// 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 "../utils/geometries.hpp" #include "../utils/math.hpp" #include "../utils/shaders.hpp" #include "../utils/utils.hpp" #include "SPIRV/GlslangToSpv.h" #include "vulkan/vulkan.hpp" #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::UniqueInstance instance = vk::su::createInstance( AppName, EngineName, {}, vk::su::getInstanceExtensions() ); #if !defined( NDEBUG ) vk::UniqueDebugUtilsMessengerEXT debugUtilsMessenger = vk::su::createDebugUtilsMessenger( instance ); #endif vk::PhysicalDevice physicalDevice = instance->enumeratePhysicalDevices().front(); vk::su::SurfaceData surfaceData( instance, AppName, vk::Extent2D( 500, 500 ) ); std::pair graphicsAndPresentQueueFamilyIndex = vk::su::findGraphicsAndPresentQueueFamilyIndex( physicalDevice, *surfaceData.surface ); vk::UniqueDevice device = vk::su::createDevice( physicalDevice, graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions() ); vk::UniqueCommandPool commandPool = vk::su::createCommandPool( device, graphicsAndPresentQueueFamilyIndex.first ); vk::UniqueCommandBuffer commandBuffer = std::move( device ->allocateCommandBuffersUnique( vk::CommandBufferAllocateInfo( commandPool.get(), 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, vk::UniqueSwapchainKHR(), graphicsAndPresentQueueFamilyIndex.first, graphicsAndPresentQueueFamilyIndex.second ); vk::su::DepthBufferData depthBufferData( physicalDevice, device, vk::Format::eD16Unorm, surfaceData.extent ); vk::su::TextureData textureData( physicalDevice, device ); commandBuffer->begin( vk::CommandBufferBeginInfo() ); textureData.setImage( device, commandBuffer, vk::su::MonochromeImageGenerator( { 118, 185, 0 } ) ); vk::su::BufferData uniformBufferData( physicalDevice, device, sizeof( glm::mat4x4 ), vk::BufferUsageFlagBits::eUniformBuffer ); vk::su::copyToDevice( device, uniformBufferData.deviceMemory, vk::su::createModelViewProjectionClipMatrix( surfaceData.extent ) ); vk::UniqueRenderPass renderPass = vk::su::createRenderPass( device, vk::su::pickSurfaceFormat( physicalDevice.getSurfaceFormatsKHR( surfaceData.surface.get() ) ).format, depthBufferData.format ); glslang::InitializeProcess(); vk::UniqueShaderModule vertexShaderModule = vk::su::createShaderModule( device, vk::ShaderStageFlagBits::eVertex, vertexShaderText ); vk::UniqueShaderModule fragmentShaderModule = vk::su::createShaderModule( device, vk::ShaderStageFlagBits::eFragment, fragmentShaderText ); glslang::FinalizeProcess(); std::vector framebuffers = vk::su::createFramebuffers( device, renderPass, swapChainData.imageViews, depthBufferData.imageView, surfaceData.extent ); vk::su::BufferData vertexBufferData( physicalDevice, device, sizeof( texturedCubeData ), vk::BufferUsageFlagBits::eVertexBuffer ); vk::su::copyToDevice( device, 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::UniqueDescriptorSetLayout uniformLayout = device->createDescriptorSetLayoutUnique( vk::DescriptorSetLayoutCreateInfo( vk::DescriptorSetLayoutCreateFlags(), uniformBinding ) ); // Create second layout containing combined sampler/image data vk::DescriptorSetLayoutBinding sampler2DBinding( 0, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eVertex ); vk::UniqueDescriptorSetLayout samplerLayout = device->createDescriptorSetLayoutUnique( vk::DescriptorSetLayoutCreateInfo( vk::DescriptorSetLayoutCreateFlags(), sampler2DBinding ) ); // Create pipeline layout with multiple