1261 lines
58 KiB
C++
1261 lines
58 KiB
C++
/*
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* Vulkan Example - Basic indexed triangle rendering
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*
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* Note:
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* This is a "pedal to the metal" example to show off how to get Vulkan up and displaying something
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* Contrary to the other examples, this one won't make use of helper functions or initializers
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* Except in a few cases (swap chain setup e.g.)
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*
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* Copyright (C) 2016-2017 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <fstream>
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#include <vector>
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#include <exception>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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// Set to "true" to enable Vulkan's validation layers (see vulkandebug.cpp for details)
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#define ENABLE_VALIDATION false
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// Set to "true" to use staging buffers for uploading vertex and index data to device local memory
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// See "prepareVertices" for details on what's staging and on why to use it
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#define USE_STAGING true
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class VulkanExample : public VulkanExampleBase
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{
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public:
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// Vertex layout used in this example
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struct Vertex {
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float position[3];
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float color[3];
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};
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// Vertex buffer and attributes
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struct {
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VkDeviceMemory memory; // Handle to the device memory for this buffer
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VkBuffer buffer; // Handle to the Vulkan buffer object that the memory is bound to
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} vertices;
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// Index buffer
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struct {
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VkDeviceMemory memory;
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VkBuffer buffer;
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uint32_t count;
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} indices;
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// Uniform buffer block object
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struct {
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VkDeviceMemory memory;
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VkBuffer buffer;
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VkDescriptorBufferInfo descriptor;
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} uniformBufferVS;
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// For simplicity we use the same uniform block layout as in the shader:
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//
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// layout(set = 0, binding = 0) uniform UBO
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// {
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// mat4 projectionMatrix;
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// mat4 modelMatrix;
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// mat4 viewMatrix;
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// } ubo;
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//
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// This way we can just memcopy the ubo data to the ubo
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// Note: You should use data types that align with the GPU in order to avoid manual padding (vec4, mat4)
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struct {
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glm::mat4 projectionMatrix;
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glm::mat4 modelMatrix;
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glm::mat4 viewMatrix;
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} uboVS;
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// The pipeline layout is used by a pipeline to access the descriptor sets
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// It defines interface (without binding any actual data) between the shader stages used by the pipeline and the shader resources
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// A pipeline layout can be shared among multiple pipelines as long as their interfaces match
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VkPipelineLayout pipelineLayout;
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// Pipelines (often called "pipeline state objects") are used to bake all states that affect a pipeline
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// While in OpenGL every state can be changed at (almost) any time, Vulkan requires to layout the graphics (and compute) pipeline states upfront
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// So for each combination of non-dynamic pipeline states you need a new pipeline (there are a few exceptions to this not discussed here)
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// Even though this adds a new dimension of planning ahead, it's a great opportunity for performance optimizations by the driver
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VkPipeline pipeline;
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// The descriptor set layout describes the shader binding layout (without actually referencing descriptor)
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// Like the pipeline layout it's pretty much a blueprint and can be used with different descriptor sets as long as their layout matches
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VkDescriptorSetLayout descriptorSetLayout;
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// The descriptor set stores the resources bound to the binding points in a shader
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// It connects the binding points of the different shaders with the buffers and images used for those bindings
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VkDescriptorSet descriptorSet;
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// Synchronization primitives
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// Synchronization is an important concept of Vulkan that OpenGL mostly hid away. Getting this right is crucial to using Vulkan.
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// Semaphores
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// Used to coordinate operations within the graphics queue and ensure correct command ordering
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VkSemaphore presentCompleteSemaphore;
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VkSemaphore renderCompleteSemaphore;
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// Fences
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// Used to check the completion of queue operations (e.g. command buffer execution)
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std::vector<VkFence> queueCompleteFences;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "games 106 - homework0";
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// To keep things simple, we don't use the UI overlay
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settings.overlay = false;
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// Setup a default look-at camera
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -2.5f));
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camera.setRotation(glm::vec3(0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 1.0f, 256.0f);
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// Values not set here are initialized in the base class constructor
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}
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~VulkanExample()
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{
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// Clean up used Vulkan resources
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// Note: Inherited destructor cleans up resources stored in base class
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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vkDestroyBuffer(device, vertices.buffer, nullptr);
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vkFreeMemory(device, vertices.memory, nullptr);
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vkDestroyBuffer(device, indices.buffer, nullptr);
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vkFreeMemory(device, indices.memory, nullptr);
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vkDestroyBuffer(device, uniformBufferVS.buffer, nullptr);
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vkFreeMemory(device, uniformBufferVS.memory, nullptr);
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vkDestroySemaphore(device, presentCompleteSemaphore, nullptr);
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vkDestroySemaphore(device, renderCompleteSemaphore, nullptr);
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for (auto& fence : queueCompleteFences)
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{
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vkDestroyFence(device, fence, nullptr);
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}
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}
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// This function is used to request a device memory type that supports all the property flags we request (e.g. device local, host visible)
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// Upon success it will return the index of the memory type that fits our requested memory properties
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// This is necessary as implementations can offer an arbitrary number of memory types with different
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// memory properties.
