09b852b1d8
Examples are usually a good way to get to know a new codebase, do not teach developers who are new to Qt about the 3-arg connect() to begin with. Drive-by changes: - `this` can't be implicitly captured with [=] in a lambda, instead capture by reference - Update docs related to the sqlbrowser example; the overloaded signal it mentions has been removed in Qt6 - In the sqlbrowser example, rename addConnection() (no-arg) overload to openNewConnectionDialog, suggested in code review Change-Id: I30c9f35bda4ac2f460d767ab7f84422ae3ed09f7 Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
1003 lines
35 KiB
C++
1003 lines
35 KiB
C++
// Copyright (C) 2017 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "renderer.h"
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#include "qrandom.h"
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#include <QVulkanFunctions>
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#include <QtConcurrentRun>
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#include <QTime>
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static float quadVert[] = { // Y up, front = CW
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-1, -1, 0,
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-1, 1, 0,
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1, -1, 0,
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1, 1, 0
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};
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#define DBG Q_UNLIKELY(m_window->isDebugEnabled())
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const int MAX_INSTANCES = 16384;
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const VkDeviceSize PER_INSTANCE_DATA_SIZE = 6 * sizeof(float); // instTranslate, instDiffuseAdjust
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static inline VkDeviceSize aligned(VkDeviceSize v, VkDeviceSize byteAlign)
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{
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return (v + byteAlign - 1) & ~(byteAlign - 1);
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}
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Renderer::Renderer(VulkanWindow *w, int initialCount)
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: m_window(w),
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// Have the light positioned just behind the default camera position, looking forward.
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m_lightPos(0.0f, 0.0f, 25.0f),
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m_cam(QVector3D(0.0f, 0.0f, 20.0f)), // starting camera position
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m_instCount(initialCount)
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{
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m_floorModel.translate(0, -5, 0);
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m_floorModel.rotate(-90, 1, 0, 0);
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m_floorModel.scale(20, 100, 1);
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m_blockMesh.load(QStringLiteral(":/block.buf"));
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m_logoMesh.load(QStringLiteral(":/qt_logo.buf"));
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QObject::connect(&m_frameWatcher, &QFutureWatcherBase::finished, m_window, [this] {
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if (m_framePending) {
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m_framePending = false;
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m_window->frameReady();
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m_window->requestUpdate();
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}
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});
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}
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void Renderer::preInitResources()
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{
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const QList<int> sampleCounts = m_window->supportedSampleCounts();
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if (DBG)
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qDebug() << "Supported sample counts:" << sampleCounts;
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if (sampleCounts.contains(4)) {
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if (DBG)
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qDebug("Requesting 4x MSAA");
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m_window->setSampleCount(4);
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}
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}
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void Renderer::initResources()
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{
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if (DBG)
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qDebug("Renderer init");
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m_animating = true;
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m_framePending = false;
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QVulkanInstance *inst = m_window->vulkanInstance();
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VkDevice dev = m_window->device();
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const VkPhysicalDeviceLimits *pdevLimits = &m_window->physicalDeviceProperties()->limits;
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const VkDeviceSize uniAlign = pdevLimits->minUniformBufferOffsetAlignment;
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m_devFuncs = inst->deviceFunctions(dev);
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// Note the std140 packing rules. A vec3 still has an alignment of 16,
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// while a mat3 is like 3 * vec3.
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m_itemMaterial.vertUniSize = aligned(2 * 64 + 48, uniAlign); // see color_phong.vert
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m_itemMaterial.fragUniSize = aligned(6 * 16 + 12 + 2 * 4, uniAlign); // see color_phong.frag
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if (!m_itemMaterial.vs.isValid())
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m_itemMaterial.vs.load(inst, dev, QStringLiteral(":/color_phong_vert.spv"));
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if (!m_itemMaterial.fs.isValid())
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m_itemMaterial.fs.load(inst, dev, QStringLiteral(":/color_phong_frag.spv"));
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if (!m_floorMaterial.vs.isValid())
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m_floorMaterial.vs.load(inst, dev, QStringLiteral(":/color_vert.spv"));
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if (!m_floorMaterial.fs.isValid())
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m_floorMaterial.fs.load(inst, dev, QStringLiteral(":/color_frag.spv"));
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m_pipelinesFuture = QtConcurrent::run(&Renderer::createPipelines, this);
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}
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void Renderer::createPipelines()
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{
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VkDevice dev = m_window->device();
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VkPipelineCacheCreateInfo pipelineCacheInfo;
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memset(&pipelineCacheInfo, 0, sizeof(pipelineCacheInfo));
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pipelineCacheInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
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VkResult err = m_devFuncs->vkCreatePipelineCache(dev, &pipelineCacheInfo, nullptr, &m_pipelineCache);
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if (err != VK_SUCCESS)
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qFatal("Failed to create pipeline cache: %d", err);
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createItemPipeline();
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createFloorPipeline();
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}
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void Renderer::createItemPipeline()
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{
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VkDevice dev = m_window->device();
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// Vertex layout.
