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meshshader.cpp
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meshshader.cpp
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/*
* Vulkan Example - Basic sample for using mesh and task shader to replace the traditional vertex pipeline
*
* Copyright (C) 2022-2023 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanexamplebase.h"
class VulkanExample : public VulkanExampleBase
{
public:
struct UniformData {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 view;
} uniformData;
vks::Buffer uniformBuffer;
uint32_t indexCount{ 0 };
VkPipeline pipeline{ VK_NULL_HANDLE };
VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
PFN_vkCmdDrawMeshTasksEXT vkCmdDrawMeshTasksEXT{ VK_NULL_HANDLE };
VkPhysicalDeviceMeshShaderFeaturesEXT enabledMeshShaderFeatures{};
VulkanExample() : VulkanExampleBase()
{
title = "Mesh shaders";
timerSpeed *= 0.25f;
camera.type = Camera::CameraType::lookat;
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
camera.setRotation(glm::vec3(0.0f, 15.0f, 0.0f));
camera.setTranslation(glm::vec3(0.0f, 0.0f, -5.0f));
// The mesh shader extension requires at least Vulkan Core 1.1
apiVersion = VK_API_VERSION_1_1;
// Extensions required by mesh shading
enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
enabledDeviceExtensions.push_back(VK_EXT_MESH_SHADER_EXTENSION_NAME);
enabledDeviceExtensions.push_back(VK_KHR_SPIRV_1_4_EXTENSION_NAME);
// Required by VK_KHR_spirv_1_4
enabledDeviceExtensions.push_back(VK_KHR_SHADER_FLOAT_CONTROLS_EXTENSION_NAME);
// We need to enable the mesh and task shader feature using a new struct introduced with the extension
enabledMeshShaderFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_EXT;
enabledMeshShaderFeatures.meshShader = VK_TRUE;
enabledMeshShaderFeatures.taskShader = VK_TRUE;
deviceCreatepNextChain = &enabledMeshShaderFeatures;
}
~VulkanExample()
{
if (device) {
vkDestroyPipeline(device, pipeline, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
uniformBuffer.destroy();
}
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = { { 0.0f, 0.0f, 0.2f, 1.0f } };;
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)
{
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);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
// Use mesh and task shader to draw the scene
vkCmdDrawMeshTasksEXT(drawCmdBuffers[i], 1, 1, 1);
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void setupDescriptors()
{
// Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(static_cast<uint32_t>(poolSizes.size()), poolSizes.data(), 1);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_MESH_BIT_EXT, 0),
};
VkDescriptorSetLayoutCreateInfo descriptorLayoutInfo = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutInfo, nullptr, &descriptorSetLayout));
// Set
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> modelWriteDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(modelWriteDescriptorSets.size()), modelWriteDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
{
// Layout
VkPipelineLayoutCreateInfo pipelineLayoutInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &pipelineLayout));
// Pipeline
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_NONE, VK_FRONT_FACE_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, 3> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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();
// Not using a vertex shader, mesh shading doesn't require vertex input state
pipelineCI.pInputAssemblyState = nullptr;
pipelineCI.pVertexInputState = nullptr;
// Instead of a vertex shader, we use a mesh and task shader
shaderStages[0] = loadShader(getShadersPath() + "meshshader/meshshader.mesh.spv", VK_SHADER_STAGE_MESH_BIT_EXT);
shaderStages[1] = loadShader(getShadersPath() + "meshshader/meshshader.task.spv", VK_SHADER_STAGE_TASK_BIT_EXT);
shaderStages[2] = loadShader(getShadersPath() + "meshshader/meshshader.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
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(UniformData)));
VK_CHECK_RESULT(uniformBuffer.map());
updateUniformBuffers();
}
void updateUniformBuffers()
{
uniformData.projection = camera.matrices.perspective;
uniformData.view = camera.matrices.view;
uniformData.model = glm::mat4(1.0f);
memcpy(uniformBuffer.mapped, &uniformData, sizeof(UniformData));
}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
void prepare()
{
VulkanExampleBase::prepare();
// Get the function pointer of the mesh shader drawing funtion
vkCmdDrawMeshTasksEXT = reinterpret_cast<PFN_vkCmdDrawMeshTasksEXT>(vkGetDeviceProcAddr(device, "vkCmdDrawMeshTasksEXT"));
prepareUniformBuffers();
setupDescriptors();
preparePipelines();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
updateUniformBuffers();
draw();
}
};
VULKAN_EXAMPLE_MAIN()