qt5base-lts/examples/vulkan/shared/trianglerenderer.cpp
Laszlo Agocs 85f127cb04 Revise an incorrect QVulkanWindow doc note
Applying the transformation in question has no effect on the winding
order. Rewrite that section.

While all the examples are correct, clarify the rules for the geometry
they use since the winding order varies. Fix up the triangle example code
to use front=CCW for clarity (even though it does not matter much since
culling is off there).

Change-Id: Icb968c76cc9fa918a5608d3c66b4fccd5668175e
Reviewed-by: Christian Stromme <christian.stromme@qt.io>
2018-09-06 09:17:53 +00:00

514 lines
20 KiB
C++

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#include "trianglerenderer.h"
#include <QVulkanFunctions>
#include <QFile>
// Note that the vertex data and the projection matrix assume OpenGL. With
// Vulkan Y is negated in clip space and the near/far plane is at 0/1 instead
// of -1/1. These will be corrected for by an extra transformation when
// calculating the modelview-projection matrix.
static float vertexData[] = { // Y up, front = CCW
0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f
};
static const int UNIFORM_DATA_SIZE = 16 * sizeof(float);
static inline VkDeviceSize aligned(VkDeviceSize v, VkDeviceSize byteAlign)
{
return (v + byteAlign - 1) & ~(byteAlign - 1);
}
TriangleRenderer::TriangleRenderer(QVulkanWindow *w, bool msaa)
: m_window(w)
{
if (msaa) {
const QVector<int> counts = w->supportedSampleCounts();
qDebug() << "Supported sample counts:" << counts;
for (int s = 16; s >= 4; s /= 2) {
if (counts.contains(s)) {
qDebug("Requesting sample count %d", s);
m_window->setSampleCount(s);
break;
}
}
}
}
VkShaderModule TriangleRenderer::createShader(const QString &name)
{
QFile file(name);
if (!file.open(QIODevice::ReadOnly)) {
qWarning("Failed to read shader %s", qPrintable(name));
return VK_NULL_HANDLE;
}
QByteArray blob = file.readAll();
file.close();
VkShaderModuleCreateInfo shaderInfo;
memset(&shaderInfo, 0, sizeof(shaderInfo));
shaderInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
shaderInfo.codeSize = blob.size();
shaderInfo.pCode = reinterpret_cast<const uint32_t *>(blob.constData());
VkShaderModule shaderModule;
VkResult err = m_devFuncs->vkCreateShaderModule(m_window->device(), &shaderInfo, nullptr, &shaderModule);
if (err != VK_SUCCESS) {
qWarning("Failed to create shader module: %d", err);
return VK_NULL_HANDLE;
}
return shaderModule;
}
void TriangleRenderer::initResources()
{
qDebug("initResources");
VkDevice dev = m_window->device();
m_devFuncs = m_window->vulkanInstance()->deviceFunctions(dev);
// Prepare the vertex and uniform data. The vertex data will never
// change so one buffer is sufficient regardless of the value of
// QVulkanWindow::CONCURRENT_FRAME_COUNT. Uniform data is changing per
// frame however so active frames have to have a dedicated copy.
// Use just one memory allocation and one buffer. We will then specify the
// appropriate offsets for uniform buffers in the VkDescriptorBufferInfo.
// Have to watch out for
// VkPhysicalDeviceLimits::minUniformBufferOffsetAlignment, though.
// The uniform buffer is not strictly required in this example, we could
// have used push constants as well since our single matrix (64 bytes) fits
// into the spec mandated minimum limit of 128 bytes. However, once that
// limit is not sufficient, the per-frame buffers, as shown below, will
// become necessary.
const int concurrentFrameCount = m_window->concurrentFrameCount();
const VkPhysicalDeviceLimits *pdevLimits = &m_window->physicalDeviceProperties()->limits;
const VkDeviceSize uniAlign = pdevLimits->minUniformBufferOffsetAlignment;
qDebug("uniform buffer offset alignment is %u", (uint) uniAlign);
VkBufferCreateInfo bufInfo;
memset(&bufInfo, 0, sizeof(bufInfo));
bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
// Our internal layout is vertex, uniform, uniform, ... with each uniform buffer start offset aligned to uniAlign.