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// You can check http://vulkan.gpuinfo.org/ for details on different memory configurations
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uint32_t getMemoryTypeIndex(uint32_t typeBits, VkMemoryPropertyFlags properties)
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{
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// Iterate over all memory types available for the device used in this example
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for (uint32_t i = 0; i < deviceMemoryProperties.memoryTypeCount; i++)
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{
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if ((typeBits & 1) == 1)
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{
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if ((deviceMemoryProperties.memoryTypes[i].propertyFlags & properties) == properties)
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{
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return i;
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}
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}
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typeBits >>= 1;
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}
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throw "Could not find a suitable memory type!";
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}
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// Create the Vulkan synchronization primitives used in this example
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void prepareSynchronizationPrimitives()
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{
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// Semaphores (Used for correct command ordering)
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VkSemaphoreCreateInfo semaphoreCreateInfo = {};
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semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
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semaphoreCreateInfo.pNext = nullptr;
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// Semaphore used to ensure that image presentation is complete before starting to submit again
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &presentCompleteSemaphore));
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// Semaphore used to ensure that all commands submitted have been finished before submitting the image to the queue
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &renderCompleteSemaphore));
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// Fences (Used to check draw command buffer completion)
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VkFenceCreateInfo fenceCreateInfo = {};
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fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
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// Create in signaled state so we don't wait on first render of each command buffer
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fenceCreateInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
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queueCompleteFences.resize(drawCmdBuffers.size());
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for (auto& fence : queueCompleteFences)
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{
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VK_CHECK_RESULT(vkCreateFence(device, &fenceCreateInfo, nullptr, &fence));
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}
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}
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// Get a new command buffer from the command pool
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// If begin is true, the command buffer is also started so we can start adding commands
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VkCommandBuffer getCommandBuffer(bool begin)
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{
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VkCommandBuffer cmdBuffer;
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VkCommandBufferAllocateInfo cmdBufAllocateInfo = {};
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cmdBufAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
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cmdBufAllocateInfo.commandPool = cmdPool;
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cmdBufAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
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cmdBufAllocateInfo.commandBufferCount = 1;
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VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &cmdBuffer));
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// If requested, also start the new command buffer
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if (begin)
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VK_CHECK_RESULT(vkBeginCommandBuffer(cmdBuffer, &cmdBufInfo));
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}
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return cmdBuffer;
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}
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// End the command buffer and submit it to the queue
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// Uses a fence to ensure command buffer has finished executing before deleting it
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void flushCommandBuffer(VkCommandBuffer commandBuffer)
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{
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assert(commandBuffer != VK_NULL_HANDLE);
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VK_CHECK_RESULT(vkEndCommandBuffer(commandBuffer));
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VkSubmitInfo submitInfo = {};
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submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &commandBuffer;
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// Create fence to ensure that the command buffer has finished executing
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VkFenceCreateInfo fenceCreateInfo = {};
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fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
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fenceCreateInfo.flags = 0;
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VkFence fence;
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VK_CHECK_RESULT(vkCreateFence(device, &fenceCreateInfo, nullptr, &fence));
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// Submit to the queue
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, fence));
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// Wait for the fence to signal that command buffer has finished executing
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VK_CHECK_RESULT(vkWaitForFences(device, 1, &fence, VK_TRUE, DEFAULT_FENCE_TIMEOUT));
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vkDestroyFence(device, fence, nullptr);
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vkFreeCommandBuffers(device, cmdPool, 1, &commandBuffer);
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}
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// Build separate command buffers for every framebuffer image
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// Unlike in OpenGL all rendering commands are recorded once into command buffers that are then resubmitted to the queue
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// This allows to generate work upfront and from multiple threads, one of the biggest advantages of Vulkan
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = {};
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cmdBufInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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cmdBufInfo.pNext = nullptr;
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// Set clear values for all framebuffer attachments with loadOp set to clear
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// We use two attachments (color and depth) that are cleared at the start of the subpass and as such we need to set clear values for both
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VkClearValue clearValues[2];
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clearValues[0].color = { { 0.0f, 0.0f, 0.2f, 1.0f } };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = {};
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renderPassBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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renderPassBeginInfo.pNext = nullptr;
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.renderArea.offset.x = 0;
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renderPassBeginInfo.renderArea.offset.y = 0;
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renderPassBeginInfo.renderArea.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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// Set target frame buffer
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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// Start the first sub pass specified in our default render pass setup by the base class
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// This will clear the color and depth attachment
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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// Update dynamic viewport state
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VkViewport viewport = {};
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viewport.height = (float)height;
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viewport.width = (float)width;
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viewport.minDepth = (float) 0.0f;
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viewport.maxDepth = (float) 1.0f;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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// Update dynamic scissor state
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VkRect2D scissor = {};
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scissor.extent.width = width;
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scissor.extent.height = height;
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scissor.offset.x = 0;
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scissor.offset.y = 0;
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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// Bind descriptor sets describing shader binding points
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
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// Bind the rendering pipeline
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// The pipeline (state object) contains all states of the rendering pipeline, binding it will set all the states specified at pipeline creation time
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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// Bind triangle vertex buffer (contains position and colors)
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &vertices.buffer, offsets);
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// Bind triangle index buffer
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vkCmdBindIndexBuffer(drawCmdBuffers[i], indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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// Draw indexed triangle
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vkCmdDrawIndexed(drawCmdBuffers[i], indices.count, 1, 0, 0, 1);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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// Ending the render pass will add an implicit barrier transitioning the frame buffer color attachment to
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// VK_IMAGE_LAYOUT_PRESENT_SRC_KHR for presenting it to the windowing system
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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void draw()
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{
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#if defined(VK_USE_PLATFORM_MACOS_MVK)
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// SRS - on macOS use swapchain helper function with common semaphores/fences for proper resize handling
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// Get next image in the swap chain (back/front buffer)
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prepareFrame();
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// Use a fence to wait until the command buffer has finished execution before using it again
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VK_CHECK_RESULT(vkWaitForFences(device, 1, &waitFences[currentBuffer], VK_TRUE, UINT64_MAX));
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VK_CHECK_RESULT(vkResetFences(device, 1, &waitFences[currentBuffer]));
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#else
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// SRS - on other platforms use original bare code with local semaphores/fences for illustrative purposes
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// Get next image in the swap chain (back/front buffer)
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VkResult acquire = swapChain.acquireNextImage(presentCompleteSemaphore, ¤tBuffer);
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if (!((acquire == VK_SUCCESS) || (acquire == VK_SUBOPTIMAL_KHR))) {
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VK_CHECK_RESULT(acquire);
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}
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// Use a fence to wait until the command buffer has finished execution before using it again
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VK_CHECK_RESULT(vkWaitForFences(device, 1, &queueCompleteFences[currentBuffer], VK_TRUE, UINT64_MAX));
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VK_CHECK_RESULT(vkResetFences(device, 1, &queueCompleteFences[currentBuffer]));
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#endif
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// Pipeline stage at which the queue submission will wait (via pWaitSemaphores)
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VkPipelineStageFlags waitStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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// The submit info structure specifies a command buffer queue submission batch
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VkSubmitInfo submitInfo = {};
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submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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submitInfo.pWaitDstStageMask = &waitStageMask; // Pointer to the list of pipeline stages that the semaphore waits will occur at
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submitInfo.waitSemaphoreCount = 1; // One wait semaphore
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submitInfo.signalSemaphoreCount = 1; // One signal semaphore
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; // Command buffers(s) to execute in this batch (submission)
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submitInfo.commandBufferCount = 1; // One command buffer
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#if defined(VK_USE_PLATFORM_MACOS_MVK)
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// SRS - on macOS use swapchain helper function with common semaphores/fences for proper resize handling
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submitInfo.pWaitSemaphores = &semaphores.presentComplete; // Semaphore(s) to wait upon before the submitted command buffer starts executing
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submitInfo.pSignalSemaphores = &semaphores.renderComplete; // Semaphore(s) to be signaled when command buffers have completed
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// Submit to the graphics queue passing a wait fence
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, waitFences[currentBuffer]));
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// Present the current buffer to the swap chain
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submitFrame();
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#else
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// SRS - on other platforms use original bare code with local semaphores/fences for illustrative purposes
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submitInfo.pWaitSemaphores = &presentCompleteSemaphore; // Semaphore(s) to wait upon before the submitted command buffer starts executing
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submitInfo.pSignalSemaphores = &renderCompleteSemaphore; // Semaphore(s) to be signaled when command buffers have completed
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// Submit to the graphics queue passing a wait fence
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, queueCompleteFences[currentBuffer]));
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// Present the current buffer to the swap chain
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// Pass the semaphore signaled by the command buffer submission from the submit info as the wait semaphore for swap chain presentation
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// This ensures that the image is not presented to the windowing system until all commands have been submitted
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VkResult present = swapChain.queuePresent(queue, currentBuffer, renderCompleteSemaphore);
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if (!((present == VK_SUCCESS) || (present == VK_SUBOPTIMAL_KHR))) {
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VK_CHECK_RESULT(present);
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}
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#endif
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}
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// Prepare vertex and index buffers for an indexed triangle
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// Also uploads them to device local memory using staging and initializes vertex input and attribute binding to match the vertex shader
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void prepareVertices(bool useStagingBuffers)
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{
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// A note on memory management in Vulkan in general:
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// This is a very complex topic and while it's fine for an example application to small individual memory allocations that is not
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// what should be done a real-world application, where you should allocate large chunks of memory at once instead.
