mirror of
https://github.com/KhronosGroup/Vulkan-Hpp.git
synced 2024-10-14 16:32:17 +00:00
300 lines
14 KiB
C++
300 lines
14 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 : InputAttachment
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// Use an input attachment to draw a yellow triangle
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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 = "InputAttachment";
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static char const * EngineName = "Vulkan.hpp";
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static std::string vertexShaderText = R"(
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#version 450
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vec2 vertices[3];
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void main()
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{
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vertices[0] = vec2(-1.0f, -1.0f);
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vertices[1] = vec2( 1.0f, -1.0f);
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vertices[2] = vec2( 0.0f, 1.0f);
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gl_Position = vec4(vertices[gl_VertexIndex % 3], 0.0f, 1.0f);
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}
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)";
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// Use subpassLoad to read from input attachment
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static const char * fragmentShaderText = R"(
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#version 450
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layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput inputAttachment;
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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 = subpassLoad(inputAttachment);
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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::FormatProperties formatProperties = physicalDevice.getFormatProperties( vk::Format::eR8G8B8A8Unorm );
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if ( !( formatProperties.optimalTilingFeatures & vk::FormatFeatureFlagBits::eColorAttachment ) )
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{
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std::cout << "vk::Format::eR8G8B8A8Unorm format unsupported for input attachment\n";
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exit( -1 );
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}
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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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/* VULKAN_KEY_START */
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// Create a framebuffer with 2 attachments, one the color attachment the shaders render into, and the other an input
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// attachment which will be cleared to yellow, and then used by the shaders to color the drawn triangle. Final
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// result should be a yellow triangle
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// Create the image that will be used as the input attachment
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// The image for the color attachment is the presentable image already created as part of the SwapChainData
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vk::UniqueImage inputImage = device->createImageUnique(
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vk::ImageCreateInfo( vk::ImageCreateFlags(),
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vk::ImageType::e2D,
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swapChainData.colorFormat,
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vk::Extent3D( surfaceData.extent, 1 ),
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1,
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1,
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vk::SampleCountFlagBits::e1,
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vk::ImageTiling::eOptimal,
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vk::ImageUsageFlagBits::eInputAttachment | vk::ImageUsageFlagBits::eTransferDst ) );
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vk::MemoryRequirements memoryRequirements = device->getImageMemoryRequirements( inputImage.get() );
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uint32_t memoryTypeIndex = vk::su::findMemoryType(
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physicalDevice.getMemoryProperties(), memoryRequirements.memoryTypeBits, vk::MemoryPropertyFlags() );
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vk::UniqueDeviceMemory inputMemory =
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device->allocateMemoryUnique( vk::MemoryAllocateInfo( memoryRequirements.size, memoryTypeIndex ) );
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device->bindImageMemory( inputImage.get(), inputMemory.get(), 0 );
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// Set the image layout to TRANSFER_DST_OPTIMAL to be ready for clear
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commandBuffer->begin( vk::CommandBufferBeginInfo() );
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vk::su::setImageLayout( commandBuffer,
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inputImage.get(),
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swapChainData.colorFormat,
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vk::ImageLayout::eUndefined,
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vk::ImageLayout::eTransferDstOptimal );
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commandBuffer->clearColorImage(
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inputImage.get(),
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vk::ImageLayout::eTransferDstOptimal,
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vk::ClearColorValue( std::array<float, 4>( { { 1.0f, 1.0f, 0.0f, 0.0f } } ) ),
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vk::ImageSubresourceRange(
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vk::ImageAspectFlagBits::eColor, 0, VK_REMAINING_MIP_LEVELS, 0, VK_REMAINING_ARRAY_LAYERS ) );
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// Set the image layout to SHADER_READONLY_OPTIMAL for use by the shaders
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vk::su::setImageLayout( commandBuffer,
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inputImage.get(),
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swapChainData.colorFormat,
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vk::ImageLayout::eTransferDstOptimal,
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vk::ImageLayout::eShaderReadOnlyOptimal );
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vk::ComponentMapping componentMapping(
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vk::ComponentSwizzle::eR, vk::ComponentSwizzle::eG, vk::ComponentSwizzle::eB, vk::ComponentSwizzle::eA );
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vk::ImageViewCreateInfo imageViewCreateInfo(
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vk::ImageViewCreateFlags(),
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inputImage.get(),
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vk::ImageViewType::e2D,
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swapChainData.colorFormat,
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componentMapping,
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vk::ImageSubresourceRange( vk::ImageAspectFlagBits::eColor, 0, 1, 0, 1 ) );
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vk::UniqueImageView inputAttachmentView = device->createImageViewUnique( imageViewCreateInfo );
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vk::DescriptorSetLayoutBinding layoutBinding(
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0, vk::DescriptorType::eInputAttachment, 1, vk::ShaderStageFlagBits::eFragment );
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vk::UniqueDescriptorSetLayout descriptorSetLayout = device->createDescriptorSetLayoutUnique(
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vk::DescriptorSetLayoutCreateInfo( vk::DescriptorSetLayoutCreateFlags(), layoutBinding ) );
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vk::UniquePipelineLayout pipelineLayout = device->createPipelineLayoutUnique(
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vk::PipelineLayoutCreateInfo( vk::PipelineLayoutCreateFlags(), *descriptorSetLayout ) );
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std::array<vk::AttachmentDescription, 2> attachments = {
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// First attachment is the color attachment - clear at the beginning of the renderpass and transition layout to
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// PRESENT_SRC_KHR at the end of renderpass
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vk::AttachmentDescription( vk::AttachmentDescriptionFlags(),
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swapChainData.colorFormat,
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vk::SampleCountFlagBits::e1,
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vk::AttachmentLoadOp::eClear,
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vk::AttachmentStoreOp::eStore,
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vk::AttachmentLoadOp::eDontCare,
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vk::AttachmentStoreOp::eDontCare,
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vk::ImageLayout::eUndefined,
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vk::ImageLayout::ePresentSrcKHR ),
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// Second attachment is input attachment. Once cleared it should have width*height yellow pixels.
