Vulkan-Hpp/RAII_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 "../../samples/utils/geometries.hpp"
#include "../../samples/utils/math.hpp"
#include "../utils/shaders.hpp"
#include "../utils/utils.hpp"
#include "SPIRV/GlslangToSpv.h"
#include "vulkan/vulkan_raii.hpp"
#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::raii::Context context;
vk::raii::Instance instance =
vk::raii::su::makeInstance( context, AppName, EngineName, {}, vk::su::getInstanceExtensions() );
#if !defined( NDEBUG )
vk::raii::DebugUtilsMessengerEXT debugUtilsMessenger( instance, vk::su::makeDebugUtilsMessengerCreateInfoEXT() );
#endif
vk::raii::PhysicalDevice physicalDevice = std::move( vk::raii::PhysicalDevices( instance ).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::raii::su::SurfaceData surfaceData( instance, AppName, vk::Extent2D( 500, 500 ) );
std::pair<uint32_t, uint32_t> graphicsAndPresentQueueFamilyIndex =
vk::raii::su::findGraphicsAndPresentQueueFamilyIndex( physicalDevice, *surfaceData.pSurface );
vk::raii::Device device = vk::raii::su::makeDevice(
physicalDevice, graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions() );
vk::raii::CommandPool commandPool = vk::raii::CommandPool(
device, { vk::CommandPoolCreateFlagBits::eResetCommandBuffer, graphicsAndPresentQueueFamilyIndex.first } );
vk::raii::CommandBuffer commandBuffer = vk::raii::su::makeCommandBuffer( device, commandPool );
vk::raii::Queue graphicsQueue( device, graphicsAndPresentQueueFamilyIndex.first, 0 );
vk::raii::Queue presentQueue( device, graphicsAndPresentQueueFamilyIndex.second, 0 );
vk::raii::su::SwapChainData swapChainData( physicalDevice,
device,
*surfaceData.pSurface,
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::ImageType::e2D,
swapChainData.colorFormat,
vk::Extent3D( surfaceData.extent, 1 ),
1,
1,
vk::SampleCountFlagBits::e1,
vk::ImageTiling::eOptimal,
vk::ImageUsageFlagBits::eInputAttachment |
vk::ImageUsageFlagBits::eTransferDst );
vk::raii::Image inputImage( device, imageCreateInfo );
vk::MemoryRequirements memoryRequirements = inputImage.getMemoryRequirements();
uint32_t memoryTypeIndex =
vk::su::findMemoryType( physicalDevice.getMemoryProperties(), memoryRequirements.memoryTypeBits, {} );
vk::MemoryAllocateInfo memoryAllocateInfo( memoryRequirements.size, memoryTypeIndex );
vk::raii::DeviceMemory inputMemory( device, memoryAllocateInfo );
inputImage.bindMemory( *inputMemory, 0 );
// Set the image layout to TRANSFER_DST_OPTIMAL to be ready for clear
commandBuffer.begin( vk::CommandBufferBeginInfo() );
vk::raii::su::setImageLayout( commandBuffer,
*inputImage,
swapChainData.colorFormat,
vk::ImageLayout::eUndefined,
vk::ImageLayout::eTransferDstOptimal );
vk::ClearColorValue clearColorValue( std::array<float, 4>( { { 1.0f, 1.0f, 0.0f, 0.0f } } ) );
vk::ImageSubresourceRange imageSubresourceRange(
vk::ImageAspectFlagBits::eColor, 0, VK_REMAINING_MIP_LEVELS, 0, VK_REMAINING_ARRAY_LAYERS );
commandBuffer.clearColorImage(
*inputImage, vk::ImageLayout::eTransferDstOptimal, clearColorValue, imageSubresourceRange );
// Set the image layout to SHADER_READONLY_OPTIMAL for use by the shaders
vk::raii::su::setImageLayout( commandBuffer,
*inputImage,
swapChainData.colorFormat,
vk::ImageLayout::eTransferDstOptimal,
vk::ImageLayout::eShaderReadOnlyOptimal );
vk::ComponentMapping componentMapping(
vk::ComponentSwizzle::eR, vk::ComponentSwizzle::eG, vk::ComponentSwizzle::eB, vk::ComponentSwizzle::eA );
imageSubresourceRange = vk::ImageSubresourceRange( vk::ImageAspectFlagBits::eColor, 0, 1, 0, 1 );
