// 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 #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 = "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::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::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 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 ); /* 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::UniqueImage inputImage = device->createImageUnique( vk::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::MemoryRequirements memoryRequirements = device->getImageMemoryRequirements( inputImage.get() ); uint32_t memoryTypeIndex = vk::su::findMemoryType( physicalDevice.getMemoryProperties(), memoryRequirements.memoryTypeBits, vk::MemoryPropertyFlags() ); vk::UniqueDeviceMemory inputMemory = device->allocateMemoryUnique( vk::MemoryAllocateInfo( memoryRequirements.size, memoryTypeIndex ) ); device->bindImageMemory( inputImage.get(), inputMemory.get(), 0 ); // Set the image layout to TRANSFER_DST_OPTIMAL to be ready for clear commandBuffer->begin( vk::CommandBufferBeginInfo() ); vk::su::setImageLayout( commandBuffer, inputImage.get(), swapChainData.colorFormat, vk::ImageLayout::eUndefined, vk::ImageLayout::eTransferDstOptimal ); commandBuffer->clearColorImage( inputImage.get(), vk::ImageLayout::eTransferDstOptimal, vk::ClearColorValue( std::array( { { 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.get(), swapChainData.colorFormat, vk::ImageLayout::eTransferDstOptimal, vk::ImageLayout::eShaderReadOnlyOptimal ); vk::ComponentMapping componentMapping( vk::ComponentSwizzle::eR, vk::ComponentSwizzle::eG, vk::ComponentSwizzle::eB, vk::ComponentSwizzle::eA ); vk::ImageViewCreateInfo imageViewCreateInfo( vk::ImageViewCreateFlags(), inputImage.get(), vk::ImageViewType::e2D, swapChainData.colorFormat, componentMapping, vk::ImageSubresourceRange( vk::ImageAspectFlagBits::eColor, 0, 1, 0, 1 ) ); vk::UniqueImageView inputAttachmentView = device->createImageViewUnique( imageViewCreateInfo ); vk::DescriptorSetLayoutBinding layoutBinding( 0, vk::DescriptorType::eInputAttachment, 1, vk::ShaderStageFlagBits::eFragment ); vk::UniqueDescriptorSetLayout descriptorSetLayout = device->createDescriptorSetLayoutUnique( vk::DescriptorSetLayoutCreateInfo( vk::DescriptorSetLayoutCreateFlags(), 1, &layoutBinding ) ); vk::UniquePipelineLayout pipelineLayout = device->createPipelineLayoutUnique( vk::PipelineLayoutCreateInfo( vk::PipelineLayoutCreateFlags(), 1, &descriptorSetLayout.get() ) ); vk::AttachmentDescription attachments[2] = { // 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, 1, &inputReference, 1, &colorReference ); vk::UniqueRenderPass renderPass = device->createRenderPassUnique( vk::RenderPassCreateInfo( vk::RenderPassCreateFlags(), 2, attachments, 1, &subPass ) ); 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, inputAttachmentView, surfaceData.extent ); vk::DescriptorPoolSize poolSize( vk::DescriptorType::eInputAttachment, 1 ); vk::UniqueDescriptorPool descriptorPool = device->createDescriptorPoolUnique( vk::DescriptorPoolCreateInfo( vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 1, 1, &poolSize ) ); vk::UniqueDescriptorSet descriptorSet = std::move( device->allocateDescriptorSetsUnique( vk::DescriptorSetAllocateInfo( *descriptorPool, 1, &*descriptorSetLayout ) ) .front() ); vk::DescriptorImageInfo inputImageInfo( nullptr, inputAttachmentView.get(), vk::ImageLayout::eShaderReadOnlyOptimal ); vk::WriteDescriptorSet writeDescriptorSet( descriptorSet.get(), 0, 0, 1, vk::DescriptorType::eInputAttachment, &inputImageInfo ); device->updateDescriptorSets( vk::ArrayProxy( 1, &writeDescriptorSet ), nullptr ); 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 ), 0, {}, vk::FrontFace::eClockwise, false, pipelineLayout, renderPass ); vk::UniqueSemaphore imageAcquiredSemaphore = device->createSemaphoreUnique( vk::SemaphoreCreateInfo() ); vk::ResultValue result = device->acquireNextImage2KHR( vk::AcquireNextImageInfoKHR( swapChainData.swapChain.get(), UINT64_MAX, imageAcquiredSemaphore.get(), {}, 1 ) ); assert( result.result == vk::Result::eSuccess ); uint32_t currentBuffer = result.value; vk::ClearValue clearValue; clearValue.color = vk::ClearColorValue( std::array( { 0.2f, 0.2f, 0.2f, 0.2f } ) ); commandBuffer->beginRenderPass( vk::RenderPassBeginInfo( renderPass.get(), framebuffers[currentBuffer].get(), vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ), 1, &clearValue ), vk::SubpassContents::eInline ); commandBuffer->bindPipeline( vk::PipelineBindPoint::eGraphics, graphicsPipeline.get() ); commandBuffer->bindDescriptorSets( vk::PipelineBindPoint::eGraphics, pipelineLayout.get(), 0, descriptorSet.get(), 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::su::submitAndWait( device, graphicsQueue, commandBuffer ); presentQueue.presentKHR( vk::PresentInfoKHR( 0, nullptr, 1, &swapChainData.swapChain.get(), ¤tBuffer ) ); 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::runtime_error & err ) { std::cout << "std::runtime_error: " << err.what() << std::endl; exit( -1 ); } catch ( ... ) { std::cout << "unknown error\n"; exit( -1 ); } return 0; }