mirror of
https://github.com/KhronosGroup/Vulkan-Hpp.git
synced 2024-10-14 16:32:17 +00:00
277 lines
13 KiB
C++
277 lines
13 KiB
C++
// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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// VulkanHpp Samples : MultipleSets
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// Use multiple descriptor sets to draw a textured cube.
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#include "../utils/geometries.hpp"
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#include "../utils/math.hpp"
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#include "../utils/shaders.hpp"
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#include "../utils/utils.hpp"
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#include "SPIRV/GlslangToSpv.h"
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#include "vulkan/vulkan.hpp"
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#include <iostream>
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#include <thread>
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static char const * AppName = "MultipleSets";
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static char const * EngineName = "Vulkan.hpp";
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const std::string vertexShaderText = R"(
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (std140, set = 0, binding = 0) uniform buffer
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{
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mat4 mvp;
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} uniformBuffer;
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layout (set = 1, binding = 0) uniform sampler2D surface;
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layout (location = 0) in vec4 pos;
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layout (location = 1) in vec2 inTexCoord;
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec2 outTexCoord;
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void main()
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{
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outColor = texture(surface, vec2(0.0f));
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outTexCoord = inTexCoord;
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gl_Position = uniformBuffer.mvp * pos;
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}
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)";
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const std::string fragmentShaderText = R"(
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inColor;
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layout (location = 1) in vec2 inTexCoord;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = inColor;
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// create a border to see the cube more easily
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if ((inTexCoord.x < 0.01f) || (0.99f < inTexCoord.x) || (inTexCoord.y < 0.01f) || (0.99f < inTexCoord.y))
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{
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outColor *= vec4(0.1f, 0.1f, 0.1f, 1.0f);
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}
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}
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)";
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int main( int /*argc*/, char ** /*argv*/ )
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{
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try
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{
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vk::UniqueInstance instance = vk::su::createInstance( AppName, EngineName, {}, vk::su::getInstanceExtensions() );
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#if !defined( NDEBUG )
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vk::UniqueDebugUtilsMessengerEXT debugUtilsMessenger = vk::su::createDebugUtilsMessenger( instance );
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#endif
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vk::PhysicalDevice physicalDevice = instance->enumeratePhysicalDevices().front();
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vk::su::SurfaceData surfaceData( instance, AppName, vk::Extent2D( 500, 500 ) );
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std::pair<uint32_t, uint32_t> graphicsAndPresentQueueFamilyIndex =
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vk::su::findGraphicsAndPresentQueueFamilyIndex( physicalDevice, *surfaceData.surface );
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vk::UniqueDevice device =
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vk::su::createDevice( physicalDevice, graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions() );
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vk::UniqueCommandPool commandPool = vk::su::createCommandPool( device, graphicsAndPresentQueueFamilyIndex.first );
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vk::UniqueCommandBuffer commandBuffer = std::move( device
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->allocateCommandBuffersUnique( vk::CommandBufferAllocateInfo(
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commandPool.get(), vk::CommandBufferLevel::ePrimary, 1 ) )
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.front() );
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vk::Queue graphicsQueue = device->getQueue( graphicsAndPresentQueueFamilyIndex.first, 0 );
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vk::Queue presentQueue = device->getQueue( graphicsAndPresentQueueFamilyIndex.second, 0 );
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vk::su::SwapChainData swapChainData( physicalDevice,
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device,
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*surfaceData.surface,
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surfaceData.extent,
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vk::ImageUsageFlagBits::eColorAttachment |
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vk::ImageUsageFlagBits::eTransferSrc,
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vk::UniqueSwapchainKHR(),
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graphicsAndPresentQueueFamilyIndex.first,
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graphicsAndPresentQueueFamilyIndex.second );
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vk::su::DepthBufferData depthBufferData( physicalDevice, device, vk::Format::eD16Unorm, surfaceData.extent );
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vk::su::TextureData textureData( physicalDevice, device );
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commandBuffer->begin( vk::CommandBufferBeginInfo() );