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VkVertexInputBindingDescription vertexBindingDesc[] = {
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{
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0, // binding
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8 * sizeof(float),
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VK_VERTEX_INPUT_RATE_VERTEX
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},
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{
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1,
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6 * sizeof(float),
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VK_VERTEX_INPUT_RATE_INSTANCE
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}
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};
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VkVertexInputAttributeDescription vertexAttrDesc[] = {
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{ // position
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0, // location
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0, // binding
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VK_FORMAT_R32G32B32_SFLOAT,
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0 // offset
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},
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{ // normal
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1,
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0,
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VK_FORMAT_R32G32B32_SFLOAT,
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5 * sizeof(float)
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},
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{ // instTranslate
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2,
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1,
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VK_FORMAT_R32G32B32_SFLOAT,
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0
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},
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{ // instDiffuseAdjust
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3,
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1,
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VK_FORMAT_R32G32B32_SFLOAT,
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3 * sizeof(float)
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}
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};
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VkPipelineVertexInputStateCreateInfo vertexInputInfo;
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vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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vertexInputInfo.pNext = nullptr;
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vertexInputInfo.flags = 0;
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vertexInputInfo.vertexBindingDescriptionCount = sizeof(vertexBindingDesc) / sizeof(vertexBindingDesc[0]);
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vertexInputInfo.pVertexBindingDescriptions = vertexBindingDesc;
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vertexInputInfo.vertexAttributeDescriptionCount = sizeof(vertexAttrDesc) / sizeof(vertexAttrDesc[0]);
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vertexInputInfo.pVertexAttributeDescriptions = vertexAttrDesc;
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// Descriptor set layout.
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VkDescriptorPoolSize descPoolSizes[] = {
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{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 2 }
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};
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VkDescriptorPoolCreateInfo descPoolInfo;
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memset(&descPoolInfo, 0, sizeof(descPoolInfo));
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descPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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descPoolInfo.maxSets = 1; // a single set is enough due to the dynamic uniform buffer
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descPoolInfo.poolSizeCount = sizeof(descPoolSizes) / sizeof(descPoolSizes[0]);
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descPoolInfo.pPoolSizes = descPoolSizes;
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VkResult err = m_devFuncs->vkCreateDescriptorPool(dev, &descPoolInfo, nullptr, &m_itemMaterial.descPool);
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if (err != VK_SUCCESS)
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qFatal("Failed to create descriptor pool: %d", err);
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VkDescriptorSetLayoutBinding layoutBindings[] =
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{
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{
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0, // binding
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
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1, // descriptorCount
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VK_SHADER_STAGE_VERTEX_BIT,
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nullptr
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},
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{
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1,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
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1,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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nullptr
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}
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};
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VkDescriptorSetLayoutCreateInfo descLayoutInfo = {
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VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
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nullptr,
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0,
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sizeof(layoutBindings) / sizeof(layoutBindings[0]),
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layoutBindings
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};
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err = m_devFuncs->vkCreateDescriptorSetLayout(dev, &descLayoutInfo, nullptr, &m_itemMaterial.descSetLayout);
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if (err != VK_SUCCESS)
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qFatal("Failed to create descriptor set layout: %d", err);
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VkDescriptorSetAllocateInfo descSetAllocInfo = {
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VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
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nullptr,
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m_itemMaterial.descPool,
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1,
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&m_itemMaterial.descSetLayout
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};
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err = m_devFuncs->vkAllocateDescriptorSets(dev, &descSetAllocInfo, &m_itemMaterial.descSet);
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if (err != VK_SUCCESS)
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qFatal("Failed to allocate descriptor set: %d", err);
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// Graphics pipeline.
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VkPipelineLayoutCreateInfo pipelineLayoutInfo;
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memset(&pipelineLayoutInfo, 0, sizeof(pipelineLayoutInfo));
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.setLayoutCount = 1;
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pipelineLayoutInfo.pSetLayouts = &m_itemMaterial.descSetLayout;
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err = m_devFuncs->vkCreatePipelineLayout(dev, &pipelineLayoutInfo, nullptr, &m_itemMaterial.pipelineLayout);
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if (err != VK_SUCCESS)
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qFatal("Failed to create pipeline layout: %d", err);
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VkGraphicsPipelineCreateInfo pipelineInfo;
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memset(&pipelineInfo, 0, sizeof(pipelineInfo));
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pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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VkPipelineShaderStageCreateInfo shaderStages[2] = {
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{
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VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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nullptr,
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0,
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VK_SHADER_STAGE_VERTEX_BIT,
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m_itemMaterial.vs.data()->shaderModule,
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"main",
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nullptr
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},
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{
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VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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nullptr,
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0,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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m_itemMaterial.fs.data()->shaderModule,
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"main",
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nullptr
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}
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};
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pipelineInfo.stageCount = 2;
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pipelineInfo.pStages = shaderStages;
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pipelineInfo.pVertexInputState = &vertexInputInfo;
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VkPipelineInputAssemblyStateCreateInfo ia;
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memset(&ia, 0, sizeof(ia));
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ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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pipelineInfo.pInputAssemblyState = &ia;
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VkPipelineViewportStateCreateInfo vp;
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memset(&vp, 0, sizeof(vp));
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vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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vp.viewportCount = 1;
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vp.scissorCount = 1;
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pipelineInfo.pViewportState = &vp;
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VkPipelineRasterizationStateCreateInfo rs;
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memset(&rs, 0, sizeof(rs));
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rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rs.polygonMode = VK_POLYGON_MODE_FILL;
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rs.cullMode = VK_CULL_MODE_BACK_BIT;
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rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
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rs.lineWidth = 1.0f;
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pipelineInfo.pRasterizationState = &rs;
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VkPipelineMultisampleStateCreateInfo ms;
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memset(&ms, 0, sizeof(ms));
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ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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ms.rasterizationSamples = m_window->sampleCountFlagBits();
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pipelineInfo.pMultisampleState = &ms;
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VkPipelineDepthStencilStateCreateInfo ds;
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memset(&ds, 0, sizeof(ds));
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ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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ds.depthTestEnable = VK_TRUE;
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ds.depthWriteEnable = VK_TRUE;
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ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
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pipelineInfo.pDepthStencilState = &ds;
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VkPipelineColorBlendStateCreateInfo cb;
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memset(&cb, 0, sizeof(cb));
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cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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VkPipelineColorBlendAttachmentState att;
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memset(&att, 0, sizeof(att));
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att.colorWriteMask = 0xF;
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cb.attachmentCount = 1;
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cb.pAttachments = &att;
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pipelineInfo.pColorBlendState = &cb;
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VkDynamicState dynEnable[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dyn;
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memset(&dyn, 0, sizeof(dyn));
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dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
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dyn.dynamicStateCount = sizeof(dynEnable) / sizeof(VkDynamicState);
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dyn.pDynamicStates = dynEnable;
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pipelineInfo.pDynamicState = &dyn;
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pipelineInfo.layout = m_itemMaterial.pipelineLayout;
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pipelineInfo.renderPass = m_window->defaultRenderPass();
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err = m_devFuncs->vkCreateGraphicsPipelines(dev, m_pipelineCache, 1, &pipelineInfo, nullptr, &m_itemMaterial.pipeline);
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if (err != VK_SUCCESS)
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qFatal("Failed to create graphics pipeline: %d", err);
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}
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void Renderer::createFloorPipeline()
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{
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VkDevice dev = m_window->device();
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// Vertex layout.