const VkDeviceSize vertexAllocSize = aligned(sizeof(vertexData), uniAlign);
const VkDeviceSize uniformAllocSize = aligned(UNIFORM_DATA_SIZE, uniAlign);
bufInfo.size = vertexAllocSize + concurrentFrameCount * uniformAllocSize;
bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
VkResult err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_buf);
if (err != VK_SUCCESS)
qFatal("Failed to create buffer: %d", err);
VkMemoryRequirements memReq;
m_devFuncs->vkGetBufferMemoryRequirements(dev, m_buf, &memReq);
VkMemoryAllocateInfo memAllocInfo = {
VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
nullptr,
memReq.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_buf, m_bufMem, 0);
if (err != VK_SUCCESS)
qFatal("Failed to bind buffer memory: %d", err);
quint8 *p;
err = m_devFuncs->vkMapMemory(dev, m_bufMem, 0, memReq.size, 0, reinterpret_cast<void **>(&p));
if (err != VK_SUCCESS)
qFatal("Failed to map memory: %d", err);
memcpy(p, vertexData, sizeof(vertexData));
QMatrix4x4 ident;
memset(m_uniformBufInfo, 0, sizeof(m_uniformBufInfo));
for (int i = 0; i < concurrentFrameCount; ++i) {
const VkDeviceSize offset = vertexAllocSize + i * uniformAllocSize;
memcpy(p + offset, ident.constData(), 16 * sizeof(float));
m_uniformBufInfo[i].buffer = m_buf;
m_uniformBufInfo[i].offset = offset;
m_uniformBufInfo[i].range = uniformAllocSize;
}
m_devFuncs->vkUnmapMemory(dev, m_bufMem);
VkVertexInputBindingDescription vertexBindingDesc = {
0, // binding
5 * sizeof(float),
VK_VERTEX_INPUT_RATE_VERTEX
};
VkVertexInputAttributeDescription vertexAttrDesc[] = {
{ // position
0, // location
0, // binding
VK_FORMAT_R32G32_SFLOAT,
0
},
{ // color
1,
0,
VK_FORMAT_R32G32B32_SFLOAT,
2 * sizeof(float)
}
};
VkPipelineVertexInputStateCreateInfo vertexInputInfo;
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputInfo.pNext = nullptr;
vertexInputInfo.flags = 0;
vertexInputInfo.vertexBindingDescriptionCount = 1;
vertexInputInfo.pVertexBindingDescriptions = &vertexBindingDesc;
vertexInputInfo.vertexAttributeDescriptionCount = 2;
vertexInputInfo.pVertexAttributeDescriptions = vertexAttrDesc;
// Set up descriptor set and its layout.
VkDescriptorPoolSize descPoolSizes = { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uint32_t(concurrentFrameCount) };
VkDescriptorPoolCreateInfo descPoolInfo;
memset(&descPoolInfo, 0, sizeof(descPoolInfo));
descPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
descPoolInfo.maxSets = concurrentFrameCount;
descPoolInfo.poolSizeCount = 1;
descPoolInfo.pPoolSizes = &descPoolSizes;
err = m_devFuncs->vkCreateDescriptorPool(dev, &descPoolInfo, nullptr, &m_descPool);
if (err != VK_SUCCESS)
qFatal("Failed to create descriptor pool: %d", err);
VkDescriptorSetLayoutBinding layoutBinding = {
0, // binding
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
1,
VK_SHADER_STAGE_VERTEX_BIT,
nullptr
};
VkDescriptorSetLayoutCreateInfo descLayoutInfo = {
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
nullptr,
0,
1,
&layoutBinding
};
err = m_devFuncs->vkCreateDescriptorSetLayout(dev, &descLayoutInfo, nullptr, &m_descSetLayout);
if (err != VK_SUCCESS)
qFatal("Failed to create descriptor set layout: %d", err);
for (int i = 0; i < concurrentFrameCount; ++i) {