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textureData.setImage( device, commandBuffer, vk::su::MonochromeImageGenerator( { 118, 185, 0 } ) );
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vk::su::BufferData uniformBufferData(
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physicalDevice, device, sizeof( glm::mat4x4 ), vk::BufferUsageFlagBits::eUniformBuffer );
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vk::su::copyToDevice(
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device, uniformBufferData.deviceMemory, vk::su::createModelViewProjectionClipMatrix( surfaceData.extent ) );
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vk::UniqueRenderPass renderPass = vk::su::createRenderPass(
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device,
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vk::su::pickSurfaceFormat( physicalDevice.getSurfaceFormatsKHR( surfaceData.surface.get() ) ).format,
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depthBufferData.format );
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glslang::InitializeProcess();
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vk::UniqueShaderModule vertexShaderModule =
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vk::su::createShaderModule( device, vk::ShaderStageFlagBits::eVertex, vertexShaderText );
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vk::UniqueShaderModule fragmentShaderModule =
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vk::su::createShaderModule( device, vk::ShaderStageFlagBits::eFragment, fragmentShaderText );
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glslang::FinalizeProcess();
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std::vector<vk::UniqueFramebuffer> framebuffers = vk::su::createFramebuffers(
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device, renderPass, swapChainData.imageViews, depthBufferData.imageView, surfaceData.extent );
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vk::su::BufferData vertexBufferData(
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physicalDevice, device, sizeof( texturedCubeData ), vk::BufferUsageFlagBits::eVertexBuffer );
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vk::su::copyToDevice( device,
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vertexBufferData.deviceMemory,
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texturedCubeData,
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sizeof( texturedCubeData ) / sizeof( texturedCubeData[0] ) );
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/* VULKAN_KEY_START */
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// Create first layout to contain uniform buffer data
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vk::DescriptorSetLayoutBinding uniformBinding(
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0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex );
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vk::UniqueDescriptorSetLayout uniformLayout = device->createDescriptorSetLayoutUnique(
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vk::DescriptorSetLayoutCreateInfo( vk::DescriptorSetLayoutCreateFlags(), uniformBinding ) );
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// Create second layout containing combined sampler/image data
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vk::DescriptorSetLayoutBinding sampler2DBinding(
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0, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eVertex );
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vk::UniqueDescriptorSetLayout samplerLayout = device->createDescriptorSetLayoutUnique(
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vk::DescriptorSetLayoutCreateInfo( vk::DescriptorSetLayoutCreateFlags(), sampler2DBinding ) );
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// Create pipeline layout with multiple descriptor sets
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std::array<vk::DescriptorSetLayout, 2> descriptorSetLayouts = { { uniformLayout.get(), samplerLayout.get() } };
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vk::UniquePipelineLayout pipelineLayout = device->createPipelineLayoutUnique(
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vk::PipelineLayoutCreateInfo( vk::PipelineLayoutCreateFlags(), descriptorSetLayouts ) );
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// Create a single pool to contain data for our two descriptor sets
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std::array<vk::DescriptorPoolSize, 2> poolSizes = { vk::DescriptorPoolSize( vk::DescriptorType::eUniformBuffer, 1 ),
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vk::DescriptorPoolSize(
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vk::DescriptorType::eCombinedImageSampler, 1 ) };
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vk::UniqueDescriptorPool descriptorPool = device->createDescriptorPoolUnique(
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vk::DescriptorPoolCreateInfo( vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 2, poolSizes ) );
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// Populate descriptor sets
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std::vector<vk::UniqueDescriptorSet> descriptorSets = device->allocateDescriptorSetsUnique(
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vk::DescriptorSetAllocateInfo( descriptorPool.get(), descriptorSetLayouts ) );
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// Populate with info about our uniform buffer
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vk::DescriptorBufferInfo uniformBufferInfo( uniformBufferData.buffer.get(), 0, sizeof( glm::mat4x4 ) );
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vk::DescriptorImageInfo textureImageInfo( textureData.textureSampler.get(),
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textureData.imageData->imageView.get(),
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vk::ImageLayout::eShaderReadOnlyOptimal );
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std::array<vk::WriteDescriptorSet, 2> writeDescriptorSets = {
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{ vk::WriteDescriptorSet(
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descriptorSets[0].get(), 0, 0, vk::DescriptorType::eUniformBuffer, {}, uniformBufferInfo ),
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vk::WriteDescriptorSet(
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descriptorSets[1].get(), 0, 0, vk::DescriptorType::eCombinedImageSampler, textureImageInfo ) }
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};
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device->updateDescriptorSets( writeDescriptorSets, nullptr );
