Add samples SecondaryCommandBuffer and SeparateImageSampler. (#331)
+ made some helper functions more explicit.
This commit is contained in:
committed by
Markus Tavenrath
parent
0e76bc68e3
commit
7900c655f3
44
samples/SeparateImageSampler/CMakeLists.txt
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44
samples/SeparateImageSampler/CMakeLists.txt
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# 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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cmake_minimum_required(VERSION 3.2)
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project(SeparateImageSampler)
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set(HEADERS
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../utils/geometries.hpp
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../utils/math.hpp
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../utils/shaders.hpp
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../utils/utils.hpp
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)
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set(SOURCES
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SeparateImageSampler.cpp
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../utils/math.cpp
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../utils/shaders.cpp
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../utils/utils.cpp
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../../glslang/StandAlone/ResourceLimits.cpp
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)
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source_group(headers FILES ${HEADERS})
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source_group(sources FILES ${SOURCES})
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add_executable(SeparateImageSampler
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${HEADERS}
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${SOURCES}
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)
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set_target_properties(SeparateImageSampler PROPERTIES FOLDER "Samples")
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target_include_directories(SeparateImageSampler PUBLIC ${CMAKE_SOURCE_DIR}/glslang)
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target_link_libraries(SeparateImageSampler PUBLIC glslang SPIRV "${Vulkan_LIBRARIES}")
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228
samples/SeparateImageSampler/SeparateImageSampler.cpp
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228
samples/SeparateImageSampler/SeparateImageSampler.cpp
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// 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 : SeparateImageSampler
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// Use separate image and sampler in descriptor set and shader to draw a textured cube.
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#include "../utils/geometries.hpp"
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#include "../utils/math.hpp"
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#include "../utils/shaders.hpp"
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#include "../utils/utils.hpp"
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#include "vulkan/vulkan.hpp"
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#include "SPIRV/GlslangToSpv.h"
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#include <iostream>
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static char const* AppName = "SeparateImageSampler";
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static char const* EngineName = "Vulkan.hpp";
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const std::string fragmentShaderTextTS_T_C = R"(
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (set = 0, binding = 1) uniform texture2D tex;
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layout (set = 0, binding = 2) uniform sampler samp;
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layout (location = 0) in vec2 inTexCoords;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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// Combine the selected texture with sampler as a parameter
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vec4 resColor = texture(sampler2D(tex, samp), inTexCoords);
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// Create a border to see the cube more easily
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if ((inTexCoords.x < 0.01f) || (0.99f < inTexCoords.x)
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|| (inTexCoords.y < 0.01f) || (0.99f < inTexCoords.y))
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{
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resColor *= vec4(0.1f, 0.1f, 0.1f, 1.0f);
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}
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outColor = resColor;
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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::UniqueDebugReportCallbackEXT debugReportCallback = vk::su::createDebugReportCallback(instance);
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#endif
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std::vector<vk::PhysicalDevice> physicalDevices = instance->enumeratePhysicalDevices();
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assert(!physicalDevices.empty());
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vk::su::SurfaceData surfaceData(instance, AppName, AppName, vk::Extent2D(500, 500));
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std::pair<uint32_t, uint32_t> graphicsAndPresentQueueFamilyIndex = vk::su::findGraphicsAndPresentQueueFamilyIndex(physicalDevices[0], *surfaceData.surface);
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vk::UniqueDevice device = vk::su::createDevice(physicalDevices[0], graphicsAndPresentQueueFamilyIndex.first, vk::su::getDeviceExtensions());
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vk::UniqueCommandPool commandPool = vk::su::createCommandPool(device, graphicsAndPresentQueueFamilyIndex.first);
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std::vector<vk::UniqueCommandBuffer> commandBuffers = device->allocateCommandBuffersUnique(vk::CommandBufferAllocateInfo(commandPool.get(), vk::CommandBufferLevel::ePrimary, 1));