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VkVertexInputBindingDescription vertexBindingDesc = {
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0, // binding
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3 * sizeof(float),
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VK_VERTEX_INPUT_RATE_VERTEX
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};
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VkVertexInputAttributeDescription vertexAttrDesc[] = {
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{ // position
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0, // location
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0, // binding
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VK_FORMAT_R32G32B32_SFLOAT,
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0 // offset
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},
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};
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VkPipelineVertexInputStateCreateInfo vertexInputInfo;
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vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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vertexInputInfo.pNext = nullptr;
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vertexInputInfo.flags = 0;
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vertexInputInfo.vertexBindingDescriptionCount = 1;
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vertexInputInfo.pVertexBindingDescriptions = &vertexBindingDesc;
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vertexInputInfo.vertexAttributeDescriptionCount = sizeof(vertexAttrDesc) / sizeof(vertexAttrDesc[0]);
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vertexInputInfo.pVertexAttributeDescriptions = vertexAttrDesc;
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// Do not bother with uniform buffers and descriptors, all the data fits
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// into the spec mandated minimum of 128 bytes for push constants.
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VkPushConstantRange pcr[] = {
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// mvp
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{
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VK_SHADER_STAGE_VERTEX_BIT,
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0,
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64
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},
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// color
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{
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VK_SHADER_STAGE_FRAGMENT_BIT,
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64,
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12
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}
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};
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VkPipelineLayoutCreateInfo pipelineLayoutInfo;
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memset(&pipelineLayoutInfo, 0, sizeof(pipelineLayoutInfo));
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.pushConstantRangeCount = sizeof(pcr) / sizeof(pcr[0]);
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pipelineLayoutInfo.pPushConstantRanges = pcr;
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VkResult err = m_devFuncs->vkCreatePipelineLayout(dev, &pipelineLayoutInfo, nullptr, &m_floorMaterial.pipelineLayout);
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if (err != VK_SUCCESS)
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qFatal("Failed to create pipeline layout: %d", err);
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VkGraphicsPipelineCreateInfo pipelineInfo;
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memset(&pipelineInfo, 0, sizeof(pipelineInfo));
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pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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VkPipelineShaderStageCreateInfo shaderStages[2] = {
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{
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VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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nullptr,
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0,
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VK_SHADER_STAGE_VERTEX_BIT,
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m_floorMaterial.vs.data()->shaderModule,
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"main",
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nullptr
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},
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{
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VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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nullptr,
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0,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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m_floorMaterial.fs.data()->shaderModule,
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"main",
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nullptr
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}
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};
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pipelineInfo.stageCount = 2;
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pipelineInfo.pStages = shaderStages;
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pipelineInfo.pVertexInputState = &vertexInputInfo;
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VkPipelineInputAssemblyStateCreateInfo ia;
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memset(&ia, 0, sizeof(ia));