descriptor sets std::array descriptorSetLayouts = { { uniformLayout.get(), samplerLayout.get() } }; vk::UniquePipelineLayout pipelineLayout = device->createPipelineLayoutUnique( vk::PipelineLayoutCreateInfo( vk::PipelineLayoutCreateFlags(), descriptorSetLayouts ) ); // 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::UniqueDescriptorPool descriptorPool = device->createDescriptorPoolUnique( vk::DescriptorPoolCreateInfo( vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 2, poolSizes ) ); // Populate descriptor sets std::vector descriptorSets = device->allocateDescriptorSetsUnique( vk::DescriptorSetAllocateInfo( descriptorPool.get(), descriptorSetLayouts ) ); // Populate with info about our uniform buffer vk::DescriptorBufferInfo uniformBufferInfo( uniformBufferData.buffer.get(), 0, sizeof( glm::mat4x4 ) ); vk::DescriptorImageInfo textureImageInfo( textureData.textureSampler.get(), textureData.imageData->imageView.get(), vk::ImageLayout::eShaderReadOnlyOptimal ); std::array writeDescriptorSets = { { vk::WriteDescriptorSet( descriptorSets[0].get(), 0, 0, vk::DescriptorType::eUniformBuffer, {}, uniformBufferInfo ), vk::WriteDescriptorSet( descriptorSets[1].get(), 0, 0, vk::DescriptorType::eCombinedImageSampler, textureImageInfo ) } }; device->updateDescriptorSets( writeDescriptorSets, nullptr ); /* VULKAN_KEY_END */ vk::UniquePipelineCache pipelineCache = device->createPipelineCacheUnique( vk::PipelineCacheCreateInfo() ); vk::UniquePipeline graphicsPipeline = vk::su::createGraphicsPipeline( device, pipelineCache, std::make_pair( *vertexShaderModule, nullptr ), std::make_pair( *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::UniqueSemaphore imageAcquiredSemaphore = device->createSemaphoreUnique( vk::SemaphoreCreateInfo() ); vk::ResultValue currentBuffer = device->acquireNextImageKHR( swapChainData.swapChain.get(), vk::su::FenceTimeout, imageAcquiredSemaphore.get(), nullptr ); assert( currentBuffer.result == vk::Result::eSuccess ); assert( currentBuffer.value < framebuffers.size() ); std::array clearValues; clearValues[0].color = vk::ClearColorValue( std::array( { { 0.2f, 0.2f, 0.2f, 0.2f } } ) ); clearValues[1].depthStencil = vk::ClearDepthStencilValue( 1.0f, 0 ); vk::RenderPassBeginInfo renderPassBeginInfo( renderPass.get(), framebuffers[currentBuffer.value].get(), vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ), clearValues ); commandBuffer->beginRenderPass( renderPassBeginInfo, vk::SubpassContents::eInline ); commandBuffer->bindPipeline( vk::PipelineBindPoint::eGraphics, graphicsPipeline.get() ); commandBuffer->bindDescriptorSets( vk::PipelineBindPoint::eGraphics, pipelineLayout.get(), 0, { descriptorSets[0].get(), descriptorSets[1].get() }, nullptr ); commandBuffer->bindVertexBuffers( 0, *vertexBufferData.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::UniqueFence drawFence = device->createFenceUnique( vk::FenceCreateInfo() ); vk::PipelineStageFlags waitDestinationStageMask( vk::PipelineStageFlagBits::eColorAttachmentOutput ); vk::SubmitInfo submitInfo( *imageAcquiredSemaphore, waitDestinationStageMask, *commandBuffer ); graphicsQueue.submit( submitInfo, drawFence.get() ); while ( vk::Result::eTimeout == device->waitForFences( drawFence.get(), VK_TRUE, vk::su::FenceTimeout ) ) ; vk::Result result = presentQueue.presentKHR( vk::PresentInfoKHR( {}, *swapChainData.swapChain, currentBuffer.value ) ); 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; }