Vulkan-Hpp/samples/InputAttachment/InputAttachment.cpp

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// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
// VulkanHpp Samples : InputAttachment
// Use an input attachment to draw a yellow triangle
#if defined( _MSC_VER )
// no need to ignore any warnings with MSVC
#elif defined( __clang__ )
# pragma clang diagnostic ignored "-Wmissing-braces"
#elif defined( __GNUC__ )
// no need to ignore any warnings with GCC
#else
// unknow compiler... just ignore the warnings for yourselves ;)
#endif
#include "../utils/geometries.hpp"
#include "../utils/math.hpp"
#include "../utils/shaders.hpp"
#include "../utils/utils.hpp"
#include "SPIRV/GlslangToSpv.h"
#include <iostream>
#include <thread>
static char const * AppName = "InputAttachment";
static char const * EngineName = "Vulkan.hpp";
static std::string vertexShaderText = R"(
#version 450
vec2 vertices[3];
void main()
{
vertices[0] = vec2(-1.0f, -1.0f);
vertices[1] = vec2( 1.0f, -1.0f);
vertices[2] = vec2( 0.0f, 1.0f);
gl_Position = vec4(vertices[gl_VertexIndex % 3], 0.0f, 1.0f);
}
)";
// Use subpassLoad to read from input attachment
static const char * fragmentShaderText = R"(
#version 450
layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput inputAttachment;
layout (location = 0) out vec4 outColor;
void main()
{
outColor = subpassLoad(inputAttachment);
}
)";
int main( int /*argc*/, char ** /*argv*/ )
{
try
{
vk::Instance instance = vk::su::createInstance( AppName, EngineName, {}, vk::su::getInstanceExtensions() );
#if !defined( NDEBUG )
vk::DebugUtilsMessengerEXT debugUtilsMessenger = instance.createDebugUtilsMessengerEXT( vk::su::makeDebugUtilsMessengerCreateInfoEXT() );
#endif
vk::PhysicalDevice physicalDevice = instance.enumeratePhysicalDevices().front();
vk::FormatProperties formatProperties = physicalDevice.getFormatProperties( vk::Format::eR8G8B8A8Unorm );
if ( !( formatProperties.optimalTilingFeatures & vk::FormatFeatureFlagBits::eColorAttachment ) )
{
std::cout << "vk::Format::eR8G8B8A8Unorm format unsupported for input attachment\n";
exit( -1 );
}
vk::su::SurfaceData surfaceData( instance, AppName, vk::Extent2D( 500, 500 ) );
std::pair<uint32_t, uint32_t> graphicsAndPresentQueueFamilyIndex = vk::su::findGraphicsAndPresentQueueFamilyIndex( physicalDevice, surfaceData.surface );
vk::Device device = vk::su::createDevice( physicalDevice, graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions() );
vk::CommandPool commandPool = vk::su::createCommandPool( device, graphicsAndPresentQueueFamilyIndex.first );
vk::CommandBuffer commandBuffer =
device.allocateCommandBuffers( vk::CommandBufferAllocateInfo( commandPool, vk::CommandBufferLevel::ePrimary, 1 ) ).front();
vk::Queue graphicsQueue = device.getQueue( graphicsAndPresentQueueFamilyIndex.first, 0 );
vk::Queue presentQueue = device.getQueue( graphicsAndPresentQueueFamilyIndex.second, 0 );
vk::su::SwapChainData swapChainData( physicalDevice,
device,
surfaceData.surface,
surfaceData.extent,
vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eTransferSrc,
{},
graphicsAndPresentQueueFamilyIndex.first,
graphicsAndPresentQueueFamilyIndex.second );
/* VULKAN_KEY_START */
// Create a framebuffer with 2 attachments, one the color attachment the shaders render into, and the other an input
// attachment which will be cleared to yellow, and then used by the shaders to color the drawn triangle. Final
// result should be a yellow triangle
// Create the image that will be used as the input attachment
// The image for the color attachment is the presentable image already created as part of the SwapChainData
vk::ImageCreateInfo imageCreateInfo( vk::ImageCreateFlags(),
vk::ImageType::e2D,
swapChainData.colorFormat,
vk::Extent3D( surfaceData.extent, 1 ),
1,
1,
vk::SampleCountFlagBits::e1,
vk::ImageTiling::eOptimal,
vk::ImageUsageFlagBits::eInputAttachment | vk::ImageUsageFlagBits::eTransferDst );
vk::Image inputImage = device.createImage( imageCreateInfo );
vk::MemoryRequirements memoryRequirements = device.getImageMemoryRequirements( inputImage );