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// Setup vertices
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std::vector<Vertex> vertexBuffer =
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{
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{ { 1.0f, 1.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
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{ { -1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f } },
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{ { 0.0f, -1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } }
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};
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uint32_t vertexBufferSize = static_cast<uint32_t>(vertexBuffer.size()) * sizeof(Vertex);
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// Setup indices
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std::vector<uint32_t> indexBuffer = { 0, 1, 2 };
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indices.count = static_cast<uint32_t>(indexBuffer.size());
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uint32_t indexBufferSize = indices.count * sizeof(uint32_t);
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VkMemoryAllocateInfo memAlloc = {};
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memAlloc.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
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VkMemoryRequirements memReqs;
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void *data;
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if (useStagingBuffers)
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{
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// Static data like vertex and index buffer should be stored on the device memory
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// for optimal (and fastest) access by the GPU
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//
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// To achieve this we use so-called "staging buffers" :
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// - Create a buffer that's visible to the host (and can be mapped)
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// - Copy the data to this buffer
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// - Create another buffer that's local on the device (VRAM) with the same size
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// - Copy the data from the host to the device using a command buffer
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// - Delete the host visible (staging) buffer
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// - Use the device local buffers for rendering
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struct StagingBuffer {
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VkDeviceMemory memory;
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VkBuffer buffer;
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};
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struct {
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StagingBuffer vertices;
|
|
StagingBuffer indices;
|
|
} stagingBuffers;
|
|
|
|
// Vertex buffer
|
|
VkBufferCreateInfo vertexBufferInfo = {};
|
|
vertexBufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
|
vertexBufferInfo.size = vertexBufferSize;
|
|
// Buffer is used as the copy source
|
|
vertexBufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
|
// Create a host-visible buffer to copy the vertex data to (staging buffer)
|
|
VK_CHECK_RESULT(vkCreateBuffer(device, &vertexBufferInfo, nullptr, &stagingBuffers.vertices.buffer));
|
|
vkGetBufferMemoryRequirements(device, stagingBuffers.vertices.buffer, &memReqs);
|
|
memAlloc.allocationSize = memReqs.size;
|
|
// Request a host visible memory type that can be used to copy our data do
|
|
// Also request it to be coherent, so that writes are visible to the GPU right after unmapping the buffer
|
|
memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
|
|
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &stagingBuffers.vertices.memory));
|
|
// Map and copy
|
|
VK_CHECK_RESULT(vkMapMemory(device, stagingBuffers.vertices.memory, 0, memAlloc.allocationSize, 0, &data));
|
|
memcpy(data, vertexBuffer.data(), vertexBufferSize);
|
|
vkUnmapMemory(device, stagingBuffers.vertices.memory);
|
|
VK_CHECK_RESULT(vkBindBufferMemory(device, stagingBuffers.vertices.buffer, stagingBuffers.vertices.memory, 0));
|
|
|
|
// Create a device local buffer to which the (host local) vertex data will be copied and which will be used for rendering
|
|
vertexBufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
|
|
VK_CHECK_RESULT(vkCreateBuffer(device, &vertexBufferInfo, nullptr, &vertices.buffer));
|
|
vkGetBufferMemoryRequirements(device, vertices.buffer, &memReqs);
|
|
memAlloc.allocationSize = memReqs.size;
|
|
memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
|
|
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &vertices.memory));
|
|
VK_CHECK_RESULT(vkBindBufferMemory(device, vertices.buffer, vertices.memory, 0));
|
|
|
|
// Index buffer
|
|
VkBufferCreateInfo indexbufferInfo = {};
|
|
indexbufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
|
indexbufferInfo.size = indexBufferSize;
|
|
indexbufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
|
// Copy index data to a buffer visible to the host (staging buffer)
|
|
VK_CHECK_RESULT(vkCreateBuffer(device, &indexbufferInfo, nullptr, &stagingBuffers.indices.buffer));
|
|
vkGetBufferMemoryRequirements(device, stagingBuffers.indices.buffer, &memReqs);
|
|
memAlloc.allocationSize = memReqs.size;
|
|
memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
|
|
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &stagingBuffers.indices.memory));
|
|
VK_CHECK_RESULT(vkMapMemory(device, stagingBuffers.indices.memory, 0, indexBufferSize, 0, &data));
|
|
memcpy(data, indexBuffer.data(), indexBufferSize);
|
|
vkUnmapMemory(device, stagingBuffers.indices.memory);
|
|
VK_CHECK_RESULT(vkBindBufferMemory(device, stagingBuffers.indices.buffer, stagingBuffers.indices.memory, 0));
|
|
|
|
// Create destination buffer with device only visibility
|
|
indexbufferInfo.usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
|
|
VK_CHECK_RESULT(vkCreateBuffer(device, &indexbufferInfo, nullptr, &indices.buffer));
|
|
vkGetBufferMemoryRequirements(device, indices.buffer, &memReqs);
|
|
memAlloc.allocationSize = memReqs.size;
|
|
memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
|
|
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &indices.memory));
|
|
VK_CHECK_RESULT(vkBindBufferMemory(device, indices.buffer, indices.memory, 0));
|
|
|
|
// Buffer copies have to be submitted to a queue, so we need a command buffer for them
|
|
// Note: Some devices offer a dedicated transfer queue (with only the transfer bit set) that may be faster when doing lots of copies
|
|
VkCommandBuffer copyCmd = getCommandBuffer(true);
|
|
|
|
// Put buffer region copies into command buffer
|
|
VkBufferCopy copyRegion = {};
|
|
|
|
// Vertex buffer
|
|
copyRegion.size = vertexBufferSize;
|
|
vkCmdCopyBuffer(copyCmd, stagingBuffers.vertices.buffer, vertices.buffer, 1, ©Region);
|
|
// Index buffer
|
|
copyRegion.size = indexBufferSize;
|
|
vkCmdCopyBuffer(copyCmd, stagingBuffers.indices.buffer, indices.buffer, 1, ©Region);