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/* VULKAN_KEY_END */
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vk::UniquePipelineCache pipelineCache = device->createPipelineCacheUnique( vk::PipelineCacheCreateInfo() );
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vk::UniquePipeline graphicsPipeline =
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vk::su::createGraphicsPipeline( device,
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pipelineCache,
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std::make_pair( *vertexShaderModule, nullptr ),
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std::make_pair( *fragmentShaderModule, nullptr ),
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sizeof( texturedCubeData[0] ),
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{ { vk::Format::eR32G32B32A32Sfloat, 0 }, { vk::Format::eR32G32Sfloat, 16 } },
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vk::FrontFace::eClockwise,
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true,
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pipelineLayout,
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renderPass );
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// Get the index of the next available swapchain image:
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vk::UniqueSemaphore imageAcquiredSemaphore = device->createSemaphoreUnique( vk::SemaphoreCreateInfo() );
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vk::ResultValue<uint32_t> currentBuffer = device->acquireNextImageKHR(
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swapChainData.swapChain.get(), vk::su::FenceTimeout, imageAcquiredSemaphore.get(), nullptr );
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assert( currentBuffer.result == vk::Result::eSuccess );
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assert( currentBuffer.value < framebuffers.size() );
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std::array<vk::ClearValue, 2> clearValues;
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clearValues[0].color = vk::ClearColorValue( std::array<float, 4>( { { 0.2f, 0.2f, 0.2f, 0.2f } } ) );
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clearValues[1].depthStencil = vk::ClearDepthStencilValue( 1.0f, 0 );
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vk::RenderPassBeginInfo renderPassBeginInfo( renderPass.get(),
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framebuffers[currentBuffer.value].get(),
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vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ),
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clearValues );
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commandBuffer->beginRenderPass( renderPassBeginInfo, vk::SubpassContents::eInline );
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commandBuffer->bindPipeline( vk::PipelineBindPoint::eGraphics, graphicsPipeline.get() );
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commandBuffer->bindDescriptorSets( vk::PipelineBindPoint::eGraphics,
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pipelineLayout.get(),
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0,
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{ descriptorSets[0].get(), descriptorSets[1].get() },
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nullptr );
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commandBuffer->bindVertexBuffers( 0, *vertexBufferData.buffer, { 0 } );
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commandBuffer->setViewport( 0,
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vk::Viewport( 0.0f,
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0.0f,
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static_cast<float>( surfaceData.extent.width ),
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static_cast<float>( surfaceData.extent.height ),
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0.0f,
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1.0f ) );
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commandBuffer->setScissor( 0, vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ) );
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commandBuffer->draw( 12 * 3, 1, 0, 0 );
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commandBuffer->endRenderPass();
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commandBuffer->end();
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vk::UniqueFence drawFence = device->createFenceUnique( vk::FenceCreateInfo() );
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vk::PipelineStageFlags waitDestinationStageMask( vk::PipelineStageFlagBits::eColorAttachmentOutput );
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vk::SubmitInfo submitInfo( *imageAcquiredSemaphore, waitDestinationStageMask, *commandBuffer );
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graphicsQueue.submit( submitInfo, drawFence.get() );
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while ( vk::Result::eTimeout == device->waitForFences( drawFence.get(), VK_TRUE, vk::su::FenceTimeout ) )
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;
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presentQueue.presentKHR( vk::PresentInfoKHR( {}, *swapChainData.swapChain, currentBuffer.value ) );
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std::this_thread::sleep_for( std::chrono::milliseconds( 1000 ) );
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device->waitIdle();
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}
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catch ( vk::SystemError & err )
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{
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std::cout << "vk::SystemError: " << err.what() << std::endl;
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exit( -1 );
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}
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catch ( std::exception & err )
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{
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std::cout << "std::exception: " << err.what() << std::endl;
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exit( -1 );
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}
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catch ( ... )
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{
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std::cout << "unknown error\n";
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exit( -1 );
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}
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return 0;
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}
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