uint32_t memoryTypeIndex = vk::su::findMemoryType( physicalDevice.getMemoryProperties(), memoryRequirements.memoryTypeBits, vk::MemoryPropertyFlags() );
vk::DeviceMemory inputMemory = device.allocateMemory( vk::MemoryAllocateInfo( memoryRequirements.size, memoryTypeIndex ) );
device.bindImageMemory( inputImage, inputMemory, 0 );
// Set the image layout to TRANSFER_DST_OPTIMAL to be ready for clear
commandBuffer.begin( vk::CommandBufferBeginInfo() );
vk::su::setImageLayout( commandBuffer, inputImage, swapChainData.colorFormat, vk::ImageLayout::eUndefined, vk::ImageLayout::eTransferDstOptimal );
commandBuffer.clearColorImage( inputImage,
vk::ImageLayout::eTransferDstOptimal,
vk::ClearColorValue( std::array<float, 4>( { { 1.0f, 1.0f, 0.0f, 0.0f } } ) ),
vk::ImageSubresourceRange( vk::ImageAspectFlagBits::eColor, 0, VK_REMAINING_MIP_LEVELS, 0, VK_REMAINING_ARRAY_LAYERS ) );
// Set the image layout to SHADER_READONLY_OPTIMAL for use by the shaders
vk::su::setImageLayout(
commandBuffer, inputImage, swapChainData.colorFormat, vk::ImageLayout::eTransferDstOptimal, vk::ImageLayout::eShaderReadOnlyOptimal );
vk::ImageViewCreateInfo imageViewCreateInfo(
{}, inputImage, vk::ImageViewType::e2D, swapChainData.colorFormat, {}, { vk::ImageAspectFlagBits::eColor, 0, 1, 0, 1 } );
vk::ImageView inputAttachmentView = device.createImageView( imageViewCreateInfo );
vk::DescriptorSetLayoutBinding layoutBinding( 0, vk::DescriptorType::eInputAttachment, 1, vk::ShaderStageFlagBits::eFragment );
vk::DescriptorSetLayout descriptorSetLayout =
device.createDescriptorSetLayout( vk::DescriptorSetLayoutCreateInfo( vk::DescriptorSetLayoutCreateFlags(), layoutBinding ) );
vk::PipelineLayout pipelineLayout = device.createPipelineLayout( vk::PipelineLayoutCreateInfo( vk::PipelineLayoutCreateFlags(), descriptorSetLayout ) );
std::array<vk::AttachmentDescription, 2> attachments = {
// First attachment is the color attachment - clear at the beginning of the renderpass and transition layout to
// PRESENT_SRC_KHR at the end of renderpass
vk::AttachmentDescription( vk::AttachmentDescriptionFlags(),
swapChainData.colorFormat,
vk::SampleCountFlagBits::e1,
vk::AttachmentLoadOp::eClear,
vk::AttachmentStoreOp::eStore,
vk::AttachmentLoadOp::eDontCare,
vk::AttachmentStoreOp::eDontCare,
vk::ImageLayout::eUndefined,
vk::ImageLayout::ePresentSrcKHR ),
// Second attachment is input attachment. Once cleared it should have width*height yellow pixels.
// Doing a subpassLoad in the fragment shader should give the shader the color at the fragments x,y location from
// the input attachment
vk::AttachmentDescription( vk::AttachmentDescriptionFlags(),
swapChainData.colorFormat,
vk::SampleCountFlagBits::e1,
vk::AttachmentLoadOp::eLoad,
vk::AttachmentStoreOp::eDontCare,
vk::AttachmentLoadOp::eDontCare,
vk::AttachmentStoreOp::eDontCare,
vk::ImageLayout::eShaderReadOnlyOptimal,
vk::ImageLayout::eShaderReadOnlyOptimal )
};
vk::AttachmentReference colorReference( 0, vk::ImageLayout::eColorAttachmentOptimal );
vk::AttachmentReference inputReference( 1, vk::ImageLayout::eShaderReadOnlyOptimal );
vk::SubpassDescription subPass( vk::SubpassDescriptionFlags(), vk::PipelineBindPoint::eGraphics, inputReference, colorReference );
vk::RenderPass renderPass = device.createRenderPass( vk::RenderPassCreateInfo( vk::RenderPassCreateFlags(), attachments, subPass ) );
glslang::InitializeProcess();
vk::ShaderModule vertexShaderModule = vk::su::createShaderModule( device, vk::ShaderStageFlagBits::eVertex, vertexShaderText );
vk::ShaderModule fragmentShaderModule = vk::su::createShaderModule( device, vk::ShaderStageFlagBits::eFragment, fragmentShaderText );
glslang::FinalizeProcess();
std::vector<vk::Framebuffer> framebuffers =
vk::su::createFramebuffers( device, renderPass, swapChainData.imageViews, inputAttachmentView, surfaceData.extent );
vk::DescriptorPoolSize poolSize( vk::DescriptorType::eInputAttachment, 1 );
vk::DescriptorPool descriptorPool =
device.createDescriptorPool( vk::DescriptorPoolCreateInfo( vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 1, poolSize ) );