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ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
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pipelineInfo.pInputAssemblyState = &ia;
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VkPipelineViewportStateCreateInfo vp;
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memset(&vp, 0, sizeof(vp));
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vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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vp.viewportCount = 1;
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vp.scissorCount = 1;
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pipelineInfo.pViewportState = &vp;
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VkPipelineRasterizationStateCreateInfo rs;
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memset(&rs, 0, sizeof(rs));
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rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rs.polygonMode = VK_POLYGON_MODE_FILL;
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rs.cullMode = VK_CULL_MODE_BACK_BIT;
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rs.frontFace = VK_FRONT_FACE_CLOCKWISE;
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rs.lineWidth = 1.0f;
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pipelineInfo.pRasterizationState = &rs;
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VkPipelineMultisampleStateCreateInfo ms;
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memset(&ms, 0, sizeof(ms));
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ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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ms.rasterizationSamples = m_window->sampleCountFlagBits();
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pipelineInfo.pMultisampleState = &ms;
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VkPipelineDepthStencilStateCreateInfo ds;
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memset(&ds, 0, sizeof(ds));
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ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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ds.depthTestEnable = VK_TRUE;
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ds.depthWriteEnable = VK_TRUE;
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ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
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pipelineInfo.pDepthStencilState = &ds;
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VkPipelineColorBlendStateCreateInfo cb;
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memset(&cb, 0, sizeof(cb));
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cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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VkPipelineColorBlendAttachmentState att;
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memset(&att, 0, sizeof(att));
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att.colorWriteMask = 0xF;
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cb.attachmentCount = 1;
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cb.pAttachments = &att;
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pipelineInfo.pColorBlendState = &cb;
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VkDynamicState dynEnable[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dyn;
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memset(&dyn, 0, sizeof(dyn));
|
|
dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
|
|
dyn.dynamicStateCount = sizeof(dynEnable) / sizeof(VkDynamicState);
|
|
dyn.pDynamicStates = dynEnable;
|
|
pipelineInfo.pDynamicState = &dyn;
|
|
|
|
pipelineInfo.layout = m_floorMaterial.pipelineLayout;
|
|
pipelineInfo.renderPass = m_window->defaultRenderPass();
|
|
|
|
err = m_devFuncs->vkCreateGraphicsPipelines(dev, m_pipelineCache, 1, &pipelineInfo, nullptr, &m_floorMaterial.pipeline);
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to create graphics pipeline: %d", err);
|
|
}
|
|
|
|
void Renderer::initSwapChainResources()
|
|
{
|
|
m_proj = m_window->clipCorrectionMatrix();
|
|
const QSize sz = m_window->swapChainImageSize();
|
|
m_proj.perspective(45.0f, sz.width() / (float) sz.height(), 0.01f, 1000.0f);
|
|
markViewProjDirty();
|
|
}
|
|
|
|
void Renderer::releaseSwapChainResources()
|
|
{
|
|
// It is important to finish the pending frame right here since this is the
|
|
// last opportunity to act with all resources intact.
|
|
m_frameWatcher.waitForFinished();
|
|
// Cannot count on the finished() signal being emitted before returning
|
|
// from here.
|
|
if (m_framePending) {
|
|
m_framePending = false;
|
|
m_window->frameReady();
|
|
}
|
|
}
|
|
|
|
void Renderer::releaseResources()
|
|
{
|
|
if (DBG)
|
|
qDebug("Renderer release");
|
|
|
|
m_pipelinesFuture.waitForFinished();
|
|
|
|
VkDevice dev = m_window->device();
|
|
|
|
if (m_itemMaterial.descSetLayout) {
|
|
m_devFuncs->vkDestroyDescriptorSetLayout(dev, m_itemMaterial.descSetLayout, nullptr);
|
|
m_itemMaterial.descSetLayout = VK_NULL_HANDLE;
|
|
}
|
|
|
|
if (m_itemMaterial.descPool) {
|
|
m_devFuncs->vkDestroyDescriptorPool(dev, m_itemMaterial.descPool, nullptr);
|
|
m_itemMaterial.descPool = VK_NULL_HANDLE;
|
|
}
|
|
|
|
if (m_itemMaterial.pipeline) {
|
|
m_devFuncs->vkDestroyPipeline(dev, m_itemMaterial.pipeline, nullptr);
|
|
m_itemMaterial.pipeline = VK_NULL_HANDLE;
|
|
}
|
|
|
|
if (m_itemMaterial.pipelineLayout) {
|
|
m_devFuncs->vkDestroyPipelineLayout(dev, m_itemMaterial.pipelineLayout, nullptr);
|
|
m_itemMaterial.pipelineLayout = VK_NULL_HANDLE;
|
|
}
|
|
|
|
if (m_floorMaterial.pipeline) {
|
|
m_devFuncs->vkDestroyPipeline(dev, m_floorMaterial.pipeline, nullptr);
|
|
m_floorMaterial.pipeline = VK_NULL_HANDLE;
|
|
}
|
|
|
|
if (m_floorMaterial.pipelineLayout) {
