// 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 "vulkan/vulkan.hpp" #include "SPIRV/GlslangToSpv.h" #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::UniqueDebugReportCallbackEXT debugReportCallback = vk::su::createDebugReportCallback(instance); #endif std::vector physicalDevices = instance->enumeratePhysicalDevices(); assert(!physicalDevices.empty()); vk::FormatProperties formatProperties = physicalDevices[0].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, AppName, vk::Extent2D(500, 500)); std::pair graphicsAndPresentQueueFamilyIndex = vk::su::findGraphicsAndPresentQueueFamilyIndex(physicalDevices[0], surfaceData.surface); vk::UniqueDevice device = vk::su::createDevice(physicalDevices[0], graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions()); vk::UniqueCommandPool commandPool = vk::su::createCommandPool(device, graphicsAndPresentQueueFamilyIndex.first); std::vector commandBuffers = device->allocateCommandBuffersUnique(vk::CommandBufferAllocateInfo(commandPool.get(), vk::CommandBufferLevel::ePrimary, 1)); vk::Queue graphicsQueue = device->getQueue(graphicsAndPresentQueueFamilyIndex.first, 0); vk::Queue presentQueue = device->getQueue(graphicsAndPresentQueueFamilyIndex.second, 0); vk::su::SwapChainData swapChainData(physicalDevices[0], 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 // 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(physicalDevices[0].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 commandBuffers[0]->begin(vk::CommandBufferBeginInfo()); vk::su::setImageLayout(commandBuffers[0], inputImage.get(), vk::ImageAspectFlagBits::eColor, vk::ImageLayout::eUndefined, vk::ImageLayout::eTransferDstOptimal, vk::PipelineStageFlagBits::eTopOfPipe, vk::PipelineStageFlagBits::eTransfer); commandBuffers[0]->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(commandBuffers[0], inputImage.get(), vk::ImageAspectFlagBits::eColor, vk::ImageLayout::eTransferDstOptimal, vk::ImageLayout::eShaderReadOnlyOptimal, vk::PipelineStageFlagBits::eTransfer, vk::PipelineStageFlagBits::eFragmentShader); 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)); std::vector descriptorSets = device->allocateDescriptorSetsUnique(vk::DescriptorSetAllocateInfo(descriptorPool.get(), 1, &descriptorSetLayout.get())); vk::DescriptorImageInfo inputImageInfo(nullptr, inputAttachmentView.get(), vk::ImageLayout::eShaderReadOnlyOptimal); vk::WriteDescriptorSet writeDescriptorSet(descriptorSets[0].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, vertexShaderModule, fragmentShaderModule, 0, pipelineLayout, renderPass); vk::UniqueSemaphore imageAcquiredSemaphore = device->createSemaphoreUnique(vk::SemaphoreCreateInfo()); vk::ResultValue result = device->acquireNextImage2KHR(vk::AcquireNextImageInfoKHR(swapChainData.swapChain.get(), UINT64_MAX, imageAcquiredSemaphore.get())); 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 })); commandBuffers[0]->beginRenderPass(vk::RenderPassBeginInfo(renderPass.get(), framebuffers[currentBuffer].get(), vk::Rect2D(vk::Offset2D(0, 0), surfaceData.extent), 1, &clearValue), vk::SubpassContents::eInline); commandBuffers[0]->bindPipeline(vk::PipelineBindPoint::eGraphics, graphicsPipeline.get()); commandBuffers[0]->bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipelineLayout.get(), 0, descriptorSets[0].get(), nullptr); vk::Viewport viewport(0.0f, 0.0f, static_cast(surfaceData.extent.width), static_cast(surfaceData.extent.height), 0.0f, 1.0f); commandBuffers[0]->setViewport(0, viewport); vk::Rect2D scissor(vk::Offset2D(0, 0), surfaceData.extent); commandBuffers[0]->setScissor(0, scissor); commandBuffers[0]->draw(3, 1, 0, 0); commandBuffers[0]->endRenderPass(); commandBuffers[0]->end(); /* VULKAN_KEY_END */ vk::su::submitAndWait(device, graphicsQueue, commandBuffers[0]); presentQueue.presentKHR(vk::PresentInfoKHR(0, nullptr, 1, &swapChainData.swapChain.get(), ¤tBuffer)); Sleep(1000); #if defined(VK_USE_PLATFORM_WIN32_KHR) DestroyWindow(surfaceData.window); #else #pragma error "unhandled platform" #endif } 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; }