vk::DescriptorSetAllocateInfo descriptorSetAllocateInfo( descriptorPool, descriptorSetLayout );
vk::DescriptorSet descriptorSet = device.allocateDescriptorSets( descriptorSetAllocateInfo ).front();
vk::DescriptorImageInfo inputImageInfo( nullptr, inputAttachmentView, vk::ImageLayout::eShaderReadOnlyOptimal );
vk::WriteDescriptorSet writeDescriptorSet( descriptorSet, 0, 0, vk::DescriptorType::eInputAttachment, inputImageInfo );
device.updateDescriptorSets( writeDescriptorSet, nullptr );
vk::PipelineCache pipelineCache = device.createPipelineCache( vk::PipelineCacheCreateInfo() );
vk::Pipeline graphicsPipeline = vk::su::createGraphicsPipeline( device,
pipelineCache,
std::make_pair( vertexShaderModule, nullptr ),
std::make_pair( fragmentShaderModule, nullptr ),
0,
{},
vk::FrontFace::eClockwise,
false,
pipelineLayout,
renderPass );
vk::Semaphore imageAcquiredSemaphore = device.createSemaphore( vk::SemaphoreCreateInfo() );
vk::ResultValue<uint32_t> nexImage =
device.acquireNextImage2KHR( vk::AcquireNextImageInfoKHR( swapChainData.swapChain, UINT64_MAX, imageAcquiredSemaphore, {}, 1 ) );
assert( nexImage.result == vk::Result::eSuccess );
uint32_t currentBuffer = nexImage.value;
vk::ClearValue clearValue;
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clearValue.color = vk::ClearColorValue( std::array<float, 4>( { { 0.2f, 0.2f, 0.2f, 0.2f } } ) );
commandBuffer.beginRenderPass(
vk::RenderPassBeginInfo( renderPass, framebuffers[currentBuffer], vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ), clearValue ),
vk::SubpassContents::eInline );
commandBuffer.bindPipeline( vk::PipelineBindPoint::eGraphics, graphicsPipeline );
commandBuffer.bindDescriptorSets( vk::PipelineBindPoint::eGraphics, pipelineLayout, 0, descriptorSet, nullptr );
commandBuffer.setViewport(
0, vk::Viewport( 0.0f, 0.0f, static_cast<float>( surfaceData.extent.width ), static_cast<float>( surfaceData.extent.height ), 0.0f, 1.0f ) );
commandBuffer.setScissor( 0, vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ) );
commandBuffer.draw( 3, 1, 0, 0 );
commandBuffer.endRenderPass();
commandBuffer.end();
/* VULKAN_KEY_END */
vk::su::submitAndWait( device, graphicsQueue, commandBuffer );
vk::Result result = presentQueue.presentKHR( vk::PresentInfoKHR( {}, swapChainData.swapChain, currentBuffer ) );
switch ( result )
{
case vk::Result::eSuccess: break;
case vk::Result::eSuboptimalKHR: std::cout << "vk::Queue::presentKHR returned vk::Result::eSuboptimalKHR !\n"; break;
default: assert( false ); // an unexpected result is returned !
}
std::this_thread::sleep_for( std::chrono::milliseconds( 1000 ) );
device.destroySemaphore( imageAcquiredSemaphore );
device.destroyPipeline( graphicsPipeline );
device.destroyPipelineCache( pipelineCache );
device.freeDescriptorSets( descriptorPool, descriptorSet );
device.destroyDescriptorPool( descriptorPool );
for ( auto framebuffer : framebuffers )
{
device.destroyFramebuffer( framebuffer );
}
device.destroyShaderModule( fragmentShaderModule );
device.destroyShaderModule( vertexShaderModule );
device.destroyRenderPass( renderPass );
device.destroyPipelineLayout( pipelineLayout );
device.destroyDescriptorSetLayout( descriptorSetLayout );
device.destroyImageView( inputAttachmentView );
device.freeMemory( inputMemory );
device.destroyImage( inputImage );
swapChainData.clear( device );
device.freeCommandBuffers( commandPool, commandBuffer );
device.destroyCommandPool( commandPool );
device.destroy();
instance.destroySurfaceKHR( surfaceData.surface );
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#if !defined( NDEBUG )
instance.destroyDebugUtilsMessengerEXT( debugUtilsMessenger );
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#endif
instance.destroy();
}
catch ( vk::SystemError & err )
{
std::cout << "vk::SystemError: " << err.what() << std::endl;
exit( -1 );
}
catch ( std::exception & err )
{
std::cout << "std::exception: " << err.what() << std::endl;
exit( -1 );
}
catch ( ... )
{
std::cout << "unknown error\n";
exit( -1 );
}
return 0;
}