|
|
m_devFuncs->vkDestroyPipelineLayout(dev, m_floorMaterial.pipelineLayout, nullptr);
|
|
m_floorMaterial.pipelineLayout = VK_NULL_HANDLE;
|
|
}
|
|
|
|
if (m_pipelineCache) {
|
|
m_devFuncs->vkDestroyPipelineCache(dev, m_pipelineCache, nullptr);
|
|
m_pipelineCache = VK_NULL_HANDLE;
|
|
}
|
|
|
|
if (m_blockVertexBuf) {
|
|
m_devFuncs->vkDestroyBuffer(dev, m_blockVertexBuf, nullptr);
|
|
m_blockVertexBuf = VK_NULL_HANDLE;
|
|
}
|
|
|
|
if (m_logoVertexBuf) {
|
|
m_devFuncs->vkDestroyBuffer(dev, m_logoVertexBuf, nullptr);
|
|
m_logoVertexBuf = VK_NULL_HANDLE;
|
|
}
|
|
|
|
if (m_floorVertexBuf) {
|
|
m_devFuncs->vkDestroyBuffer(dev, m_floorVertexBuf, nullptr);
|
|
m_floorVertexBuf = VK_NULL_HANDLE;
|
|
}
|
|
|
|
if (m_uniBuf) {
|
|
m_devFuncs->vkDestroyBuffer(dev, m_uniBuf, nullptr);
|
|
m_uniBuf = VK_NULL_HANDLE;
|
|
}
|
|
|
|
if (m_bufMem) {
|
|
m_devFuncs->vkFreeMemory(dev, m_bufMem, nullptr);
|
|
m_bufMem = VK_NULL_HANDLE;
|
|
}
|
|
|
|
if (m_instBuf) {
|
|
m_devFuncs->vkDestroyBuffer(dev, m_instBuf, nullptr);
|
|
m_instBuf = VK_NULL_HANDLE;
|
|
}
|
|
|
|
if (m_instBufMem) {
|
|
m_devFuncs->vkFreeMemory(dev, m_instBufMem, nullptr);
|
|
m_instBufMem = VK_NULL_HANDLE;
|
|
}
|
|
|
|
if (m_itemMaterial.vs.isValid()) {
|
|
m_devFuncs->vkDestroyShaderModule(dev, m_itemMaterial.vs.data()->shaderModule, nullptr);
|
|
m_itemMaterial.vs.reset();
|
|
}
|
|
if (m_itemMaterial.fs.isValid()) {
|
|
m_devFuncs->vkDestroyShaderModule(dev, m_itemMaterial.fs.data()->shaderModule, nullptr);
|
|
m_itemMaterial.fs.reset();
|
|
}
|
|
|
|
if (m_floorMaterial.vs.isValid()) {
|
|
m_devFuncs->vkDestroyShaderModule(dev, m_floorMaterial.vs.data()->shaderModule, nullptr);
|
|
m_floorMaterial.vs.reset();
|
|
}
|
|
if (m_floorMaterial.fs.isValid()) {
|
|
m_devFuncs->vkDestroyShaderModule(dev, m_floorMaterial.fs.data()->shaderModule, nullptr);
|
|
m_floorMaterial.fs.reset();
|
|
}
|
|
}
|
|
|
|
void Renderer::ensureBuffers()
|
|
{
|
|
if (m_blockVertexBuf)
|
|
return;
|
|
|
|
VkDevice dev = m_window->device();
|
|
const int concurrentFrameCount = m_window->concurrentFrameCount();
|
|
|
|
// Vertex buffer for the block.
|
|
VkBufferCreateInfo bufInfo;
|
|
memset(&bufInfo, 0, sizeof(bufInfo));
|
|
bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
|
const int blockMeshByteCount = m_blockMesh.data()->vertexCount * 8 * sizeof(float);
|
|
bufInfo.size = blockMeshByteCount;
|
|
bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
|
|
VkResult err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_blockVertexBuf);
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to create vertex buffer: %d", err);
|
|
|
|
VkMemoryRequirements blockVertMemReq;
|
|
m_devFuncs->vkGetBufferMemoryRequirements(dev, m_blockVertexBuf, &blockVertMemReq);
|
|
|
|
// Vertex buffer for the logo.
|
|
const int logoMeshByteCount = m_logoMesh.data()->vertexCount * 8 * sizeof(float);
|
|
bufInfo.size = logoMeshByteCount;
|
|
bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
|
|
err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_logoVertexBuf);
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to create vertex buffer: %d", err);
|
|
|
|
VkMemoryRequirements logoVertMemReq;
|
|
m_devFuncs->vkGetBufferMemoryRequirements(dev, m_logoVertexBuf, &logoVertMemReq);
|
|
|
|
// Vertex buffer for the floor.
|
|
bufInfo.size = sizeof(quadVert);
|
|
err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_floorVertexBuf);
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to create vertex buffer: %d", err);
|
|
|
|
VkMemoryRequirements floorVertMemReq;
|
|
m_devFuncs->vkGetBufferMemoryRequirements(dev, m_floorVertexBuf, &floorVertMemReq);
|
|
|
|
// Uniform buffer. Instead of using multiple descriptor sets, we take a
|
|
// different approach: have a single dynamic uniform buffer and specify the
|
|
// active-frame-specific offset at the time of binding the descriptor set.
|
|
bufInfo.size = (m_itemMaterial.vertUniSize + m_itemMaterial.fragUniSize) * concurrentFrameCount;
|
|
bufInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
|
|
err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_uniBuf);
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to create uniform buffer: %d", err);
|
|
|
|
VkMemoryRequirements uniMemReq;
|
|
m_devFuncs->vkGetBufferMemoryRequirements(dev, m_uniBuf, &uniMemReq);
|
|
|
|
// Allocate memory for everything at once.
|
|
VkDeviceSize logoVertStartOffset = aligned(0 + blockVertMemReq.size, logoVertMemReq.alignment);
|
|
VkDeviceSize floorVertStartOffset = aligned(logoVertStartOffset + logoVertMemReq.size, floorVertMemReq.alignment);
|
|
m_itemMaterial.uniMemStartOffset = aligned(floorVertStartOffset + floorVertMemReq.size, uniMemReq.alignment);
|
|
VkMemoryAllocateInfo memAllocInfo = {
|
|
VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
|
|
nullptr,
|
|
m_itemMaterial.uniMemStartOffset + uniMemReq.size,
|
|
m_window->hostVisibleMemoryIndex()
|
|
};
|
|
err = m_devFuncs->vkAllocateMemory(dev, &memAllocInfo, nullptr, &m_bufMem);
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to allocate memory: %d", err);
|
|
|
|
err = m_devFuncs->vkBindBufferMemory(dev, m_blockVertexBuf, m_bufMem, 0);
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to bind vertex buffer memory: %d", err);
|
|
err = m_devFuncs->vkBindBufferMemory(dev, m_logoVertexBuf, m_bufMem, logoVertStartOffset);
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to bind vertex buffer memory: %d", err);
|
|
err = m_devFuncs->vkBindBufferMemory(dev, m_floorVertexBuf, m_bufMem, floorVertStartOffset);
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to bind vertex buffer memory: %d", err);
|
|
err = m_devFuncs->vkBindBufferMemory(dev, m_uniBuf, m_bufMem, m_itemMaterial.uniMemStartOffset);
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to bind uniform buffer memory: %d", err);
|
|
|
|
// Copy vertex data.
