05fc3aef53
Replace the current license disclaimer in files by a SPDX-License-Identifier. Files that have to be modified by hand are modified. License files are organized under LICENSES directory. Task-number: QTBUG-67283 Change-Id: Id880c92784c40f3bbde861c0d93f58151c18b9f1 Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org> Reviewed-by: Lars Knoll <lars.knoll@qt.io> Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
467 lines
17 KiB
C++
467 lines
17 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 "trianglerenderer.h"
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#include <QVulkanFunctions>
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#include <QFile>
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// Note that the vertex data and the projection matrix assume OpenGL. With
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// Vulkan Y is negated in clip space and the near/far plane is at 0/1 instead
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// of -1/1. These will be corrected for by an extra transformation when
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// calculating the modelview-projection matrix.
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static float vertexData[] = { // Y up, front = CCW
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0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f
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};
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static const int UNIFORM_DATA_SIZE = 16 * sizeof(float);
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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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TriangleRenderer::TriangleRenderer(QVulkanWindow *w, bool msaa)
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: m_window(w)
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{
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if (msaa) {
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const QList<int> counts = w->supportedSampleCounts();
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qDebug() << "Supported sample counts:" << counts;
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for (int s = 16; s >= 4; s /= 2) {
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if (counts.contains(s)) {
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qDebug("Requesting sample count %d", s);
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m_window->setSampleCount(s);
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break;
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}
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}
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}
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}
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VkShaderModule TriangleRenderer::createShader(const QString &name)
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{
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QFile file(name);
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if (!file.open(QIODevice::ReadOnly)) {
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qWarning("Failed to read shader %s", qPrintable(name));
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return VK_NULL_HANDLE;
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}
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QByteArray blob = file.readAll();
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file.close();
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VkShaderModuleCreateInfo shaderInfo;
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memset(&shaderInfo, 0, sizeof(shaderInfo));
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shaderInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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shaderInfo.codeSize = blob.size();
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shaderInfo.pCode = reinterpret_cast<const uint32_t *>(blob.constData());
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VkShaderModule shaderModule;
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VkResult err = m_devFuncs->vkCreateShaderModule(m_window->device(), &shaderInfo, nullptr, &shaderModule);
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if (err != VK_SUCCESS) {
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qWarning("Failed to create shader module: %d", err);
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return VK_NULL_HANDLE;
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}
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return shaderModule;
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}
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void TriangleRenderer::initResources()
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{
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qDebug("initResources");
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VkDevice dev = m_window->device();
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m_devFuncs = m_window->vulkanInstance()->deviceFunctions(dev);
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// Prepare the vertex and uniform data. The vertex data will never
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// change so one buffer is sufficient regardless of the value of
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// QVulkanWindow::CONCURRENT_FRAME_COUNT. Uniform data is changing per
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// frame however so active frames have to have a dedicated copy.
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// Use just one memory allocation and one buffer. We will then specify the
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// appropriate offsets for uniform buffers in the VkDescriptorBufferInfo.
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// Have to watch out for
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// VkPhysicalDeviceLimits::minUniformBufferOffsetAlignment, though.
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// The uniform buffer is not strictly required in this example, we could
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// have used push constants as well since our single matrix (64 bytes) fits
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// into the spec mandated minimum limit of 128 bytes. However, once that
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// limit is not sufficient, the per-frame buffers, as shown below, will
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// become necessary.
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const int concurrentFrameCount = m_window->concurrentFrameCount();
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const VkPhysicalDeviceLimits *pdevLimits = &m_window->physicalDeviceProperties()->limits;
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const VkDeviceSize uniAlign = pdevLimits->minUniformBufferOffsetAlignment;
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qDebug("uniform buffer offset alignment is %u", (uint) uniAlign);
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VkBufferCreateInfo bufInfo;
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memset(&bufInfo, 0, sizeof(bufInfo));
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bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
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// Our internal layout is vertex, uniform, uniform, ... with each uniform buffer start offset aligned to uniAlign.
