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/* Copyright (c) 2024-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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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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#include "@SAMPLE_NAME_FILE@.h"
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@SAMPLE_NAME@::@SAMPLE_NAME@()
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{
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}
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@SAMPLE_NAME@::~@SAMPLE_NAME@()
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{
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if (has_device())
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{
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vkDestroyPipeline(get_device().get_handle(), sample_pipeline, nullptr);
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vkDestroyPipelineLayout(get_device().get_handle(), sample_pipeline_layout, nullptr);
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}
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}
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bool @SAMPLE_NAME@::prepare(const vkb::ApplicationOptions &options)
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{
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if (!ApiVulkanSample::prepare(options))
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{
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return false;
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}
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prepare_pipelines();
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build_command_buffers();
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prepared = true;
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return true;
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}
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void @SAMPLE_NAME@::prepare_pipelines()
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{
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// Create a blank pipeline layout.
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// We are not binding any resources to the pipeline in this sample.
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VkPipelineLayoutCreateInfo layout_info = vkb::initializers::pipeline_layout_create_info(nullptr, 0);
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VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &layout_info, nullptr, &sample_pipeline_layout));
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VkPipelineVertexInputStateCreateInfo vertex_input = vkb::initializers::pipeline_vertex_input_state_create_info();
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// Specify we will use triangle lists to draw geometry.
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VkPipelineInputAssemblyStateCreateInfo input_assembly = vkb::initializers::pipeline_input_assembly_state_create_info(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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// Specify rasterization state.
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VkPipelineRasterizationStateCreateInfo raster = vkb::initializers::pipeline_rasterization_state_create_info(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE);
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// Our attachment will write to all color channels, but no blending is enabled.
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VkPipelineColorBlendAttachmentState blend_attachment = vkb::initializers::pipeline_color_blend_attachment_state(VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo blend = vkb::initializers::pipeline_color_blend_state_create_info(1, &blend_attachment);
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// We will have one viewport and scissor box.
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VkPipelineViewportStateCreateInfo viewport = vkb::initializers::pipeline_viewport_state_create_info(1, 1);
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// Enable depth testing (using reversed depth-buffer for increased precision).
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VkPipelineDepthStencilStateCreateInfo depth_stencil = vkb::initializers::pipeline_depth_stencil_state_create_info(VK_TRUE, VK_TRUE, VK_COMPARE_OP_GREATER);
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// No multisampling.
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VkPipelineMultisampleStateCreateInfo multisample = vkb::initializers::pipeline_multisample_state_create_info(VK_SAMPLE_COUNT_1_BIT);
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// Specify that these states will be dynamic, i.e. not part of pipeline state object.
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std::array<VkDynamicState, 2> dynamics{VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
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VkPipelineDynamicStateCreateInfo dynamic = vkb::initializers::pipeline_dynamic_state_create_info(dynamics.data(), vkb::to_u32(dynamics.size()));
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// Load our SPIR-V shaders.
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std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages{};
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// Vertex stage of the pipeline
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shader_stages[0] = load_shader("triangle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shader_stages[1] = load_shader("triangle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// We need to specify the pipeline layout and the render pass description up front as well.
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VkGraphicsPipelineCreateInfo pipeline_create_info = vkb::initializers::pipeline_create_info(sample_pipeline_layout, render_pass);
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pipeline_create_info.stageCount = vkb::to_u32(shader_stages.size());
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pipeline_create_info.pStages = shader_stages.data();
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pipeline_create_info.pVertexInputState = &vertex_input;
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pipeline_create_info.pInputAssemblyState = &input_assembly;
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pipeline_create_info.pRasterizationState = &raster;
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pipeline_create_info.pColorBlendState = &blend;
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pipeline_create_info.pMultisampleState = &multisample;
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pipeline_create_info.pViewportState = &viewport;
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pipeline_create_info.pDepthStencilState = &depth_stencil;
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pipeline_create_info.pDynamicState = &dynamic;
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VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &sample_pipeline));
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}
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void @SAMPLE_NAME@::build_command_buffers()
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{
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VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info();
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// Clear color and depth values.
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VkClearValue clear_values[2];
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clear_values[0].color = {{0.0f, 0.0f, 0.0f, 0.0f}};
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clear_values[1].depthStencil = {0.0f, 0};
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// Begin the render pass.
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VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
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render_pass_begin_info.renderPass = render_pass;
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render_pass_begin_info.renderArea.offset.x = 0;
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render_pass_begin_info.renderArea.offset.y = 0;
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render_pass_begin_info.renderArea.extent.width = width;
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render_pass_begin_info.renderArea.extent.height = height;
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render_pass_begin_info.clearValueCount = 2;
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render_pass_begin_info.pClearValues = clear_values;
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for (int32_t i = 0; i < draw_cmd_buffers.size(); ++i)
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{
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auto cmd = draw_cmd_buffers[i];
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// Begin command buffer.
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vkBeginCommandBuffer(cmd, &command_buffer_begin_info);
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// Set framebuffer for this command buffer.
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render_pass_begin_info.framebuffer = framebuffers[i];
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// We will add draw commands in the same command buffer.
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vkCmdBeginRenderPass(cmd, &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
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// Bind the graphics pipeline.
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, sample_pipeline);
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// Set viewport dynamically
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VkViewport viewport = vkb::initializers::viewport(static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f);
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vkCmdSetViewport(cmd, 0, 1, &viewport);
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// Set scissor dynamically
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VkRect2D scissor = vkb::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(cmd, 0, 1, &scissor);
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// Draw three vertices with one instance.
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vkCmdDraw(cmd, 3, 1, 0, 0);
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// Draw user interface.
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draw_ui(draw_cmd_buffers[i]);
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// Complete render pass.
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vkCmdEndRenderPass(cmd);
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// Complete the command buffer.
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VK_CHECK(vkEndCommandBuffer(cmd));
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}
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}
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void @SAMPLE_NAME@::render(float delta_time)
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{
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if (!prepared)
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{
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return;
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}
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ApiVulkanSample::prepare_frame();
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submit_info.commandBufferCount = 1;
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submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];
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VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE));
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ApiVulkanSample::submit_frame();
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}
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std::unique_ptr<vkb::VulkanSampleC> create_@SAMPLE_NAME_FILE@()
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{
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return std::make_unique<@SAMPLE_NAME@>();
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}
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