|
|
|
|
// Flushing the command buffer will also submit it to the queue and uses a fence to ensure that all commands have been executed before returning
|
|
flushCommandBuffer(copyCmd);
|
|
|
|
// Destroy staging buffers
|
|
// Note: Staging buffer must not be deleted before the copies have been submitted and executed
|
|
vkDestroyBuffer(device, stagingBuffers.vertices.buffer, nullptr);
|
|
vkFreeMemory(device, stagingBuffers.vertices.memory, nullptr);
|
|
vkDestroyBuffer(device, stagingBuffers.indices.buffer, nullptr);
|
|
vkFreeMemory(device, stagingBuffers.indices.memory, nullptr);
|
|
}
|
|
else
|
|
{
|
|
// Don't use staging
|
|
// Create host-visible buffers only and use these for rendering. This is not advised and will usually result in lower rendering performance
|
|
|
|
// Vertex buffer
|
|
VkBufferCreateInfo vertexBufferInfo = {};
|
|
vertexBufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
|
vertexBufferInfo.size = vertexBufferSize;
|
|
vertexBufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
|
|
|
|
// Copy vertex data to a buffer visible to the host
|
|
VK_CHECK_RESULT(vkCreateBuffer(device, &vertexBufferInfo, nullptr, &vertices.buffer));
|
|
vkGetBufferMemoryRequirements(device, vertices.buffer, &memReqs);
|
|
memAlloc.allocationSize = memReqs.size;
|
|
// VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT is host visible memory, and VK_MEMORY_PROPERTY_HOST_COHERENT_BIT makes sure writes are directly visible
|
|
memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
|
|
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &vertices.memory));
|
|
VK_CHECK_RESULT(vkMapMemory(device, vertices.memory, 0, memAlloc.allocationSize, 0, &data));
|
|
memcpy(data, vertexBuffer.data(), vertexBufferSize);
|
|
vkUnmapMemory(device, vertices.memory);
|
|
VK_CHECK_RESULT(vkBindBufferMemory(device, vertices.buffer, vertices.memory, 0));
|
|
|
|
// Index buffer
|
|
VkBufferCreateInfo indexbufferInfo = {};
|
|
indexbufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
|
indexbufferInfo.size = indexBufferSize;
|
|
indexbufferInfo.usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
|
|
|
|
// Copy index data to a buffer visible to the host
|
|
VK_CHECK_RESULT(vkCreateBuffer(device, &indexbufferInfo, nullptr, &indices.buffer));
|
|
vkGetBufferMemoryRequirements(device, indices.buffer, &memReqs);
|
|
memAlloc.allocationSize = memReqs.size;
|
|
memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
|
|
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &indices.memory));
|
|
VK_CHECK_RESULT(vkMapMemory(device, indices.memory, 0, indexBufferSize, 0, &data));
|
|
memcpy(data, indexBuffer.data(), indexBufferSize);
|
|
vkUnmapMemory(device, indices.memory);
|
|
VK_CHECK_RESULT(vkBindBufferMemory(device, indices.buffer, indices.memory, 0));
|
|
}
|
|
}
|
|
|
|
void setupDescriptorPool()
|
|
{
|
|
// We need to tell the API the number of max. requested descriptors per type
|
|
VkDescriptorPoolSize typeCounts[1];
|
|
// This example only uses one descriptor type (uniform buffer) and only requests one descriptor of this type
|
|
typeCounts[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
|
typeCounts[0].descriptorCount = 1;
|
|
// For additional types you need to add new entries in the type count list
|
|
// E.g. for two combined image samplers :
|
|
// typeCounts[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
|
// typeCounts[1].descriptorCount = 2;
|
|
|
|
// Create the global descriptor pool
|
|
// All descriptors used in this example are allocated from this pool
|
|
VkDescriptorPoolCreateInfo descriptorPoolInfo = {};
|
|
descriptorPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
|
descriptorPoolInfo.pNext = nullptr;
|
|
descriptorPoolInfo.poolSizeCount = 1;
|
|
descriptorPoolInfo.pPoolSizes = typeCounts;
|
|
// Set the max. number of descriptor sets that can be requested from this pool (requesting beyond this limit will result in an error)
|
|
descriptorPoolInfo.maxSets = 1;
|
|
|
|
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
|
}
|
|
|
|
void setupDescriptorSetLayout()
|
|
{
|
|
// Setup layout of descriptors used in this example
|
|
// Basically connects the different shader stages to descriptors for binding uniform buffers, image samplers, etc.
|
|
// So every shader binding should map to one descriptor set layout binding
|
|
|
|
// Binding 0: Uniform buffer (Vertex shader)
|
|
VkDescriptorSetLayoutBinding layoutBinding = {};
|
|
layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
|
layoutBinding.descriptorCount = 1;
|
|
layoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
|
layoutBinding.pImmutableSamplers = nullptr;
|
|
|
|
VkDescriptorSetLayoutCreateInfo descriptorLayout = {};
|
|
descriptorLayout.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
|
|
descriptorLayout.pNext = nullptr;
|
|
descriptorLayout.bindingCount = 1;
|
|
descriptorLayout.pBindings = &layoutBinding;
|
|
|
|
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
|
|
|
|
// Create the pipeline layout that is used to generate the rendering pipelines that are based on this descriptor set layout
|
|
// In a more complex scenario you would have different pipeline layouts for different descriptor set layouts that could be reused
|
|
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = {};
|
|
pPipelineLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
|
pPipelineLayoutCreateInfo.pNext = nullptr;
|
|
pPipelineLayoutCreateInfo.setLayoutCount = 1;
|
|
pPipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayout;
|
|
|
|
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
|
|
}
|
|
|
|
void setupDescriptorSet()
|
|
{
|
|
// Allocate a new descriptor set from the global descriptor pool
|
|
VkDescriptorSetAllocateInfo allocInfo = {};
|
|
allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
|
|
allocInfo.descriptorPool = descriptorPool;
|
|
allocInfo.descriptorSetCount = 1;
|
|
allocInfo.pSetLayouts = &descriptorSetLayout;
|
|
|
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
|
|
|
|
// Update the descriptor set determining the shader binding points
|
|
// For every binding point used in a shader there needs to be one
|
|
// descriptor set matching that binding point
|
|
|
|
VkWriteDescriptorSet writeDescriptorSet = {};
|
|
|
|
// Binding 0 : Uniform buffer
|
|
writeDescriptorSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
|
writeDescriptorSet.dstSet = descriptorSet;
|
|
writeDescriptorSet.descriptorCount = 1;
|
|
writeDescriptorSet.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
|
writeDescriptorSet.pBufferInfo = &uniformBufferVS.descriptor;
|
|
// Binds this uniform buffer to binding point 0
|
|
writeDescriptorSet.dstBinding = 0;
|
|
|
|
vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
|
|
}
|
|
|
|
// Create the depth (and stencil) buffer attachments used by our framebuffers
|
|
// Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare
|
|
void setupDepthStencil()
|
|
{
|
|
// Create an optimal image used as the depth stencil attachment
|
|
VkImageCreateInfo image = {};
|
|
image.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
|
|
image.imageType = VK_IMAGE_TYPE_2D;
|
|
image.format = depthFormat;
|
|
// Use example's height and width
|
|
image.extent = { width, height, 1 };
|
|
image.mipLevels = 1;
|
|
image.arrayLayers = 1;
|
|
image.samples = VK_SAMPLE_COUNT_1_BIT;
|
|
