaderModule, nullptr), 0, {},
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vk::FrontFace::eClockwise, false, pipelineLayout, renderPass);
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vk::UniqueSemaphore imageAcquiredSemaphore = device->createSemaphoreUnique(vk::SemaphoreCreateInfo());
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vk::ResultValue<uint32_t> result = device->acquireNextImage2KHR(vk::AcquireNextImageInfoKHR(swapChainData.swapChain.get(), UINT64_MAX, imageAcquiredSemaphore.get(), {}, 1));
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assert(result.result == vk::Result::eSuccess);
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uint32_t currentBuffer = result.value;
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vk::ClearValue clearValue;
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clearValue.color = vk::ClearColorValue(std::array<float, 4>({ 0.2f, 0.2f, 0.2f, 0.2f }));
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commandBuffer->beginRenderPass(vk::RenderPassBeginInfo(renderPass.get(), framebuffers[currentBuffer].get(), vk::Rect2D(vk::Offset2D(0, 0), surfaceData.extent), 1, &clearValue), vk::SubpassContents::eInline);
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commandBuffer->bindPipeline(vk::PipelineBindPoint::eGraphics, graphicsPipeline.get());
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commandBuffer->bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipelineLayout.get(), 0, descriptorSet.get(), nullptr);
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commandBuffer->setViewport(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(3, 1, 0, 0);
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commandBuffer->endRenderPass();
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commandBuffer->end();
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/* VULKAN_KEY_END */
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vk::su::submitAndWait(device, graphicsQueue, commandBuffer);
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presentQueue.presentKHR(vk::PresentInfoKHR(0, nullptr, 1, &swapChainData.swapChain.get(), ¤tBuffer));
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Sleep(1000);
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#if defined(VK_USE_PLATFORM_WIN32_KHR)
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DestroyWindow(surfaceData.window);
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#else
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#pragma error "unhandled platform"
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#endif
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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::runtime_error err)
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{
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std::cout << "std::runtime_error: " << 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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