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// Doing a subpassLoad in the fragment shader should give the shader the color at the fragments x,y location from
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// the input attachment
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vk::AttachmentDescription( vk::AttachmentDescriptionFlags(),
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swapChainData.colorFormat,
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vk::SampleCountFlagBits::e1,
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vk::AttachmentLoadOp::eLoad,
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vk::AttachmentStoreOp::eDontCare,
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vk::AttachmentLoadOp::eDontCare,
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vk::AttachmentStoreOp::eDontCare,
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vk::ImageLayout::eShaderReadOnlyOptimal,
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vk::ImageLayout::eShaderReadOnlyOptimal )
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};
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vk::AttachmentReference colorReference( 0, vk::ImageLayout::eColorAttachmentOptimal );
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vk::AttachmentReference inputReference( 1, vk::ImageLayout::eShaderReadOnlyOptimal );
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vk::SubpassDescription subPass(
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vk::SubpassDescriptionFlags(), vk::PipelineBindPoint::eGraphics, inputReference, colorReference );
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vk::UniqueRenderPass renderPass =
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device->createRenderPassUnique( vk::RenderPassCreateInfo( vk::RenderPassCreateFlags(), attachments, subPass ) );
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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, inputAttachmentView, surfaceData.extent );
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vk::DescriptorPoolSize poolSize( vk::DescriptorType::eInputAttachment, 1 );
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vk::UniqueDescriptorPool descriptorPool = device->createDescriptorPoolUnique(
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vk::DescriptorPoolCreateInfo( vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 1, poolSize ) );
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vk::UniqueDescriptorSet descriptorSet = std::move(
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device->allocateDescriptorSetsUnique( vk::DescriptorSetAllocateInfo( *descriptorPool, *descriptorSetLayout ) )
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.front() );
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vk::DescriptorImageInfo inputImageInfo(
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nullptr, inputAttachmentView.get(), vk::ImageLayout::eShaderReadOnlyOptimal );
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vk::WriteDescriptorSet writeDescriptorSet(
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descriptorSet.get(), 0, 0, vk::DescriptorType::eInputAttachment, inputImageInfo );
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device->updateDescriptorSets( vk::ArrayProxy<const vk::WriteDescriptorSet>( 1, &writeDescriptorSet ), nullptr );
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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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0,
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{},
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vk::FrontFace::eClockwise,
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false,
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pipelineLayout,
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renderPass );
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vk::UniqueSemaphore imageAcquiredSemaphore = device->createSemaphoreUnique( vk::SemaphoreCreateInfo() );
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vk::ResultValue<uint32_t> nexImage = device->acquireNextImage2KHR(
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vk::AcquireNextImageInfoKHR( swapChainData.swapChain.get(), UINT64_MAX, imageAcquiredSemaphore.get(), {}, 1 ) );
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assert( nexImage.result == vk::Result::eSuccess );
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uint32_t currentBuffer = nexImage.value;
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vk::ClearValue clearValue;
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clearValue.color = vk::ClearColorValue( std::array<float, 4>( { { 0.2f, 0.2f, 0.2f, 0.2f } } ) );
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commandBuffer->beginRenderPass( vk::RenderPassBeginInfo( renderPass.get(),
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framebuffers[currentBuffer].get(),
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vk::Rect2D( vk::Offset2D( 0, 0 ), surfaceData.extent ),
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clearValue ),
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vk::SubpassContents::eInline );
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commandBuffer->bindPipeline( vk::PipelineBindPoint::eGraphics, graphicsPipeline.get() );
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commandBuffer->bindDescriptorSets(
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vk::PipelineBindPoint::eGraphics, pipelineLayout.get(), 0, descriptorSet.get(), nullptr );
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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( 3, 1, 0, 0 );
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commandBuffer->endRenderPass();
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commandBuffer->end();
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/* VULKAN_KEY_END */
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vk::su::submitAndWait( device, graphicsQueue, commandBuffer );
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vk::Result result = presentQueue.presentKHR( vk::PresentInfoKHR( {}, *swapChainData.swapChain, currentBuffer ) );
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switch ( result )
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{
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case vk::Result::eSuccess: break;
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case vk::Result::eSuboptimalKHR: std::cout << "vk::Queue::presentKHR returned vk::Result::eSuboptimalKHR !\n";
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default: assert( false ); // an unexpected result is returned !
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}
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std::this_thread::sleep_for( std::chrono::milliseconds( 1000 ) );
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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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