image.tiling = VK_IMAGE_TILING_OPTIMAL;
|
|
image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
|
|
image.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
|
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &depthStencil.image));
|
|
|
|
// Allocate memory for the image (device local) and bind it to our image
|
|
VkMemoryAllocateInfo memAlloc = {};
|
|
memAlloc.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
|
VkMemoryRequirements memReqs;
|
|
vkGetImageMemoryRequirements(device, depthStencil.image, &memReqs);
|
|
memAlloc.allocationSize = memReqs.size;
|
|
memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
|
|
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &depthStencil.mem));
|
|
VK_CHECK_RESULT(vkBindImageMemory(device, depthStencil.image, depthStencil.mem, 0));
|
|
|
|
// Create a view for the depth stencil image
|
|
// Images aren't directly accessed in Vulkan, but rather through views described by a subresource range
|
|
// This allows for multiple views of one image with differing ranges (e.g. for different layers)
|
|
VkImageViewCreateInfo depthStencilView = {};
|
|
depthStencilView.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
|
|
depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
|
|
depthStencilView.format = depthFormat;
|
|
depthStencilView.subresourceRange = {};
|
|
depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
|
|
// Stencil aspect should only be set on depth + stencil formats (VK_FORMAT_D16_UNORM_S8_UINT..VK_FORMAT_D32_SFLOAT_S8_UINT)
|
|
if (depthFormat >= VK_FORMAT_D16_UNORM_S8_UINT)
|
|
depthStencilView.subresourceRange.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
|
|
|
|
depthStencilView.subresourceRange.baseMipLevel = 0;
|
|
depthStencilView.subresourceRange.levelCount = 1;
|
|
depthStencilView.subresourceRange.baseArrayLayer = 0;
|
|
depthStencilView.subresourceRange.layerCount = 1;
|
|
depthStencilView.image = depthStencil.image;
|
|
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &depthStencil.view));
|
|
}
|
|
|
|
// Create a frame buffer for each swap chain image
|
|
// Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare
|
|
void setupFrameBuffer()
|
|
{
|
|
// Create a frame buffer for every image in the swapchain
|
|
frameBuffers.resize(swapChain.imageCount);
|
|
for (size_t i = 0; i < frameBuffers.size(); i++)
|
|
{
|
|
std::array<VkImageView, 2> attachments;
|
|
attachments[0] = swapChain.buffers[i].view; // Color attachment is the view of the swapchain image
|
|
attachments[1] = depthStencil.view; // Depth/Stencil attachment is the same for all frame buffers
|
|
|
|
VkFramebufferCreateInfo frameBufferCreateInfo = {};
|
|
frameBufferCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
|
|
// All frame buffers use the same renderpass setup
|
|
frameBufferCreateInfo.renderPass = renderPass;
|
|
frameBufferCreateInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
|
|
frameBufferCreateInfo.pAttachments = attachments.data();
|
|
frameBufferCreateInfo.width = width;
|
|
frameBufferCreateInfo.height = height;
|
|
frameBufferCreateInfo.layers = 1;
|
|
// Create the framebuffer
|
|
VK_CHECK_RESULT(vkCreateFramebuffer(device, &frameBufferCreateInfo, nullptr, &frameBuffers[i]));
|
|
}
|
|
}
|
|
|
|
// Render pass setup
|
|
// Render passes are a new concept in Vulkan. They describe the attachments used during rendering and may contain multiple subpasses with attachment dependencies
|
|
// This allows the driver to know up-front what the rendering will look like and is a good opportunity to optimize especially on tile-based renderers (with multiple subpasses)
|
|
// Using sub pass dependencies also adds implicit layout transitions for the attachment used, so we don't need to add explicit image memory barriers to transform them
|
|
// Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare
|
|
void setupRenderPass()
|
|
{
|
|
// This example will use a single render pass with one subpass
|
|
|
|
// Descriptors for the attachments used by this renderpass
|
|
std::array<VkAttachmentDescription, 2> attachments = {};
|
|
|
|
// Color attachment
|
|
attachments[0].format = swapChain.colorFormat; // Use the color format selected by the swapchain
|
|
attachments[0].samples = VK_SAMPLE_COUNT_1_BIT; // We don't use multi sampling in this example
|
|
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Clear this attachment at the start of the render pass
|
|
attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE; // Keep its contents after the render pass is finished (for displaying it)
|
|
attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; // We don't use stencil, so don't care for load
|
|
attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // Same for store
|
|
attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // Layout at render pass start. Initial doesn't matter, so we use undefined
|
|
attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; // Layout to which the attachment is transitioned when the render pass is finished
|
|
// As we want to present the color buffer to the swapchain, we transition to PRESENT_KHR
|
|
// Depth attachment
|
|
attachments[1].format = depthFormat; // A proper depth format is selected in the example base
|
|
attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
|
|
attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Clear depth at start of first subpass
|
|
attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // We don't need depth after render pass has finished (DONT_CARE may result in better performance)
|
|
attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; // No stencil
|
|
attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // No Stencil
|
|
attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // Layout at render pass start. Initial doesn't matter, so we use undefined
|
|
attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Transition to depth/stencil attachment
|
|
|
|
// Setup attachment references
|
|
VkAttachmentReference colorReference = {};
|
|
colorReference.attachment = 0; // Attachment 0 is color
|
|
colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; // Attachment layout used as color during the subpass
|
|
|
|
VkAttachmentReference depthReference = {};
|
|
depthReference.attachment = 1; // Attachment 1 is color
|
|
depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Attachment used as depth/stencil used during the subpass
|
|
|
|
// Setup a single subpass reference
|
|
VkSubpassDescription subpassDescription = {};
|
|
subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
|
|
subpassDescription.colorAttachmentCount = 1; // Subpass uses one color attachment
|
|
subpassDescription.pColorAttachments = &colorReference; // Reference to the color attachment in slot 0
|
|
subpassDescription.pDepthStencilAttachment = &depthReference; // Reference to the depth attachment in slot 1
|
|
subpassDescription.inputAttachmentCount = 0; // Input attachments can be used to sample from contents of a previous subpass
|
|
subpassDescription.pInputAttachments = nullptr; // (Input attachments not used by this example)
|
|
subpassDescription.preserveAttachmentCount = 0; // Preserved attachments can be used to loop (and preserve) attachments through subpasses
|
|
subpassDescription.pPreserveAttachments = nullptr; // (Preserve attachments not used by this example)
|
|
