qt5base-lts/examples/vulkan/shared/trianglerenderer.cpp
Marc Mutz d3f1076d0a QVulkanWindow: use QVector, not QSet, for small int set
Apart from being more efficient to construct and test, for the
expected very small number of entries, the example code itself shows
that a sorted vector is much more useful than an unordered set.

Change-Id: Ic5e38df0176ac4be08eac6a89c2e1cabab2a9020
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
2017-05-22 08:50:05 +00:00

514 lines
20 KiB
C++

/****************************************************************************
**
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
#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[] = {
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_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
}