|
|
quint8 *p;
|
|
err = m_devFuncs->vkMapMemory(dev, m_bufMem, 0, m_itemMaterial.uniMemStartOffset, 0, reinterpret_cast<void **>(&p));
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to map memory: %d", err);
|
|
memcpy(p, m_blockMesh.data()->geom.constData(), blockMeshByteCount);
|
|
memcpy(p + logoVertStartOffset, m_logoMesh.data()->geom.constData(), logoMeshByteCount);
|
|
memcpy(p + floorVertStartOffset, quadVert, sizeof(quadVert));
|
|
m_devFuncs->vkUnmapMemory(dev, m_bufMem);
|
|
|
|
// Write descriptors for the uniform buffers in the vertex and fragment shaders.
|
|
VkDescriptorBufferInfo vertUni = { m_uniBuf, 0, m_itemMaterial.vertUniSize };
|
|
VkDescriptorBufferInfo fragUni = { m_uniBuf, m_itemMaterial.vertUniSize, m_itemMaterial.fragUniSize };
|
|
|
|
VkWriteDescriptorSet descWrite[2];
|
|
memset(descWrite, 0, sizeof(descWrite));
|
|
descWrite[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
|
descWrite[0].dstSet = m_itemMaterial.descSet;
|
|
descWrite[0].dstBinding = 0;
|
|
descWrite[0].descriptorCount = 1;
|
|
descWrite[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
|
|
descWrite[0].pBufferInfo = &vertUni;
|
|
|
|
descWrite[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
|
descWrite[1].dstSet = m_itemMaterial.descSet;
|
|
descWrite[1].dstBinding = 1;
|
|
descWrite[1].descriptorCount = 1;
|
|
descWrite[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
|
|
descWrite[1].pBufferInfo = &fragUni;
|
|
|
|
m_devFuncs->vkUpdateDescriptorSets(dev, 2, descWrite, 0, nullptr);
|
|
}
|
|
|
|
void Renderer::ensureInstanceBuffer()
|
|
{
|
|
if (m_instCount == m_preparedInstCount && m_instBuf)
|
|
return;
|
|
|
|
Q_ASSERT(m_instCount <= MAX_INSTANCES);
|
|
|
|
VkDevice dev = m_window->device();
|
|
|
|
// allocate only once, for the maximum instance count
|
|
if (!m_instBuf) {
|
|
VkBufferCreateInfo bufInfo;
|
|
memset(&bufInfo, 0, sizeof(bufInfo));
|
|
bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
|
bufInfo.size = MAX_INSTANCES * PER_INSTANCE_DATA_SIZE;
|
|
bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
|
|
|
|
// Keep a copy of the data since we may lose all graphics resources on
|
|
// unexpose, and reinitializing to new random positions afterwards
|
|
// would not be nice.
|
|
m_instData.resize(bufInfo.size);
|
|
|
|
VkResult err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_instBuf);
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to create instance buffer: %d", err);
|
|
|
|
VkMemoryRequirements memReq;
|
|
m_devFuncs->vkGetBufferMemoryRequirements(dev, m_instBuf, &memReq);
|
|
if (DBG)
|
|
qDebug("Allocating %u bytes for instance data", uint32_t(memReq.size));
|
|
|
|
VkMemoryAllocateInfo memAllocInfo = {
|
|
VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
|
|
nullptr,
|
|
memReq.size,
|
|
m_window->hostVisibleMemoryIndex()
|
|
};
|
|
err = m_devFuncs->vkAllocateMemory(dev, &memAllocInfo, nullptr, &m_instBufMem);
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to allocate memory: %d", err);
|
|
|
|
err = m_devFuncs->vkBindBufferMemory(dev, m_instBuf, m_instBufMem, 0);
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to bind instance buffer memory: %d", err);
|
|
}
|
|
|
|
if (m_instCount != m_preparedInstCount) {
|
|
if (DBG)
|
|
qDebug("Preparing instances %d..%d", m_preparedInstCount, m_instCount - 1);
|
|
char *p = m_instData.data();
|
|
p += m_preparedInstCount * PER_INSTANCE_DATA_SIZE;
|
|
auto gen = [](int a, int b) {
|
|
return float(QRandomGenerator::global()->bounded(double(b - a)) + a);
|
|
};
|
|
for (int i = m_preparedInstCount; i < m_instCount; ++i) {
|
|
// Apply a random translation to each instance of the mesh.