subpassDescription.pResolveAttachments = nullptr; // Resolve attachments are resolved at the end of a sub pass and can be used for e.g. multi sampling
|
|
|
|
// Setup subpass dependencies
|
|
// These will add the implicit attachment layout transitions specified by the attachment descriptions
|
|
// The actual usage layout is preserved through the layout specified in the attachment reference
|
|
// Each subpass dependency will introduce a memory and execution dependency between the source and dest subpass described by
|
|
// srcStageMask, dstStageMask, srcAccessMask, dstAccessMask (and dependencyFlags is set)
|
|
// Note: VK_SUBPASS_EXTERNAL is a special constant that refers to all commands executed outside of the actual renderpass)
|
|
std::array<VkSubpassDependency, 2> dependencies;
|
|
|
|
// Does the transition from final to initial layout for the depth an color attachments
|
|
// Depth attachment
|
|
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
|
|
dependencies[0].dstSubpass = 0;
|
|
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
|
|
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
|
|
dependencies[0].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
|
|
dependencies[0].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
|
|
dependencies[0].dependencyFlags = 0;
|
|
// Color attachment
|
|
dependencies[1].srcSubpass = VK_SUBPASS_EXTERNAL;
|
|
dependencies[1].dstSubpass = 0;
|
|
dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
|
dependencies[1].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
|
dependencies[1].srcAccessMask = 0;
|
|
dependencies[1].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
|
|
dependencies[1].dependencyFlags = 0;
|
|
|
|
// Create the actual renderpass
|
|
VkRenderPassCreateInfo renderPassInfo = {};
|
|
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
|
|
renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size()); // Number of attachments used by this render pass
|
|
renderPassInfo.pAttachments = attachments.data(); // Descriptions of the attachments used by the render pass
|
|
renderPassInfo.subpassCount = 1; // We only use one subpass in this example
|
|
renderPassInfo.pSubpasses = &subpassDescription; // Description of that subpass
|
|
renderPassInfo.dependencyCount = static_cast<uint32_t>(dependencies.size()); // Number of subpass dependencies
|
|
renderPassInfo.pDependencies = dependencies.data(); // Subpass dependencies used by the render pass
|
|
|
|
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass));
|
|
}
|
|
|
|
// Vulkan loads its shaders from an immediate binary representation called SPIR-V
|
|
// Shaders are compiled offline from e.g. GLSL using the reference glslang compiler
|
|
// This function loads such a shader from a binary file and returns a shader module structure
|
|
VkShaderModule loadSPIRVShader(std::string filename)
|
|
{
|
|
size_t shaderSize;
|
|
char* shaderCode = NULL;
|
|
|
|
#if defined(__ANDROID__)
|
|
// Load shader from compressed asset
|
|
AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, filename.c_str(), AASSET_MODE_STREAMING);
|
|
assert(asset);
|
|
shaderSize = AAsset_getLength(asset);
|
|
assert(shaderSize > 0);
|
|
|
|
shaderCode = new char[shaderSize];
|
|
AAsset_read(asset, shaderCode, shaderSize);
|
|
AAsset_close(asset);
|
|
#else
|
|
std::ifstream is(filename, std::ios::binary | std::ios::in | std::ios::ate);
|
|
|
|
if (is.is_open())
|
|
{
|
|
shaderSize = is.tellg();
|
|
is.seekg(0, std::ios::beg);
|
|
// Copy file contents into a buffer
|
|
shaderCode = new char[shaderSize];
|
|
is.read(shaderCode, shaderSize);
|
|
is.close();
|
|
assert(shaderSize > 0);
|
|
}
|
|
#endif
|
|
if (shaderCode)
|
|
{
|
|
// Create a new shader module that will be used for pipeline creation
|
|
VkShaderModuleCreateInfo moduleCreateInfo{};
|
|
moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
|
moduleCreateInfo.codeSize = shaderSize;
|
|
moduleCreateInfo.pCode = (uint32_t*)shaderCode;
|
|
|
|
VkShaderModule shaderModule;
|
|
VK_CHECK_RESULT(vkCreateShaderModule(device, &moduleCreateInfo, NULL, &shaderModule));
|
|
|
|
delete[] shaderCode;
|
|
|
|
return shaderModule;
|
|
}
|
|
else
|
|
{
|
|
std::cerr << "Error: Could not open shader file \"" << filename << "\"" << std::endl;
|
|
return VK_NULL_HANDLE;
|
|
}
|
|
}
|
|
|
|
void preparePipelines()
|
|
{
|
|
// Create the graphics pipeline used in this example
|
|
// Vulkan uses the concept of rendering pipelines to encapsulate fixed states, replacing OpenGL's complex state machine
|
|
// A pipeline is then stored and hashed on the GPU making pipeline changes very fast
|
|
// Note: There are still a few dynamic states that are not directly part of the pipeline (but the info that they are used is)
|
|
|
|
VkGraphicsPipelineCreateInfo pipelineCreateInfo = {};
|
|
pipelineCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
|
// The layout used for this pipeline (can be shared among multiple pipelines using the same layout)
|
|
pipelineCreateInfo.layout = pipelineLayout;
|
|
// Renderpass this pipeline is attached to
|
|
pipelineCreateInfo.renderPass = renderPass;
|
|
|
|
// Construct the different states making up the pipeline
|
|
|
|
// Input assembly state describes how primitives are assembled
|
|
// This pipeline will assemble vertex data as a triangle lists (though we only use one triangle)
|
|
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = {};
|
|
inputAssemblyState.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
|
|
inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
|
|
|
|
// Rasterization state
|
|
VkPipelineRasterizationStateCreateInfo rasterizationState = {};
|
|
rasterizationState.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
|
|
rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
|
|
rasterizationState.cullMode = VK_CULL_MODE_NONE;
|
|
rasterizationState.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
|
|
rasterizationState.depthClampEnable = VK_FALSE;
|
|
rasterizationState.rasterizerDiscardEnable = VK_FALSE;
|
|
rasterizationState.depthBiasEnable = VK_FALSE;
|
|
rasterizationState.lineWidth = 1.0f;
|
|
|
|
// Color blend state describes how blend factors are calculated (if used)
|
|
// We need one blend attachment state per color attachment (even if blending is not used)
|
|
VkPipelineColorBlendAttachmentState blendAttachmentState[1] = {};
|
|
blendAttachmentState[0].colorWriteMask = 0xf;
|
|
blendAttachmentState[0].blendEnable = VK_FALSE;
|
|
VkPipelineColorBlendStateCreateInfo colorBlendState = {};
|
|
colorBlendState.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
|
|
colorBlendState.attachmentCount = 1;
|
|
colorBlendState.pAttachments = blendAttachmentState;
|
|
|
|
// Viewport state sets the number of viewports and scissor used in this pipeline
|
|
// Note: This is actually overridden by the dynamic states (see below)
|
|
VkPipelineViewportStateCreateInfo viewportState = {};
|
|
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
|
|
viewportState.viewportCount = 1;
|
|
viewportState.scissorCount = 1;
|
|
|
|
// Enable dynamic states
|
|
// Most states are baked into the pipeline, but there are still a few dynamic states that can be changed within a command buffer
|
|
// To be able to change these we need do specify which dynamic states will be changed using this pipeline. Their actual states are set later on in the command buffer.