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const VkDeviceSize vertexAllocSize = aligned(sizeof(vertexData), uniAlign);
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const VkDeviceSize uniformAllocSize = aligned(UNIFORM_DATA_SIZE, uniAlign);
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bufInfo.size = vertexAllocSize + concurrentFrameCount * uniformAllocSize;
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bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
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VkResult err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_buf);
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if (err != VK_SUCCESS)
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qFatal("Failed to create buffer: %d", err);
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VkMemoryRequirements memReq;
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m_devFuncs->vkGetBufferMemoryRequirements(dev, m_buf, &memReq);
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VkMemoryAllocateInfo memAllocInfo = {
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VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
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nullptr,
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memReq.size,
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m_window->hostVisibleMemoryIndex()
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};
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err = m_devFuncs->vkAllocateMemory(dev, &memAllocInfo, nullptr, &m_bufMem);
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if (err != VK_SUCCESS)
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qFatal("Failed to allocate memory: %d", err);
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err = m_devFuncs->vkBindBufferMemory(dev, m_buf, m_bufMem, 0);
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if (err != VK_SUCCESS)
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qFatal("Failed to bind buffer memory: %d", err);
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quint8 *p;
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err = m_devFuncs->vkMapMemory(dev, m_bufMem, 0, memReq.size, 0, reinterpret_cast<void **>(&p));
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if (err != VK_SUCCESS)
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qFatal("Failed to map memory: %d", err);
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memcpy(p, vertexData, sizeof(vertexData));
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QMatrix4x4 ident;
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memset(m_uniformBufInfo, 0, sizeof(m_uniformBufInfo));
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for (int i = 0; i < concurrentFrameCount; ++i) {
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const VkDeviceSize offset = vertexAllocSize + i * uniformAllocSize;
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memcpy(p + offset, ident.constData(), 16 * sizeof(float));
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m_uniformBufInfo[i].buffer = m_buf;
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m_uniformBufInfo[i].offset = offset;
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m_uniformBufInfo[i].range = uniformAllocSize;
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}
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m_devFuncs->vkUnmapMemory(dev, m_bufMem);
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VkVertexInputBindingDescription vertexBindingDesc = {
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0, // binding
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5 * 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_R32G32_SFLOAT,
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0
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},
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{ // color
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1,
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0,
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VK_FORMAT_R32G32B32_SFLOAT,
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2 * 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 = 1;
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vertexInputInfo.pVertexBindingDescriptions = &vertexBindingDesc;
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vertexInputInfo.vertexAttributeDescriptionCount = 2;
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vertexInputInfo.pVertexAttributeDescriptions = vertexAttrDesc;
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// Set up descriptor set and its layout.
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VkDescriptorPoolSize descPoolSizes = { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uint32_t(concurrentFrameCount) };
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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 = concurrentFrameCount;
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descPoolInfo.poolSizeCount = 1;
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descPoolInfo.pPoolSizes = &descPoolSizes;
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err = m_devFuncs->vkCreateDescriptorPool(dev, &descPoolInfo, nullptr, &m_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 layoutBinding = {
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0, // binding
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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1,
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VK_SHADER_STAGE_VERTEX_BIT,
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nullptr
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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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1,
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&layoutBinding
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};
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err = m_devFuncs->vkCreateDescriptorSetLayout(dev, &descLayoutInfo, nullptr, &m_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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for (int i = 0; i < concurrentFrameCount; ++i) {
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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_descPool,
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1,
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&m_descSetLayout
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};
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err = m_devFuncs->vkAllocateDescriptorSets(dev, &descSetAllocInfo, &m_descSet[i]);
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if (err != VK_SUCCESS)
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qFatal("Failed to allocate descriptor set: %d", err);
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VkWriteDescriptorSet descWrite;
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memset(&descWrite, 0, sizeof(descWrite));
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descWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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descWrite.dstSet = m_descSet[i];
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descWrite.descriptorCount = 1;
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descWrite.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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descWrite.pBufferInfo = &m_uniformBufInfo[i];
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m_devFuncs->vkUpdateDescriptorSets(dev, 1, &descWrite, 0, nullptr);
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}
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// Pipeline cache
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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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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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// Pipeline layout
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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_descSetLayout;
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err = m_devFuncs->vkCreatePipelineLayout(dev, &pipelineLayoutInfo, nullptr, &m_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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// Shaders
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VkShaderModule vertShaderModule = createShader(QStringLiteral(":/color_vert.spv"));
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VkShaderModule fragShaderModule = createShader(QStringLiteral(":/color_frag.spv"));
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// Graphics pipeline
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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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vertShaderModule,
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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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fragShaderModule,
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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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// The viewport and scissor will be set dynamically via vkCmdSetViewport/Scissor.