|
|
float t[] = { gen(-5, 5), gen(-4, 6), gen(-30, 5) };
|
|
memcpy(p, t, 12);
|
|
// Apply a random adjustment to the diffuse color for each instance. (default is 0.7)
|
|
float d[] = { gen(-6, 3) / 10.0f, gen(-6, 3) / 10.0f, gen(-6, 3) / 10.0f };
|
|
memcpy(p + 12, d, 12);
|
|
p += PER_INSTANCE_DATA_SIZE;
|
|
}
|
|
m_preparedInstCount = m_instCount;
|
|
}
|
|
|
|
quint8 *p;
|
|
VkResult err = m_devFuncs->vkMapMemory(dev, m_instBufMem, 0, m_instCount * PER_INSTANCE_DATA_SIZE, 0,
|
|
reinterpret_cast<void **>(&p));
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to map memory: %d", err);
|
|
memcpy(p, m_instData.constData(), m_instData.size());
|
|
m_devFuncs->vkUnmapMemory(dev, m_instBufMem);
|
|
}
|
|
|
|
void Renderer::getMatrices(QMatrix4x4 *vp, QMatrix4x4 *model, QMatrix3x3 *modelNormal, QVector3D *eyePos)
|
|
{
|
|
model->setToIdentity();
|
|
if (m_useLogo)
|
|
model->rotate(90, 1, 0, 0);
|
|
model->rotate(m_rotation, 1, 1, 0);
|
|
|
|
*modelNormal = model->normalMatrix();
|
|
|
|
QMatrix4x4 view = m_cam.viewMatrix();
|
|
*vp = m_proj * view;
|
|
|
|
*eyePos = view.inverted().column(3).toVector3D();
|
|
}
|
|
|
|
void Renderer::writeFragUni(quint8 *p, const QVector3D &eyePos)
|
|
{
|
|
float ECCameraPosition[] = { eyePos.x(), eyePos.y(), eyePos.z() };
|
|
memcpy(p, ECCameraPosition, 12);
|
|
p += 16;
|
|
|
|
// Material
|
|
float ka[] = { 0.05f, 0.05f, 0.05f };
|
|
memcpy(p, ka, 12);
|
|
p += 16;
|
|
|
|
float kd[] = { 0.7f, 0.7f, 0.7f };
|
|
memcpy(p, kd, 12);
|
|
p += 16;
|
|
|
|
float ks[] = { 0.66f, 0.66f, 0.66f };
|
|
memcpy(p, ks, 12);
|
|
p += 16;
|
|
|
|
// Light parameters
|
|
float ECLightPosition[] = { m_lightPos.x(), m_lightPos.y(), m_lightPos.z() };
|
|
memcpy(p, ECLightPosition, 12);
|
|
p += 16;
|
|
|
|
float att[] = { 1, 0, 0 };
|
|
memcpy(p, att, 12);
|
|
p += 16;
|
|
|
|
float color[] = { 1.0f, 1.0f, 1.0f };
|
|
memcpy(p, color, 12);
|
|
p += 12; // next we have two floats which have an alignment of 4, hence 12 only
|
|
|
|
float intensity = 0.8f;
|
|
memcpy(p, &intensity, 4);
|
|
p += 4;
|
|
|
|
float specularExp = 150.0f;
|
|
memcpy(p, &specularExp, 4);
|
|
p += 4;
|
|
}
|
|
|
|
void Renderer::startNextFrame()
|
|
{
|
|
// For demonstration purposes offload the command buffer generation onto a
|
|
// worker thread and continue with the frame submission only when it has
|
|
// finished.
|
|
Q_ASSERT(!m_framePending);
|
|
m_framePending = true;
|
|
QFuture<void> future = QtConcurrent::run(&Renderer::buildFrame, this);
|
|
m_frameWatcher.setFuture(future);
|
|
}
|
|
|
|
void Renderer::buildFrame()
|
|
{
|
|
QMutexLocker locker(&m_guiMutex);
|
|
|
|
ensureBuffers();
|
|
ensureInstanceBuffer();
|
|
m_pipelinesFuture.waitForFinished();
|
|
|
|
VkCommandBuffer cb = m_window->currentCommandBuffer();
|
|
const QSize sz = m_window->swapChainImageSize();
|
|
|
|
VkClearColorValue clearColor = {{ 0.67f, 0.84f, 0.9f, 1.0f }};
|
|
VkClearDepthStencilValue clearDS = { 1, 0 };
|
|
VkClearValue clearValues[3];
|
|
memset(clearValues, 0, sizeof(clearValues));
|
|
clearValues[0].color = clearValues[2].color = clearColor;
|
|
clearValues[1].depthStencil = clearDS;
|
|
|
|
VkRenderPassBeginInfo rpBeginInfo;
|
|
memset(&rpBeginInfo, 0, sizeof(rpBeginInfo));
|
|
rpBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
|
rpBeginInfo.renderPass = m_window->defaultRenderPass();
|
|
rpBeginInfo.framebuffer = m_window->currentFramebuffer();
|
|
rpBeginInfo.renderArea.extent.width = sz.width();
|
|
rpBeginInfo.renderArea.extent.height = sz.height();
|
|
rpBeginInfo.clearValueCount = m_window->sampleCountFlagBits() > VK_SAMPLE_COUNT_1_BIT ? 3 : 2;
|
|
rpBeginInfo.pClearValues = clearValues;
|
|
VkCommandBuffer cmdBuf = m_window->currentCommandBuffer();
|
|
m_devFuncs->vkCmdBeginRenderPass(cmdBuf, &rpBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
|
|
|
VkViewport viewport = {
|
|
0, 0,
|
|
float(sz.width()), float(sz.height()),
|
|
0, 1
|
|
};
|
|
m_devFuncs->vkCmdSetViewport(cb, 0, 1, &viewport);
|
|
|
|
VkRect2D scissor = {
|
|
{ 0, 0 },
|
|
{ uint32_t(sz.width()), uint32_t(sz.height()) }
|
|
};
|
|
m_devFuncs->vkCmdSetScissor(cb, 0, 1, &scissor);
|
|
|
|
buildDrawCallsForFloor();
|
|
buildDrawCallsForItems();
|
|
|
|
m_devFuncs->vkCmdEndRenderPass(cmdBuf);
|
|
}
|
|
|
|
void Renderer::buildDrawCallsForItems()
|
|
{
|
|
VkDevice dev = m_window->device();
|
|
VkCommandBuffer cb = m_window->currentCommandBuffer();
|
|
|
|
m_devFuncs->vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_itemMaterial.pipeline);
|
|
|
|
VkDeviceSize vbOffset = 0;
|
|
m_devFuncs->vkCmdBindVertexBuffers(cb, 0, 1, m_useLogo ? &m_logoVertexBuf : &m_blockVertexBuf, &vbOffset);
|
|
m_devFuncs->vkCmdBindVertexBuffers(cb, 1, 1, &m_instBuf, &vbOffset);
|
|
|
|
// Now provide offsets so that the two dynamic buffers point to the
|
|
// beginning of the vertex and fragment uniform data for the current frame.
