Vulkan-Hpp/samples/MultipleSets/MultipleSets.cpp
2019-04-15 10:18:58 +02:00

275 lines
12 KiB
C++

// 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.
#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 <iostream>
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 char *fragShaderText =
"#version 400\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec4 inColor;\n"
"layout (location = 1) in vec2 inTexCoords;\n"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" vec4 resColor = inColor;\n"
// Create a border to see the cube more easily
" if (inTexCoords.x < 0.01 || inTexCoords.x > 0.99)\n"
" resColor *= vec4(0.1, 0.1, 0.1, 1.0);\n"
" if (inTexCoords.y < 0.01 || inTexCoords.y > 0.99)\n"
" resColor *= vec4(0.1, 0.1, 0.1, 1.0);\n"
" outColor = resColor;\n"
"}\n";
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);
}
}
)";
class MonochromeTextureGenerator
{
public:
MonochromeTextureGenerator(std::array<unsigned char, 3> const& rgb_)
: rgb(rgb_)
{}
void operator()(void* data, vk::Extent2D &extent) const
{
// fill in with the monochrome color
unsigned char *pImageMemory = static_cast<unsigned char*>(data);
for (uint32_t row = 0; row < extent.height; row++)
{
for (uint32_t col = 0; col < extent.width; col++)
{
pImageMemory[0] = rgb[0];
pImageMemory[1] = rgb[1];
pImageMemory[2] = rgb[2];
pImageMemory[3] = 255;
pImageMemory += 4;
}
}
}
private:
std::array<unsigned char, 3> const& rgb;
};
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<vk::PhysicalDevice> physicalDevices = instance->enumeratePhysicalDevices();
assert(!physicalDevices.empty());
vk::su::SurfaceData surfaceData(instance, AppName, AppName, vk::Extent2D(500, 500));
std::pair<uint32_t, uint32_t> 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<vk::UniqueCommandBuffer> 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);
vk::su::DepthBufferData depthBufferData(physicalDevices[0], device, vk::Format::eD16Unorm, surfaceData.extent);
vk::su::TextureData textureData(physicalDevices[0], device);
commandBuffers[0]->begin(vk::CommandBufferBeginInfo());
textureData.setTexture(device, commandBuffers[0], MonochromeTextureGenerator({ 118, 185, 0 }));
vk::su::BufferData uniformBufferData(physicalDevices[0], 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::pickColorFormat(physicalDevices[0].getSurfaceFormatsKHR(surfaceData.surface.get())), 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<vk::UniqueFramebuffer> framebuffers = vk::su::createFramebuffers(device, renderPass, swapChainData.imageViews, depthBufferData.imageView, surfaceData.extent);
vk::su::BufferData vertexBufferData(physicalDevices[0], 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(), 1, &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(), 1, &sampler2DBinding));
// Create pipeline layout with multiple descriptor sets
std::array<vk::DescriptorSetLayout, 2> descriptorSetLayouts = { uniformLayout.get(), samplerLayout.get() };
vk::UniquePipelineLayout pipelineLayout = device->createPipelineLayoutUnique(vk::PipelineLayoutCreateInfo(vk::PipelineLayoutCreateFlags(), 2, descriptorSetLayouts.data()));
// Create a single pool to contain data for our two descriptor sets
vk::DescriptorPoolSize poolSizes[2] =
{
vk::DescriptorPoolSize(vk::DescriptorType::eUniformBuffer, 1),
vk::DescriptorPoolSize(vk::DescriptorType::eCombinedImageSampler, 1)
};
vk::UniqueDescriptorPool descriptorPool = device->createDescriptorPoolUnique(vk::DescriptorPoolCreateInfo(vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 2, 2, poolSizes));
// Populate descriptor sets
std::vector<vk::UniqueDescriptorSet> descriptorSets = device->allocateDescriptorSetsUnique(vk::DescriptorSetAllocateInfo(descriptorPool.get(), 2, descriptorSetLayouts.data()));
// 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<vk::WriteDescriptorSet, 2> writeDescriptorSets =
{
vk::WriteDescriptorSet(descriptorSets[0].get(), 0, 0, 1, vk::DescriptorType::eUniformBuffer, nullptr, &uniformBufferInfo),
vk::WriteDescriptorSet(descriptorSets[1].get(), 0, 0, 1, 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, vertexShaderModule, fragmentShaderModule, sizeof(texturedCubeData[0]), true, pipelineLayout, renderPass);
// Get the index of the next available swapchain image:
vk::UniqueSemaphore imageAcquiredSemaphore = device->createSemaphoreUnique(vk::SemaphoreCreateInfo());
vk::ResultValue<uint32_t> currentBuffer = device->acquireNextImageKHR(swapChainData.swapChain.get(), vk::su::FenceTimeout, imageAcquiredSemaphore.get(), nullptr);
assert(currentBuffer.result == vk::Result::eSuccess);
assert(currentBuffer.value < framebuffers.size());
vk::ClearValue clearValues[2];
clearValues[0].color = vk::ClearColorValue(std::array<float, 4>({ 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), 2, clearValues);
commandBuffers[0]->beginRenderPass(renderPassBeginInfo, vk::SubpassContents::eInline);
commandBuffers[0]->bindPipeline(vk::PipelineBindPoint::eGraphics, graphicsPipeline.get());
commandBuffers[0]->bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipelineLayout.get(), 0, { descriptorSets[0].get(), descriptorSets[1].get() }, nullptr);
vk::DeviceSize offset = 0;
commandBuffers[0]->bindVertexBuffers(0, vertexBufferData.buffer.get(), offset);
vk::Viewport viewport(0.0f, 0.0f, static_cast<float>(surfaceData.extent.width), static_cast<float>(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(12 * 3, 1, 0, 0);
commandBuffers[0]->endRenderPass();
commandBuffers[0]->end();
vk::UniqueFence drawFence = device->createFenceUnique(vk::FenceCreateInfo());
vk::PipelineStageFlags waitDestinationStageMask(vk::PipelineStageFlagBits::eColorAttachmentOutput);
vk::SubmitInfo submitInfo(1, &imageAcquiredSemaphore.get(), &waitDestinationStageMask, 1, &commandBuffers[0].get());
graphicsQueue.submit(submitInfo, drawFence.get());
while (vk::Result::eTimeout == device->waitForFences(drawFence.get(), VK_TRUE, vk::su::FenceTimeout))
;
presentQueue.presentKHR(vk::PresentInfoKHR(0, nullptr, 1, &swapChainData.swapChain.get(), &currentBuffer.value));
Sleep(1000);
device->waitIdle();
#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;
}