|
|
// For this example we will set the viewport and scissor using dynamic states
|
|
std::vector<VkDynamicState> dynamicStateEnables;
|
|
dynamicStateEnables.push_back(VK_DYNAMIC_STATE_VIEWPORT);
|
|
dynamicStateEnables.push_back(VK_DYNAMIC_STATE_SCISSOR);
|
|
VkPipelineDynamicStateCreateInfo dynamicState = {};
|
|
dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
|
|
dynamicState.pDynamicStates = dynamicStateEnables.data();
|
|
dynamicState.dynamicStateCount = static_cast<uint32_t>(dynamicStateEnables.size());
|
|
|
|
// Depth and stencil state containing depth and stencil compare and test operations
|
|
// We only use depth tests and want depth tests and writes to be enabled and compare with less or equal
|
|
VkPipelineDepthStencilStateCreateInfo depthStencilState = {};
|
|
depthStencilState.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
|
|
depthStencilState.depthTestEnable = VK_TRUE;
|
|
depthStencilState.depthWriteEnable = VK_TRUE;
|
|
depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
|
|
depthStencilState.depthBoundsTestEnable = VK_FALSE;
|
|
depthStencilState.back.failOp = VK_STENCIL_OP_KEEP;
|
|
depthStencilState.back.passOp = VK_STENCIL_OP_KEEP;
|
|
depthStencilState.back.compareOp = VK_COMPARE_OP_ALWAYS;
|
|
depthStencilState.stencilTestEnable = VK_FALSE;
|
|
depthStencilState.front = depthStencilState.back;
|
|
|
|
// Multi sampling state
|
|
// This example does not make use of multi sampling (for anti-aliasing), the state must still be set and passed to the pipeline
|
|
VkPipelineMultisampleStateCreateInfo multisampleState = {};
|
|
multisampleState.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
|
|
multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
|
|
multisampleState.pSampleMask = nullptr;
|
|
|
|
// Vertex input descriptions
|
|
// Specifies the vertex input parameters for a pipeline
|
|
|
|
// Vertex input binding
|
|
// This example uses a single vertex input binding at binding point 0 (see vkCmdBindVertexBuffers)
|
|
VkVertexInputBindingDescription vertexInputBinding = {};
|
|
vertexInputBinding.binding = 0;
|
|
vertexInputBinding.stride = sizeof(Vertex);
|
|
vertexInputBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
|
|
|
|
// Input attribute bindings describe shader attribute locations and memory layouts
|
|
std::array<VkVertexInputAttributeDescription, 2> vertexInputAttributs;
|
|
// These match the following shader layout (see triangle.vert):
|
|
// layout (location = 0) in vec3 inPos;
|
|
// layout (location = 1) in vec3 inColor;
|
|
// Attribute location 0: Position
|
|
vertexInputAttributs[0].binding = 0;
|
|
vertexInputAttributs[0].location = 0;
|
|
// Position attribute is three 32 bit signed (SFLOAT) floats (R32 G32 B32)
|
|
vertexInputAttributs[0].format = VK_FORMAT_R32G32B32_SFLOAT;
|
|
vertexInputAttributs[0].offset = offsetof(Vertex, position);
|
|
// Attribute location 1: Color
|
|
vertexInputAttributs[1].binding = 0;
|
|
vertexInputAttributs[1].location = 1;
|
|
// Color attribute is three 32 bit signed (SFLOAT) floats (R32 G32 B32)
|
|
vertexInputAttributs[1].format = VK_FORMAT_R32G32B32_SFLOAT;
|
|
vertexInputAttributs[1].offset = offsetof(Vertex, color);
|
|
|
|
// Vertex input state used for pipeline creation
|
|
VkPipelineVertexInputStateCreateInfo vertexInputState = {};
|
|
vertexInputState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
|
vertexInputState.vertexBindingDescriptionCount = 1;
|
|
vertexInputState.pVertexBindingDescriptions = &vertexInputBinding;
|
|
vertexInputState.vertexAttributeDescriptionCount = 2;
|
|
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributs.data();
|
|
|
|
// Shaders
|
|
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages{};
|
|
|
|
// Vertex shader
|
|
shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
|
// Set pipeline stage for this shader
|
|
shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
|
|
// Load binary SPIR-V shader
|
|
shaderStages[0].module = loadSPIRVShader(getHomeworkShadersPath() + "homework0/homework0.vert.spv");
|
|
// Main entry point for the shader
|
|
shaderStages[0].pName = "main";
|
|
assert(shaderStages[0].module != VK_NULL_HANDLE);
|
|
|
|
// Fragment shader
|
|
shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
|
// Set pipeline stage for this shader
|
|
shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
|
|
// Load binary SPIR-V shader
|
|
shaderStages[1].module = loadSPIRVShader(getHomeworkShadersPath() + "homework0/homework0.frag.spv");
|
|
// Main entry point for the shader
|
|
shaderStages[1].pName = "main";
|
|
assert(shaderStages[1].module != VK_NULL_HANDLE);
|
|
|
|
// Set pipeline shader stage info
|
|
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
|
|
pipelineCreateInfo.pStages = shaderStages.data();
|
|
|
|
// Assign the pipeline states to the pipeline creation info structure
|
|
pipelineCreateInfo.pVertexInputState = &vertexInputState;
|
|
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
|
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
|
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
|
pipelineCreateInfo.pMultisampleState = &multisampleState;
|
|
pipelineCreateInfo.pViewportState = &viewportState;
|
|
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
|
pipelineCreateInfo.pDynamicState = &dynamicState;
|
|
|
|
// Create rendering pipeline using the specified states
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
|
|
|
|
// Shader modules are no longer needed once the graphics pipeline has been created
|
|
vkDestroyShaderModule(device, shaderStages[0].module, nullptr);
|
|
vkDestroyShaderModule(device, shaderStages[1].module, nullptr);
|
|
}
|
|
|
|
void prepareUniformBuffers()
|
|
{
|
|
// Prepare and initialize a uniform buffer block containing shader uniforms
|
|
// Single uniforms like in OpenGL are no longer present in Vulkan. All Shader uniforms are passed via uniform buffer blocks
|
|
VkMemoryRequirements memReqs;
|
|
|
|
// Vertex shader uniform buffer block
|
|
VkBufferCreateInfo bufferInfo = {};
|
|
VkMemoryAllocateInfo allocInfo = {};
|
|
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
|
allocInfo.pNext = nullptr;
|
|
allocInfo.allocationSize = 0;
|
|
allocInfo.memoryTypeIndex = 0;
|
|
|
|
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
|
bufferInfo.size = sizeof(uboVS);
|
|
// This buffer will be used as a uniform buffer
|
|
bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
|
|
|
|
// Create a new buffer
|
|
VK_CHECK_RESULT(vkCreateBuffer(device, &bufferInfo, nullptr, &uniformBufferVS.buffer));
|
|
// Get memory requirements including size, alignment and memory type
|
|
vkGetBufferMemoryRequirements(device, uniformBufferVS.buffer, &memReqs);
|
|
allocInfo.allocationSize = memReqs.size;
|
|
// Get the memory type index that supports host visible memory access
|
|
// Most implementations offer multiple memory types and selecting the correct one to allocate memory from is crucial
|
|
// We also want the buffer to be host coherent so we don't have to flush (or sync after every update.
