// 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 : MultipleSets // Use multiple descriptor sets to draw a textured cube. #if defined( _MSC_VER ) // no need to ignore any warnings with MSVC #elif defined( __clang__ ) # pragma clang diagnostic ignored "-Wmissing-braces" #elif defined( __GNUC__ ) # if ( 9 <= __GNUC__ ) # pragma GCC diagnostic ignored "-Winit-list-lifetime" # endif #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 "glslang/Public/ShaderLang.h" #include #include static char const * AppName = "MultipleSets"; static char const * EngineName = "Vulkan.hpp"; const std::string vertexShaderText = R"( #version 400 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (std140, set = 0, binding = 0) uniform buffer { mat4 mvp; } uniformBuffer; layout (set = 1, binding = 0) uniform sampler2D surface; layout (location = 0) in vec4 pos; layout (location = 1) in vec2 inTexCoord; layout (location = 0) out vec4 outColor; layout (location = 1) out vec2 outTexCoord; void main() { outColor = texture(surface, vec2(0.0f)); outTexCoord = inTexCoord; gl_Position = uniformBuffer.mvp * pos; } )"; const std::string fragmentShaderText = R"( #version 400 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec4 inColor; layout (location = 1) in vec2 inTexCoord; layout (location = 0) out vec4 outColor; void main() { outColor = inColor; // create a border to see the cube more easily if ((inTexCoord.x < 0.01f) || (0.99f < inTexCoord.x) || (inTexCoord.y < 0.01f) || (0.99f < inTexCoord.y)) { outColor *= vec4(0.1f, 0.1f, 0.1f, 1.0f); } } )"; 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 = 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 graphicsAndPresentQueueFamilyIndex = vk::raii::su::findGraphicsAndPresentQueueFamilyIndex( physicalDevice, surfaceData.surface ); vk::raii::Device device = vk::raii::su::makeDevice( physicalDevice, graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions() ); vk::raii::CommandPool commandPool = vk::raii::CommandPool( device, { {}, 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.surface, surfaceData.extent, vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eTransferSrc, {}, graphicsAndPresentQueueFamilyIndex.first, graphicsAndPresentQueueFamilyIndex.second ); vk::raii::su::DepthBufferData depthBufferData( physicalDevice, device, vk::Format::eD16Unorm, surfaceData.extent ); vk::raii::su::TextureData textureData( physicalDevice, device ); commandBuffer.begin( vk::CommandBufferBeginInfo() ); textureData.setImage( commandBuffer, vk::su::MonochromeImageGenerator( { 118, 185, 0 } ) ); vk::raii::su::BufferData uniformBufferData( physicalDevice, device, sizeof( glm::mat4x4 ), vk::BufferUsageFlagBits::eUniformBuffer ); glm::mat4x4 mvpcMatrix = vk::su::createModelViewProjectionClipMatrix( surfaceData.extent ); vk::raii::su::copyToDevice( uniformBufferData.deviceMemory, mvpcMatrix ); vk::Format colorFormat = vk::su::pickSurfaceFormat( physicalDevice.getSurfaceFormatsKHR( surfaceData.surface ) ).format; vk::raii::RenderPass renderPass = vk::raii::su::makeRenderPass( device, colorFormat, depthBufferData.format ); 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 framebuffers = vk::raii::su::makeFramebuffers( device, renderPass, swapChainData.imageViews, &depthBufferData.imageView, surfaceData.extent ); vk::raii::su::BufferData vertexBufferData( physicalDevice, device, sizeof( texturedCubeData ), vk::BufferUsageFlagBits::eVertexBuffer ); vk::raii::su::copyToDevice( vertexBufferData.deviceMemory, texturedCubeData, sizeof( texturedCubeData ) / sizeof( texturedCubeData[0] ) ); /* VULKAN_KEY_START */ // Create first layout to contain uniform buffer data vk::DescriptorSetLayoutBinding uniformBinding( 0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex ); vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo( {}, uniformBinding ); vk::raii::DescriptorSetLayout uniformLayout( device, descriptorSetLayoutCreateInfo ); // Create second layout containing combined sampler/image data vk::DescriptorSetLayoutBinding sampler2DBinding( 0, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eVertex ); descriptorSetLayoutCreateInfo.pBindings = &sampler2DBinding; vk::raii::DescriptorSetLayout samplerLayout( device, descriptorSetLayoutCreateInfo ); // Create pipeline layout with multiple descriptor sets std::array descriptorSetLayouts = { uniformLayout, samplerLayout }; vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo( {}, descriptorSetLayouts ); vk::raii::PipelineLayout pipelineLayout( device, pipelineLayoutCreateInfo ); // Create a single pool to contain data for our two descriptor sets std::array poolSizes = { vk::DescriptorPoolSize( vk::DescriptorType::eUniformBuffer, 1 ), vk::DescriptorPoolSize( vk::DescriptorType::eCombinedImageSampler, 1 ) }; vk::DescriptorPoolCreateInfo descriptorPoolCreateInfo( vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 2, poolSizes ); vk::raii::DescriptorPool descriptorPool( device, descriptorPoolCreateInfo ); // Populate descriptor sets vk::DescriptorSetAllocateInfo descriptorSetAllocateInfo( descriptorPool, descriptorSetLayouts ); vk::raii::DescriptorSets descriptorSets( device, descriptorSetAllocateInfo ); // Populate with info about our uniform buffer vk::DescriptorBufferInfo uniformBufferInfo( uniformBufferData.buffer, 0, sizeof( glm::mat4x4 ) ); vk::DescriptorImageInfo textureImageInfo( textureData.sampler, textureData.imageData.imageView, vk::ImageLayout::eShaderReadOnlyOptimal ); std::array writeDescriptorSets = { { vk::WriteDescriptorSet( descriptorSets[0], 0, 0, vk::DescriptorType::eUniformBuffer, {}, uniformBufferInfo ), vk::WriteDescriptorSet( descriptorSets[1], 0, 0, vk::DescriptorType::eCombinedImageSampler, textureImageInfo ) } }; device.updateDescriptorSets( writeDescriptorSets, nullptr ); /* VULKAN_KEY_END */ vk::raii::PipelineCache pipelineCache( device, vk::PipelineCacheCreateInfo() ); vk::raii::Pipeline graphicsPipeline = vk::raii::su::makeGraphicsPipeline( device, pipelineCache, vertexShaderModule, nullptr, fragmentShaderModule, nullptr, sizeof( texturedCubeData[0] ), { { vk::Format::eR32G32B32A32Sfloat, 0 }, { vk::Format::eR32G32Sfloat, 16 } }, vk::FrontFace::eClockwise, true, pipelineLayout, renderPass ); // Get the index of the next available swapchain image: vk::raii::Semaphore imageAcquiredSemaphore( device, vk::SemaphoreCreateInfo() ); vk::Result result; uint32_t imageIndex; std::tie( result, imageIndex ) = swapChainData.swapChain.acquireNextImage( vk::su::FenceTimeout, imageAcquiredSemaphore ); assert( result == vk::Result::eSuccess ); assert( imageIndex < swapChainData.images.size() ); std::array clearValues; clearValues[0].color = vk::ClearColorValue( 0.2f, 0.2f, 0.2f, 0.2f ); clearValues[1].depthStencil = vk::ClearDepthStencilValue( 1.0f, 0 ); vk::RenderPassBeginInfo renderPassBeginInfo( renderPass, framebuffers[imageIndex], vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ), clearValues ); commandBuffer.beginRenderPass( renderPassBeginInfo, vk::SubpassContents::eInline ); commandBuffer.bindPipeline( vk::PipelineBindPoint::eGraphics, graphicsPipeline ); commandBuffer.bindDescriptorSets( vk::PipelineBindPoint::eGraphics, pipelineLayout, 0, { descriptorSets[0], descriptorSets[1] }, nullptr ); vk::Buffer buffer = vertexBufferData.buffer; commandBuffer.bindVertexBuffers( 0, buffer, { 0 } ); commandBuffer.setViewport( 0, vk::Viewport( 0.0f, 0.0f, static_cast( surfaceData.extent.width ), static_cast( surfaceData.extent.height ), 0.0f, 1.0f ) ); commandBuffer.setScissor( 0, vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ) ); commandBuffer.draw( 12 * 3, 1, 0, 0 ); commandBuffer.endRenderPass(); commandBuffer.end(); vk::raii::Fence drawFence( device, vk::FenceCreateInfo() ); vk::PipelineStageFlags waitDestinationStageMask( vk::PipelineStageFlagBits::eColorAttachmentOutput ); vk::SubmitInfo submitInfo( *imageAcquiredSemaphore, waitDestinationStageMask, *commandBuffer ); graphicsQueue.submit( submitInfo, *drawFence ); while ( vk::Result::eTimeout == device.waitForFences( { drawFence }, VK_TRUE, vk::su::FenceTimeout ) ) ; vk::PresentInfoKHR presentInfoKHR( nullptr, *swapChainData.swapChain, 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 ) ); device.waitIdle(); } 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; }