vk::ImageViewCreateInfo imageViewCreateInfo(
{}, *inputImage, vk::ImageViewType::e2D, swapChainData.colorFormat, componentMapping, imageSubresourceRange );
vk::raii::ImageView inputAttachmentView( device, imageViewCreateInfo );
vk::DescriptorSetLayoutBinding layoutBinding(
0, vk::DescriptorType::eInputAttachment, 1, vk::ShaderStageFlagBits::eFragment );
vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo( {}, layoutBinding );
vk::raii::DescriptorSetLayout descriptorSetLayout( device, descriptorSetLayoutCreateInfo );
vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo( {}, *descriptorSetLayout );
vk::raii::PipelineLayout pipelineLayout( device, pipelineLayoutCreateInfo );
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( {},
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( {},
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::PipelineBindPoint::eGraphics, inputReference, colorReference );
vk::RenderPassCreateInfo renderPassCreateInfo( {}, attachments, subPass );
vk::raii::RenderPass renderPass( device, renderPassCreateInfo );
glslang::InitializeProcess();
vk::raii::ShaderModule vertexShaderModule =
vk::raii::su::makeShaderModule( device, vk::ShaderStageFlagBits::eVertex, vertexShaderText );
vk::raii::ShaderModule fragmentShaderModule =
vk::raii::su::makeShaderModule( device, vk::ShaderStageFlagBits::eFragment, fragmentShaderText );
glslang::FinalizeProcess();
std::vector<vk::raii::Framebuffer> framebuffers = vk::raii::su::makeFramebuffers(
device, renderPass, swapChainData.imageViews, &inputAttachmentView, surfaceData.extent );
vk::DescriptorPoolSize poolSize( vk::DescriptorType::eInputAttachment, 1 );
vk::DescriptorPoolCreateInfo descriptorPoolCreateInfo(
vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 1, poolSize );
vk::raii::DescriptorPool descriptorPool( device, descriptorPoolCreateInfo );
vk::DescriptorSetAllocateInfo descriptorSetAllocateInfo( *descriptorPool, *descriptorSetLayout );
vk::raii::DescriptorSet descriptorSet = std::move( vk::raii::DescriptorSets( device, 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::raii::PipelineCache pipelineCache( device, vk::PipelineCacheCreateInfo() );
vk::raii::Pipeline graphicsPipeline =
vk::raii::su::makeGraphicsPipeline( device,
pipelineCache,
vertexShaderModule,
nullptr,
fragmentShaderModule,
nullptr,
0,
{},
vk::FrontFace::eClockwise,
false,
pipelineLayout,
renderPass );
vk::raii::Semaphore imageAcquiredSemaphore( device, vk::SemaphoreCreateInfo() );
vk::Result result;
uint32_t imageIndex;
std::tie( result, imageIndex ) =
swapChainData.pSwapChain->acquireNextImage( vk::su::FenceTimeout, *imageAcquiredSemaphore );
assert( result == vk::Result::eSuccess );
assert( imageIndex < swapChainData.images.size() );
vk::ClearValue clearValue;
clearValue.color = vk::ClearColorValue( std::array<float, 4>( { { 0.2f, 0.2f, 0.2f, 0.2f } } ) );
vk::RenderPassBeginInfo renderPassBeginInfo(
*renderPass, *framebuffers[imageIndex], vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ), clearValue );
commandBuffer.beginRenderPass( renderPassBeginInfo, 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::raii::su::submitAndWait( device, graphicsQueue, commandBuffer );
vk::PresentInfoKHR presentInfoKHR( nullptr, **swapChainData.pSwapChain, imageIndex );
result = presentQueue.presentKHR( presentInfoKHR );
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 ) );
}
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;
}