|
|
// Note: This may affect performance so you might not want to do this in a real world application that updates buffers on a regular base
|
|
allocInfo.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
|
|
// Allocate memory for the uniform buffer
|
|
VK_CHECK_RESULT(vkAllocateMemory(device, &allocInfo, nullptr, &(uniformBufferVS.memory)));
|
|
// Bind memory to buffer
|
|
VK_CHECK_RESULT(vkBindBufferMemory(device, uniformBufferVS.buffer, uniformBufferVS.memory, 0));
|
|
|
|
// Store information in the uniform's descriptor that is used by the descriptor set
|
|
uniformBufferVS.descriptor.buffer = uniformBufferVS.buffer;
|
|
uniformBufferVS.descriptor.offset = 0;
|
|
uniformBufferVS.descriptor.range = sizeof(uboVS);
|
|
|
|
updateUniformBuffers();
|
|
}
|
|
|
|
void updateUniformBuffers()
|
|
{
|
|
// Pass matrices to the shaders
|
|
uboVS.projectionMatrix = camera.matrices.perspective;
|
|
uboVS.viewMatrix = camera.matrices.view;
|
|
uboVS.modelMatrix = glm::mat4(1.0f);
|
|
|
|
// Map uniform buffer and update it
|
|
uint8_t *pData;
|
|
VK_CHECK_RESULT(vkMapMemory(device, uniformBufferVS.memory, 0, sizeof(uboVS), 0, (void **)&pData));
|
|
memcpy(pData, &uboVS, sizeof(uboVS));
|
|
// Unmap after data has been copied
|
|
// Note: Since we requested a host coherent memory type for the uniform buffer, the write is instantly visible to the GPU
|
|
vkUnmapMemory(device, uniformBufferVS.memory);
|
|
}
|
|
|
|
void prepare()
|
|
{
|
|
VulkanExampleBase::prepare();
|
|
prepareSynchronizationPrimitives();
|
|
prepareVertices(USE_STAGING);
|
|
prepareUniformBuffers();
|
|
setupDescriptorSetLayout();
|
|
preparePipelines();
|
|
setupDescriptorPool();
|
|
setupDescriptorSet();
|
|
buildCommandBuffers();
|
|
prepared = true;
|
|
}
|
|
|
|
virtual void render()
|
|
{
|
|
if (!prepared)
|
|
return;
|
|
draw();
|
|
}
|
|
|
|
virtual void viewChanged()
|
|
{
|
|
// This function is called by the base example class each time the view is changed by user input
|
|
updateUniformBuffers();
|
|
}
|
|
};
|
|
|
|
// OS specific macros for the example main entry points
|
|
// Most of the code base is shared for the different supported operating systems, but stuff like message handling differs
|
|
|
|
#if defined(_WIN32)
|
|
// Windows entry point
|
|
VulkanExample *vulkanExample;
|
|
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
if (vulkanExample != NULL)
|
|
{
|
|
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
|
|
}
|
|
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
|
|
}
|
|
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
|
|
{
|
|
for (size_t i = 0; i < __argc; i++) { VulkanExample::args.push_back(__argv[i]); };
|
|
vulkanExample = new VulkanExample();
|
|
vulkanExample->initVulkan();
|
|
vulkanExample->setupWindow(hInstance, WndProc);
|
|
vulkanExample->prepare();
|
|
vulkanExample->renderLoop();
|
|
delete(vulkanExample);
|
|
return 0;
|
|
}
|
|
|
|
#elif defined(__ANDROID__)
|
|
// Android entry point
|
|
VulkanExample *vulkanExample;
|
|
void android_main(android_app* state)
|
|
{
|
|
vulkanExample = new VulkanExample();
|
|
state->userData = vulkanExample;
|
|
state->onAppCmd = VulkanExample::handleAppCommand;
|
|
state->onInputEvent = VulkanExample::handleAppInput;
|
|
androidApp = state;
|
|
vulkanExample->renderLoop();
|
|
delete(vulkanExample);
|
|
}
|
|
#elif defined(_DIRECT2DISPLAY)
|
|
|
|
// Linux entry point with direct to display wsi
|
|
// Direct to Displays (D2D) is used on embedded platforms
|
|
VulkanExample *vulkanExample;
|
|
static void handleEvent()
|
|
{
|
|
}
|
|
int main(const int argc, const char *argv[])
|
|
{
|
|
for (size_t i = 0; i < argc; i++) { VulkanExample::args.push_back(argv[i]); };
|
|
vulkanExample = new VulkanExample();
|
|
vulkanExample->initVulkan();
|
|
vulkanExample->prepare();
|
|
vulkanExample->renderLoop();
|
|
delete(vulkanExample);
|
|
return 0;
|
|
}
|
|
#elif defined(VK_USE_PLATFORM_DIRECTFB_EXT)
|
|
VulkanExample *vulkanExample;
|
|
static void handleEvent(const DFBWindowEvent *event)
|
|
{
|
|
if (vulkanExample != NULL)
|
|
{
|
|
vulkanExample->handleEvent(event);
|
|
}
|
|
}
|
|
int main(const int argc, const char *argv[])
|
|
{
|
|
for (size_t i = 0; i < argc; i++) { VulkanExample::args.push_back(argv[i]); };
|
|
vulkanExample = new VulkanExample();
|
|
vulkanExample->initVulkan();
|
|
vulkanExample->setupWindow();
|
|
vulkanExample->prepare();
|
|
vulkanExample->renderLoop();
|
|
delete(vulkanExample);
|
|
return 0;
|
|
}
|
|
#elif defined(VK_USE_PLATFORM_WAYLAND_KHR)
|
|
VulkanExample *vulkanExample;
|
|
int main(const int argc, const char *argv[])
|
|
{
|
|
for (size_t i = 0; i < argc; i++) { VulkanExample::args.push_back(argv[i]); };
|
|
vulkanExample = new VulkanExample();
|
|
vulkanExample->initVulkan();
|
|
vulkanExample->setupWindow();
|
|
vulkanExample->prepare();
|
|
vulkanExample->renderLoop();
|
|
delete(vulkanExample);
|
|
return 0;
|
|
}
|
|
#elif defined(__linux__) || defined(__FreeBSD__)
|
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// Linux entry point
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VulkanExample *vulkanExample;
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#if defined(VK_USE_PLATFORM_XCB_KHR)
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static void handleEvent(const xcb_generic_event_t *event)
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{
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if (vulkanExample != NULL)
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{
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vulkanExample->handleEvent(event);
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}
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}
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#else
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static void handleEvent()
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{
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}
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#endif
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int main(const int argc, const char *argv[])
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{
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for (size_t i = 0; i < argc; i++) { VulkanExample::args.push_back(argv[i]); };
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vulkanExample = new VulkanExample();
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vulkanExample->initVulkan();
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vulkanExample->setupWindow();
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vulkanExample->prepare();
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vulkanExample->renderLoop();
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delete(vulkanExample);
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return 0;
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}
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#elif (defined(VK_USE_PLATFORM_MACOS_MVK) && defined(VK_EXAMPLE_XCODE_GENERATED))
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VulkanExample *vulkanExample;
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int main(const int argc, const char *argv[])
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{
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@autoreleasepool
|
|
{
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for (size_t i = 0; i < argc; i++) { VulkanExample::args.push_back(argv[i]); };
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vulkanExample = new VulkanExample();
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vulkanExample->initVulkan();
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vulkanExample->setupWindow(nullptr);
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vulkanExample->prepare();
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vulkanExample->renderLoop();
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delete(vulkanExample);
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}
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return 0;
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}
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#endif
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