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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(physicalDevices[0], device, surfaceData.surface, surfaceData.extent, vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eTransferSrc
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, graphicsAndPresentQueueFamilyIndex.first, graphicsAndPresentQueueFamilyIndex.second);
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vk::su::DepthBufferData depthBufferData(physicalDevices[0], device, vk::Format::eD16Unorm, surfaceData.extent);
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vk::su::BufferData uniformBufferData(physicalDevices[0], device, sizeof(glm::mat4x4), vk::BufferUsageFlagBits::eUniformBuffer);
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vk::su::copyToDevice(device, uniformBufferData.deviceMemory, vk::su::createModelViewProjectionClipMatrix(surfaceData.extent));
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vk::UniqueRenderPass renderPass = vk::su::createRenderPass(device, vk::su::pickSurfaceFormat(physicalDevices[0].getSurfaceFormatsKHR(surfaceData.surface.get())).format, depthBufferData.format,
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vk::AttachmentLoadOp::eClear);
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glslang::InitializeProcess();
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vk::UniqueShaderModule vertexShaderModule = vk::su::createShaderModule(device, vk::ShaderStageFlagBits::eVertex, vertexShaderText_PT_T);
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vk::UniqueShaderModule fragmentShaderModule = vk::su::createShaderModule(device, vk::ShaderStageFlagBits::eFragment, fragmentShaderTextTS_T_C);
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glslang::FinalizeProcess();
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std::vector<vk::UniqueFramebuffer> framebuffers = vk::su::createFramebuffers(device, renderPass, swapChainData.imageViews, depthBufferData.imageView, surfaceData.extent);
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vk::su::BufferData vertexBufferData(physicalDevices[0], device, sizeof(texturedCubeData), vk::BufferUsageFlagBits::eVertexBuffer);
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vk::su::copyToDevice(device, vertexBufferData.deviceMemory, texturedCubeData, sizeof(texturedCubeData) / sizeof(texturedCubeData[0]));
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/* VULKAN_KEY_START */
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commandBuffers[0]->begin(vk::CommandBufferBeginInfo());
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// Create the separate image
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vk::su::TextureData textureData(physicalDevices[0], device);
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textureData.setTexture(device, commandBuffers[0], vk::su::MonochromeTextureGenerator({ 118, 185, 0 }));
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// Create the separate sampler
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vk::UniqueSampler sampler = device->createSamplerUnique(vk::SamplerCreateInfo(vk::SamplerCreateFlags(), vk::Filter::eNearest, vk::Filter::eNearest, vk::SamplerMipmapMode::eNearest,
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vk::SamplerAddressMode::eClampToEdge, vk::SamplerAddressMode::eClampToEdge, vk::SamplerAddressMode::eClampToEdge,
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0.0f, false, 1.0f, false, vk::CompareOp::eNever, 0.0f, 0.0f, vk::BorderColor::eFloatOpaqueWhite));
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// Create binding and layout for the following, matching contents of shader
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// binding 0 = uniform buffer (MVP)
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// binding 1 = texture2D
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// binding 2 = sampler
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std::array<vk::DescriptorSetLayoutBinding, 3> resourceBindings =
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{
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vk::DescriptorSetLayoutBinding(0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex),
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vk::DescriptorSetLayoutBinding(1, vk::DescriptorType::eSampledImage, 1, vk::ShaderStageFlagBits::eFragment),
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vk::DescriptorSetLayoutBinding(2, vk::DescriptorType::eSampler, 1, vk::ShaderStageFlagBits::eFragment)
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};
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vk::UniqueDescriptorSetLayout descriptorSetLayout = device->createDescriptorSetLayoutUnique(vk::DescriptorSetLayoutCreateInfo(vk::DescriptorSetLayoutCreateFlags(),
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static_cast<uint32_t>(resourceBindings.size()),
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resourceBindings.data()));
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// Create pipeline layout
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vk::UniquePipelineLayout pipelineLayout = device->createPipelineLayoutUnique(vk::PipelineLayoutCreateInfo(vk::PipelineLayoutCreateFlags(), 1, &(*descriptorSetLayout)));
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo[1] = {};
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// Create a single pool to contain data for the descriptor set
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std::array<vk::DescriptorPoolSize, 3> poolSizes =
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{
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vk::DescriptorPoolSize(vk::DescriptorType::eUniformBuffer, 1),
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vk::DescriptorPoolSize(vk::DescriptorType::eSampledImage, 1),
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vk::DescriptorPoolSize(vk::DescriptorType::eSampler, 1)
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};
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vk::UniqueDescriptorPool descriptorPool = device->createDescriptorPoolUnique(vk::DescriptorPoolCreateInfo(vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 1,
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static_cast<uint32_t>(poolSizes.size()), poolSizes.data()));
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// Populate descriptor sets
