// 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 #include 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 = 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 ); /* 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 // in order to get a clean desctruction sequence, instantiate the DeviceMemory for the vertex buffer first vk::raii::DeviceMemory inputMemory( nullptr ); // 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 ); inputMemory = vk::raii::DeviceMemory( 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 ); commandBuffer.clearColorImage( inputImage, vk::ImageLayout::eTransferDstOptimal, { std::array( { { 1.0f, 1.0f, 0.0f, 0.0f } } ) }, { { vk::ImageAspectFlagBits::eColor, 0, VK_REMAINING_MIP_LEVELS, 0, VK_REMAINING_ARRAY_LAYERS } } ); // Transitioning the layout of the inputImage from TransferDstOptimal to ShaderReadOnlyOptimal is implicitly done by a subpassDependency in the // RenderPassCreateInfo below vk::ImageViewCreateInfo imageViewCreateInfo( {}, inputImage, vk::ImageViewType::e2D, swapChainData.colorFormat, {}, { vk::ImageAspectFlagBits::eColor, 0, 1, 0, 1 } ); 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 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::eTransferDstOptimal, // transition layout from TransferDstOptimal to ShaderReadOnlyOptimal vk::ImageLayout::eShaderReadOnlyOptimal ) }; vk::AttachmentReference colorReference( 0, vk::ImageLayout::eColorAttachmentOptimal ); vk::AttachmentReference inputReference( 1, vk::ImageLayout::eShaderReadOnlyOptimal ); vk::SubpassDescription subpassDescription( {}, vk::PipelineBindPoint::eGraphics, inputReference, colorReference ); vk::SubpassDependency subpassDependency( VK_SUBPASS_EXTERNAL, 0, vk::PipelineStageFlagBits::eTransfer, vk::PipelineStageFlagBits::eColorAttachmentOutput | vk::PipelineStageFlagBits::eFragmentShader, vk::AccessFlagBits::eTransferWrite, vk::AccessFlagBits::eColorAttachmentWrite // needed for first attachment | vk::AccessFlagBits::eInputAttachmentRead | vk::AccessFlagBits::eShaderRead | vk::AccessFlagBits::eColorAttachmentRead // needed for second attachment ); vk::RenderPassCreateInfo renderPassCreateInfo( {}, attachments, subpassDescription, subpassDependency ); 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 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.swapChain.acquireNextImage( vk::su::FenceTimeout, imageAcquiredSemaphore ); assert( result == vk::Result::eSuccess ); assert( imageIndex < swapChainData.images.size() ); vk::ClearValue clearValue; clearValue.color = vk::ClearColorValue( 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( 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( 3, 1, 0, 0 ); commandBuffer.endRenderPass(); commandBuffer.end(); /* VULKAN_KEY_END */ vk::raii::su::submitAndWait( device, graphicsQueue, commandBuffer ); 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 ) ); } 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; }