VkDescriptorSetAllocateInfo descSetAllocInfo = {
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
nullptr,
m_descPool,
1,
&m_descSetLayout
};
err = m_devFuncs->vkAllocateDescriptorSets(dev, &descSetAllocInfo, &m_descSet[i]);
if (err != VK_SUCCESS)
qFatal("Failed to allocate descriptor set: %d", err);
VkWriteDescriptorSet descWrite;
memset(&descWrite, 0, sizeof(descWrite));
descWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descWrite.dstSet = m_descSet[i];
descWrite.descriptorCount = 1;
descWrite.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
descWrite.pBufferInfo = &m_uniformBufInfo[i];
m_devFuncs->vkUpdateDescriptorSets(dev, 1, &descWrite, 0, nullptr);
}
// Pipeline cache
VkPipelineCacheCreateInfo pipelineCacheInfo;
memset(&pipelineCacheInfo, 0, sizeof(pipelineCacheInfo));
pipelineCacheInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
err = m_devFuncs->vkCreatePipelineCache(dev, &pipelineCacheInfo, nullptr, &m_pipelineCache);
if (err != VK_SUCCESS)
qFatal("Failed to create pipeline cache: %d", err);
// Pipeline layout
VkPipelineLayoutCreateInfo pipelineLayoutInfo;
memset(&pipelineLayoutInfo, 0, sizeof(pipelineLayoutInfo));
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = 1;
pipelineLayoutInfo.pSetLayouts = &m_descSetLayout;
err = m_devFuncs->vkCreatePipelineLayout(dev, &pipelineLayoutInfo, nullptr, &m_pipelineLayout);
if (err != VK_SUCCESS)
qFatal("Failed to create pipeline layout: %d", err);
// Shaders
VkShaderModule vertShaderModule = createShader(QStringLiteral(":/color_vert.spv"));
VkShaderModule fragShaderModule = createShader(QStringLiteral(":/color_frag.spv"));
// Graphics pipeline
VkGraphicsPipelineCreateInfo pipelineInfo;
memset(&pipelineInfo, 0, sizeof(pipelineInfo));
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
VkPipelineShaderStageCreateInfo shaderStages[2] = {
{
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
nullptr,
0,
VK_SHADER_STAGE_VERTEX_BIT,
vertShaderModule,
"main",
nullptr
},
{
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
nullptr,
0,
VK_SHADER_STAGE_FRAGMENT_BIT,
fragShaderModule,
"main",
nullptr
}
};
pipelineInfo.stageCount = 2;
pipelineInfo.pStages = shaderStages;
pipelineInfo.pVertexInputState = &vertexInputInfo;
VkPipelineInputAssemblyStateCreateInfo ia;
memset(&ia, 0, sizeof(ia));
ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
pipelineInfo.pInputAssemblyState = &ia;
// The viewport and scissor will be set dynamically via vkCmdSetViewport/Scissor.
// This way the pipeline does not need to be touched when resizing the window.
VkPipelineViewportStateCreateInfo vp;
memset(&vp, 0, sizeof(vp));
vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
vp.viewportCount = 1;
vp.scissorCount = 1;
pipelineInfo.pViewportState = &vp;
VkPipelineRasterizationStateCreateInfo rs;
memset(&rs, 0, sizeof(rs));
rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rs.polygonMode = VK_POLYGON_MODE_FILL;
rs.cullMode = VK_CULL_MODE_NONE; // we want the back face as well
rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
rs.lineWidth = 1.0f;
pipelineInfo.pRasterizationState = &rs;
VkPipelineMultisampleStateCreateInfo ms;
memset(&ms, 0, sizeof(ms));
ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
// Enable multisampling.