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std::vector<vk::UniqueDescriptorSet> descriptorSets = device->allocateDescriptorSetsUnique(vk::DescriptorSetAllocateInfo(*descriptorPool, 1, &(*descriptorSetLayout)));
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vk::DescriptorBufferInfo bufferInfo(uniformBufferData.buffer.get(), 0, sizeof(glm::mat4x4));
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vk::DescriptorImageInfo imageInfo(textureData.textureSampler.get(), textureData.imageData->imageView.get(), vk::ImageLayout::eShaderReadOnlyOptimal);
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vk::DescriptorImageInfo samplerInfo(sampler.get(), {}, {});
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std::array<vk::WriteDescriptorSet,3> descriptorWrites =
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{
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vk::WriteDescriptorSet(*descriptorSets[0], 0, 0, 1, vk::DescriptorType::eUniformBuffer, nullptr, &bufferInfo),
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vk::WriteDescriptorSet(*descriptorSets[0], 1, 0, 1, vk::DescriptorType::eSampledImage, &imageInfo),
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vk::WriteDescriptorSet(*descriptorSets[0], 2, 0, 1, vk::DescriptorType::eSampler, &samplerInfo)
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};
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device->updateDescriptorSets(descriptorWrites, nullptr);
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/* VULKAN_KEY_END */
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vk::UniquePipelineCache pipelineCache = device->createPipelineCacheUnique(vk::PipelineCacheCreateInfo());
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vk::UniquePipeline graphicsPipeline = vk::su::createGraphicsPipeline(device, pipelineCache, vertexShaderModule, fragmentShaderModule, sizeof(texturedCubeData[0]), true, true, pipelineLayout,
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renderPass);
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// Get the index of the next available swapchain image:
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vk::UniqueSemaphore imageAcquiredSemaphore = device->createSemaphoreUnique(vk::SemaphoreCreateInfo());
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vk::ResultValue<uint32_t> currentBuffer = device->acquireNextImageKHR(swapChainData.swapChain.get(), vk::su::FenceTimeout, imageAcquiredSemaphore.get(), nullptr);
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assert(currentBuffer.result == vk::Result::eSuccess);
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assert(currentBuffer.value < framebuffers.size());
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vk::ClearValue clearValues[2];
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clearValues[0].color = vk::ClearColorValue(std::array<float, 4>({ 0.2f, 0.2f, 0.2f, 0.2f }));
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clearValues[1].depthStencil = vk::ClearDepthStencilValue(1.0f, 0);
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vk::RenderPassBeginInfo renderPassBeginInfo(renderPass.get(), framebuffers[currentBuffer.value].get(), vk::Rect2D(vk::Offset2D(0, 0), surfaceData.extent), 2, clearValues);
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commandBuffers[0]->beginRenderPass(renderPassBeginInfo, vk::SubpassContents::eInline);
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commandBuffers[0]->bindPipeline(vk::PipelineBindPoint::eGraphics, graphicsPipeline.get());
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commandBuffers[0]->bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipelineLayout.get(), 0, descriptorSets[0].get(), nullptr);
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const vk::DeviceSize offset = 0;
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commandBuffers[0]->bindVertexBuffers(0, vertexBufferData.buffer.get(), offset);
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vk::Viewport viewport(0.0f, 0.0f, static_cast<float>(surfaceData.extent.width), static_cast<float>(surfaceData.extent.height), 0.0f, 1.0f);
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commandBuffers[0]->setViewport(0, viewport);
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vk::Rect2D scissor(vk::Offset2D(0, 0), vk::Extent2D(surfaceData.extent));
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commandBuffers[0]->setScissor(0, scissor);
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commandBuffers[0]->draw(12 * 3, 1, 0, 0);
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commandBuffers[0]->endRenderPass();
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commandBuffers[0]->end();
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vk::UniqueFence drawFence = device->createFenceUnique(vk::FenceCreateInfo());
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vk::PipelineStageFlags waitDestinationStageMask(vk::PipelineStageFlagBits::eColorAttachmentOutput);
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vk::SubmitInfo submitInfo(1, &imageAcquiredSemaphore.get(), &waitDestinationStageMask, 1, &commandBuffers[0].get());
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graphicsQueue.submit(submitInfo, drawFence.get());
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while (vk::Result::eTimeout == device->waitForFences(drawFence.get(), VK_TRUE, vk::su::FenceTimeout))
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;
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presentQueue.presentKHR(vk::PresentInfoKHR(0, nullptr, 1, &swapChainData.swapChain.get(), ¤tBuffer.value));
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Sleep(1000);
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device->waitIdle();
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#if defined(VK_USE_PLATFORM_WIN32_KHR)
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DestroyWindow(surfaceData.window);
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#else
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#pragma error "unhandled platform"
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#endif
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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::runtime_error err)
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{
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std::cout << "std::runtime_error: " << 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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