|
|
uint32_t frameUniOffset = m_window->currentFrame() * (m_itemMaterial.vertUniSize + m_itemMaterial.fragUniSize);
|
|
uint32_t frameUniOffsets[] = { frameUniOffset, frameUniOffset };
|
|
m_devFuncs->vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_itemMaterial.pipelineLayout, 0, 1,
|
|
&m_itemMaterial.descSet, 2, frameUniOffsets);
|
|
|
|
if (m_animating)
|
|
m_rotation += 0.5;
|
|
|
|
if (m_animating || m_vpDirty) {
|
|
if (m_vpDirty)
|
|
--m_vpDirty;
|
|
QMatrix4x4 vp, model;
|
|
QMatrix3x3 modelNormal;
|
|
QVector3D eyePos;
|
|
getMatrices(&vp, &model, &modelNormal, &eyePos);
|
|
|
|
// Map the uniform data for the current frame, ignore the geometry data at
|
|
// the beginning and the uniforms for other frames.
|
|
quint8 *p;
|
|
VkResult err = m_devFuncs->vkMapMemory(dev, m_bufMem,
|
|
m_itemMaterial.uniMemStartOffset + frameUniOffset,
|
|
m_itemMaterial.vertUniSize + m_itemMaterial.fragUniSize,
|
|
0, reinterpret_cast<void **>(&p));
|
|
if (err != VK_SUCCESS)
|
|
qFatal("Failed to map memory: %d", err);
|
|
|
|
// Vertex shader uniforms
|
|
memcpy(p, vp.constData(), 64);
|
|
memcpy(p + 64, model.constData(), 64);
|
|
const float *mnp = modelNormal.constData();
|
|
memcpy(p + 128, mnp, 12);
|
|
memcpy(p + 128 + 16, mnp + 3, 12);
|
|
memcpy(p + 128 + 32, mnp + 6, 12);
|
|
|
|
// Fragment shader uniforms
|
|
p += m_itemMaterial.vertUniSize;
|
|
writeFragUni(p, eyePos);
|
|
|
|
m_devFuncs->vkUnmapMemory(dev, m_bufMem);
|
|
}
|
|
|
|
m_devFuncs->vkCmdDraw(cb, (m_useLogo ? m_logoMesh.data() : m_blockMesh.data())->vertexCount, m_instCount, 0, 0);
|
|
}
|
|
|
|
void Renderer::buildDrawCallsForFloor()
|
|
{
|
|
VkCommandBuffer cb = m_window->currentCommandBuffer();
|
|
|
|
m_devFuncs->vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_floorMaterial.pipeline);
|
|
|
|
VkDeviceSize vbOffset = 0;
|
|
m_devFuncs->vkCmdBindVertexBuffers(cb, 0, 1, &m_floorVertexBuf, &vbOffset);
|
|
|
|
QMatrix4x4 mvp = m_proj * m_cam.viewMatrix() * m_floorModel;
|
|
m_devFuncs->vkCmdPushConstants(cb, m_floorMaterial.pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, 64, mvp.constData());
|
|
float color[] = { 0.67f, 1.0f, 0.2f };
|
|
m_devFuncs->vkCmdPushConstants(cb, m_floorMaterial.pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, 64, 12, color);
|
|
|
|
m_devFuncs->vkCmdDraw(cb, 4, 1, 0, 0);
|
|
}
|
|
|
|
void Renderer::addNew()
|
|
{
|
|
QMutexLocker locker(&m_guiMutex);
|
|
m_instCount = qMin(m_instCount + 16, MAX_INSTANCES);
|
|
}
|
|
|
|
void Renderer::yaw(float degrees)
|
|
{
|
|
QMutexLocker locker(&m_guiMutex);
|
|
m_cam.yaw(degrees);
|
|
markViewProjDirty();
|
|
}
|
|
|
|
void Renderer::pitch(float degrees)
|
|
{
|
|
QMutexLocker locker(&m_guiMutex);
|
|
m_cam.pitch(degrees);
|
|
markViewProjDirty();
|
|
}
|
|
|
|
void Renderer::walk(float amount)
|
|
{
|
|
QMutexLocker locker(&m_guiMutex);
|
|
m_cam.walk(amount);
|
|
markViewProjDirty();
|
|
}
|
|
|
|
void Renderer::strafe(float amount)
|
|
{
|
|
QMutexLocker locker(&m_guiMutex);
|
|
m_cam.strafe(amount);
|
|
markViewProjDirty();
|
|
}
|
|
|
|
void Renderer::setUseLogo(bool b)
|
|
{
|
|
QMutexLocker locker(&m_guiMutex);
|
|
m_useLogo = b;
|
|
if (!m_animating)
|
|
m_window->requestUpdate();
|
|
}
|