ms.rasterizationSamples = m_window->sampleCountFlagBits();
pipelineInfo.pMultisampleState = &ms;
VkPipelineDepthStencilStateCreateInfo ds;
memset(&ds, 0, sizeof(ds));
ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
ds.depthTestEnable = VK_TRUE;
ds.depthWriteEnable = VK_TRUE;
ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
pipelineInfo.pDepthStencilState = &ds;
VkPipelineColorBlendStateCreateInfo cb;
memset(&cb, 0, sizeof(cb));
cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
// no blend, write out all of rgba
VkPipelineColorBlendAttachmentState att;
memset(&att, 0, sizeof(att));
att.colorWriteMask = 0xF;
cb.attachmentCount = 1;
cb.pAttachments = &att;
pipelineInfo.pColorBlendState = &cb;
VkDynamicState dynEnable[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dyn;
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_pipelineLayout;
pipelineInfo.renderPass = m_window->defaultRenderPass();
err = m_devFuncs->vkCreateGraphicsPipelines(dev, m_pipelineCache, 1, &pipelineInfo, nullptr, &m_pipeline);
if (err != VK_SUCCESS)
qFatal("Failed to create graphics pipeline: %d", err);
if (vertShaderModule)
m_devFuncs->vkDestroyShaderModule(dev, vertShaderModule, nullptr);
if (fragShaderModule)
m_devFuncs->vkDestroyShaderModule(dev, fragShaderModule, nullptr);
}
void TriangleRenderer::initSwapChainResources()
{
qDebug("initSwapChainResources");
// Projection matrix
m_proj = m_window->clipCorrectionMatrix(); // adjust for Vulkan-OpenGL clip space differences
const QSize sz = m_window->swapChainImageSize();
m_proj.perspective(45.0f, sz.width() / (float) sz.height(), 0.01f, 100.0f);
m_proj.translate(0, 0, -4);
}
void TriangleRenderer::releaseSwapChainResources()
{
qDebug("releaseSwapChainResources");
}
void TriangleRenderer::releaseResources()
{
qDebug("releaseResources");
VkDevice dev = m_window->device();
if (m_pipeline) {
m_devFuncs->vkDestroyPipeline(dev, m_pipeline, nullptr);
m_pipeline = VK_NULL_HANDLE;
}
if (m_pipelineLayout) {
m_devFuncs->vkDestroyPipelineLayout(dev, m_pipelineLayout, nullptr);
m_pipelineLayout = VK_NULL_HANDLE;
}
if (m_pipelineCache) {
m_devFuncs->vkDestroyPipelineCache(dev, m_pipelineCache, nullptr);
m_pipelineCache = VK_NULL_HANDLE;
}
if (m_descSetLayout) {
m_devFuncs->vkDestroyDescriptorSetLayout(dev, m_descSetLayout, nullptr);
m_descSetLayout = VK_NULL_HANDLE;
}
if (m_descPool) {
m_devFuncs->vkDestroyDescriptorPool(dev, m_descPool, nullptr);
m_descPool = VK_NULL_HANDLE;
}
if (m_buf) {
m_devFuncs->vkDestroyBuffer(dev, m_buf, nullptr);
m_buf = VK_NULL_HANDLE;
}
if (m_bufMem) {
m_devFuncs->vkFreeMemory(dev, m_bufMem, nullptr);
m_bufMem = VK_NULL_HANDLE;
}
}
void TriangleRenderer::startNextFrame()
{
VkDevice dev = m_window->device();
VkCommandBuffer cb = m_window->currentCommandBuffer();
const QSize sz = m_window->swapChainImageSize();
VkClearColorValue clearColor = {{ 0, 0, 0, 1 }};
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);
quint8 *p;
VkResult err = m_devFuncs->vkMapMemory(dev, m_bufMem, m_uniformBufInfo[m_window->currentFrame()].offset,
UNIFORM_DATA_SIZE, 0, reinterpret_cast<void **>(&p));
if (err != VK_SUCCESS)
qFatal("Failed to map memory: %d", err);
QMatrix4x4 m = m_proj;
m.rotate(m_rotation, 0, 1, 0);
memcpy(p, m.constData(), 16 * sizeof(float));
m_devFuncs->vkUnmapMemory(dev, m_bufMem);
// Not exactly a real animation system, just advance on every frame for now.
m_rotation += 1.0f;
m_devFuncs->vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline);
m_devFuncs->vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout, 0, 1,
&m_descSet[m_window->currentFrame()], 0, nullptr);
VkDeviceSize vbOffset = 0;
m_devFuncs->vkCmdBindVertexBuffers(cb, 0, 1, &m_buf, &vbOffset);
VkViewport viewport;
viewport.x = viewport.y = 0;
viewport.width = sz.width();
viewport.height = sz.height();
viewport.minDepth = 0;
viewport.maxDepth = 1;
m_devFuncs->vkCmdSetViewport(cb, 0, 1, &viewport);
VkRect2D scissor;
scissor.offset.x = scissor.offset.y = 0;
scissor.extent.width = viewport.width;
scissor.extent.height = viewport.height;
m_devFuncs->vkCmdSetScissor(cb, 0, 1, &scissor);
m_devFuncs->vkCmdDraw(cb, 3, 1, 0, 0);
m_devFuncs->vkCmdEndRenderPass(cmdBuf);
m_window->frameReady();
m_window->requestUpdate(); // render continuously, throttled by the presentation rate
}