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pushconstants.cpp
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/*
* Vulkan Example - Push constants example (small shader block accessed outside of uniforms for fast updates)
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
/*
* Summary:
* Using push constants it's possible to pass a small bit of static data to a shader, which is stored in the command buffer stat
* This is perfect for passing e.g. static per-object data or parameters without the need for descriptor sets
* The sample uses these to push different static parameters for rendering multiple objects
*/
#include "vulkanexamplebase.h"
#include "VulkanglTFModel.h"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
float rnd()
{
return ((float) rand() / (RAND_MAX));
}
class VulkanExample : public VulkanExampleBase
{
public:
vkglTF::Model model;
// Color and position data for each sphere is uploaded using push constants
struct SpherePushConstantData {
glm::vec4 color;
glm::vec4 position;
};
std::array<SpherePushConstantData, 16> spheres;
vks::Buffer uniformBuffer;
struct UBOMatrices {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 view;
} uboMatrices;
VkPipeline pipeline;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
title = "Push constants";
camera.type = Camera::CameraType::lookat;
camera.setPosition(glm::vec3(0.0f, 0.0f, -10.0f));
camera.setRotation(glm::vec3(0.0, 0.0f, 0.0f));
camera.setPerspective(60.0f, (float) width / (float) height, 0.1f, 256.0f);
camera.setRotationSpeed(0.5f);
}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipeline, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
uniformBuffer.destroy();
}
void setupSpheres()
{
// Setup random colors and fixed positions for every spheres in the scene
for (uint32_t i = 0; i < spheres.size(); i++) {
spheres[i].color = glm::vec4(rnd(), rnd(), rnd(), 1.0f);
const float rad = glm::radians(i * 360.0f / static_cast<uint32_t>(spheres.size()));
spheres[i].position = glm::vec4(glm::vec3(sin(rad), cos(rad), 0.0f) * 3.5f, 1.0f);
}
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
// [POI] Render the spheres passing color and position via push constants
uint32_t spherecount = static_cast<uint32_t>(spheres.size());
for (uint32_t j = 0; j < spherecount; j++) {
// [POI] Pass static sphere data as push constants
vkCmdPushConstants(
drawCmdBuffers[i],
pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT,
0,
sizeof(SpherePushConstantData),
&spheres[j]);
model.draw(drawCmdBuffers[i]);
}
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void loadAssets()
{
const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
model.loadFromFile(getAssetPath() + "models/sphere.gltf", vulkanDevice, queue, glTFLoadingFlags);
}
void setupDescriptorPool()
{
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0 : Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
// Define the push constant range used by the pipeline layout
// Note that the spec only requires a minimum of 128 bytes, so for passing larger blocks of data you'd use UBOs or SSBOs
VkPushConstantRange pushConstantRange{};
pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
pushConstantRange.offset = 0;
pushConstantRange.size = sizeof(SpherePushConstantData);
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
// Binding 0 : Vertex shader uniform buffer
VkWriteDescriptorSet writeDescriptorSet =
vks::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformBuffer.descriptor);
vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
pipelineCI.pInputAssemblyState = &inputAssemblyState;
pipelineCI.pRasterizationState = &rasterizationState;
pipelineCI.pColorBlendState = &colorBlendState;
pipelineCI.pMultisampleState = &multisampleState;
pipelineCI.pViewportState = &viewportState;
pipelineCI.pDepthStencilState = &depthStencilState;
pipelineCI.pDynamicState = &dynamicState;
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCI.pStages = shaderStages.data();
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color});
shaderStages[0] = loadShader(getShadersPath() + "pushconstants/pushconstants.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "pushconstants/pushconstants.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
}
void prepareUniformBuffers()
{
// Vertex shader uniform buffer block
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffer,
sizeof(uboMatrices)));
// Map persistent
VK_CHECK_RESULT(uniformBuffer.map());
updateUniformBuffers();
}
void updateUniformBuffers()
{
uboMatrices.projection = camera.matrices.perspective;
uboMatrices.view = camera.matrices.view;
uboMatrices.model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f));
memcpy(uniformBuffer.mapped, &uboMatrices, sizeof(uboMatrices));
}
void draw()
{
VulkanExampleBase::prepareFrame();
// Command buffer to be submitted to the queue
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// Submit to queue
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
setupSpheres();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
if (!camera.updated)
{
updateUniformBuffers();
}
}
};
VULKAN_EXAMPLE_MAIN()