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// This way the pipeline does not need to be touched when resizing the window.
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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_NONE; // we want the back face as well
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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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// Enable multisampling.
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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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// no blend, write out all of rgba
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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_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_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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if (vertShaderModule)
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m_devFuncs->vkDestroyShaderModule(dev, vertShaderModule, nullptr);
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if (fragShaderModule)
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m_devFuncs->vkDestroyShaderModule(dev, fragShaderModule, nullptr);
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}
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void TriangleRenderer::initSwapChainResources()
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{
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qDebug("initSwapChainResources");
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// Projection matrix
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m_proj = m_window->clipCorrectionMatrix(); // adjust for Vulkan-OpenGL clip space differences
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const QSize sz = m_window->swapChainImageSize();
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m_proj.perspective(45.0f, sz.width() / (float) sz.height(), 0.01f, 100.0f);
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m_proj.translate(0, 0, -4);
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}
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void TriangleRenderer::releaseSwapChainResources()
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{
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qDebug("releaseSwapChainResources");
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}
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void TriangleRenderer::releaseResources()
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{
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qDebug("releaseResources");
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VkDevice dev = m_window->device();
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if (m_pipeline) {
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m_devFuncs->vkDestroyPipeline(dev, m_pipeline, nullptr);
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m_pipeline = VK_NULL_HANDLE;
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}
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if (m_pipelineLayout) {
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m_devFuncs->vkDestroyPipelineLayout(dev, m_pipelineLayout, nullptr);
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m_pipelineLayout = VK_NULL_HANDLE;
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}
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if (m_pipelineCache) {
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m_devFuncs->vkDestroyPipelineCache(dev, m_pipelineCache, nullptr);
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m_pipelineCache = VK_NULL_HANDLE;
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}
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if (m_descSetLayout) {
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m_devFuncs->vkDestroyDescriptorSetLayout(dev, m_descSetLayout, nullptr);
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m_descSetLayout = VK_NULL_HANDLE;
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}
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if (m_descPool) {
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m_devFuncs->vkDestroyDescriptorPool(dev, m_descPool, nullptr);
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m_descPool = VK_NULL_HANDLE;
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}
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if (m_buf) {
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m_devFuncs->vkDestroyBuffer(dev, m_buf, nullptr);
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m_buf = VK_NULL_HANDLE;
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}
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if (m_bufMem) {
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m_devFuncs->vkFreeMemory(dev, m_bufMem, nullptr);
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m_bufMem = VK_NULL_HANDLE;
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}
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}
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void TriangleRenderer::startNextFrame()
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{
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VkDevice dev = m_window->device();
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VkCommandBuffer cb = m_window->currentCommandBuffer();
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const QSize sz = m_window->swapChainImageSize();
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VkClearColorValue clearColor = {{ 0, 0, 0, 1 }};
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VkClearDepthStencilValue clearDS = { 1, 0 };
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VkClearValue clearValues[3];
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memset(clearValues, 0, sizeof(clearValues));
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clearValues[0].color = clearValues[2].color = clearColor;
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clearValues[1].depthStencil = clearDS;
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VkRenderPassBeginInfo rpBeginInfo;
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memset(&rpBeginInfo, 0, sizeof(rpBeginInfo));
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rpBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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rpBeginInfo.renderPass = m_window->defaultRenderPass();
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rpBeginInfo.framebuffer = m_window->currentFramebuffer();
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rpBeginInfo.renderArea.extent.width = sz.width();
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rpBeginInfo.renderArea.extent.height = sz.height();
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rpBeginInfo.clearValueCount = m_window->sampleCountFlagBits() > VK_SAMPLE_COUNT_1_BIT ? 3 : 2;
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rpBeginInfo.pClearValues = clearValues;
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VkCommandBuffer cmdBuf = m_window->currentCommandBuffer();
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m_devFuncs->vkCmdBeginRenderPass(cmdBuf, &rpBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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quint8 *p;
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VkResult err = m_devFuncs->vkMapMemory(dev, m_bufMem, m_uniformBufInfo[m_window->currentFrame()].offset,
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UNIFORM_DATA_SIZE, 0, reinterpret_cast<void **>(&p));
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if (err != VK_SUCCESS)
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qFatal("Failed to map memory: %d", err);
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QMatrix4x4 m = m_proj;
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m.rotate(m_rotation, 0, 1, 0);
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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
|
|
}
|