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xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
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# Copyright (c) 2019-2024, Sascha Willems
#
# SPDX-License-Identifier: Apache-2.0
#
# Licensed under the Apache License, Version 2.0 the "License";
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
get_filename_component(FOLDER_NAME ${CMAKE_CURRENT_LIST_DIR} NAME)
get_filename_component(PARENT_DIR ${CMAKE_CURRENT_LIST_DIR} PATH)
get_filename_component(CATEGORY_NAME ${PARENT_DIR} NAME)
add_sample_with_tags(
ID ${FOLDER_NAME}
CATEGORY ${CATEGORY_NAME}
AUTHOR "Sascha Willems"
NAME "Dynamic uniform buffers"
DESCRIPTION "Demonstrates the use of dynamic offsets into one single uniform buffers for rendering multiple objects"
SHADER_FILES_GLSL
"dynamic_uniform_buffers/glsl/base.vert"
"dynamic_uniform_buffers/glsl/base.frag"
SHADER_FILES_HLSL
"dynamic_uniform_buffers/hlsl/base.vert.hlsl"
"dynamic_uniform_buffers/hlsl/base.frag.hlsl")
@@ -0,0 +1,27 @@
////
- Copyright (c) 2019-2023, The Khronos Group
-
- SPDX-License-Identifier: Apache-2.0
-
- Licensed under the Apache License, Version 2.0 the "License";
- you may not use this file except in compliance with the License.
- You may obtain a copy of the License at
-
- http://www.apache.org/licenses/LICENSE-2.0
-
- Unless required by applicable law or agreed to in writing, software
- distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and
- limitations under the License.
-
////
= Dynamic Uniform buffers
ifdef::site-gen-antora[]
TIP: The source for this sample can be found in the https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/api/dynamic_uniform_buffers[Khronos Vulkan samples github repository].
endif::[]
Dynamic uniform buffers are used for rendering multiple objects with separate matrices stored in a single uniform buffer object, that are addressed dynamically.
@@ -0,0 +1,541 @@
/* Copyright (c) 2019-2025, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/*
* Demonstrates the use of dynamic uniform buffers.
*
* Instead of using one uniform buffer per-object, this example allocates one big uniform buffer
* with respect to the alignment reported by the device via minUniformBufferOffsetAlignment that
* contains all matrices for the objects in the scene.
*
* The used descriptor type VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC then allows to set a dynamic
* offset used to pass data from the single uniform buffer to the connected shader binding point.
*/
#include "dynamic_uniform_buffers.h"
#include "benchmark_mode/benchmark_mode.h"
DynamicUniformBuffers::DynamicUniformBuffers()
{
title = "Dynamic uniform buffers";
}
DynamicUniformBuffers ::~DynamicUniformBuffers()
{
if (has_device())
{
if (ubo_data_dynamic.model)
{
aligned_free(ubo_data_dynamic.model);
}
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(get_device().get_handle(), pipeline, nullptr);
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr);
vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, nullptr);
}
}
// Wrapper functions for aligned memory allocation
// There is currently no standard for this in C++ that works across all platforms and vendors, so we abstract this
void *DynamicUniformBuffers::aligned_alloc(size_t size, size_t alignment)
{
void *data = nullptr;
#if defined(_MSC_VER) || defined(__MINGW32__)
data = _aligned_malloc(size, alignment);
#else
int res = posix_memalign(&data, alignment, size);
if (res != 0)
{
data = nullptr;
}
#endif
return data;
}
void DynamicUniformBuffers::aligned_free(void *data)
{
#if defined(_MSC_VER) || defined(__MINGW32__)
_aligned_free(data);
#else
free(data);
#endif
}
void DynamicUniformBuffers::build_command_buffers()
{
VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info();
VkClearValue clear_values[2];
clear_values[0].color = default_clear_color;
clear_values[1].depthStencil = {0.0f, 0};
VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
render_pass_begin_info.renderPass = render_pass;
render_pass_begin_info.renderArea.offset.x = 0;
render_pass_begin_info.renderArea.offset.y = 0;
render_pass_begin_info.renderArea.extent.width = width;
render_pass_begin_info.renderArea.extent.height = height;
render_pass_begin_info.clearValueCount = 2;
render_pass_begin_info.pClearValues = clear_values;
for (int32_t i = 0; i < static_cast<int32_t>(draw_cmd_buffers.size()); ++i)
{
render_pass_begin_info.framebuffer = framebuffers[i];
VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffers[i], &command_buffer_begin_info));
vkCmdBeginRenderPass(draw_cmd_buffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vkb::initializers::viewport(static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f);
vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport);
VkRect2D scissor = vkb::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
VkDeviceSize offsets[1] = {0};
vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, vertex_buffer->get(), offsets);
vkCmdBindIndexBuffer(draw_cmd_buffers[i], index_buffer->get_handle(), 0, VK_INDEX_TYPE_UINT32);
// Render multiple objects using different model matrices by dynamically offsetting into one uniform buffer
for (uint32_t j = 0; j < OBJECT_INSTANCES; j++)
{
// One dynamic offset per dynamic descriptor to offset into the ubo containing all model matrices
uint32_t dynamic_offset = j * static_cast<uint32_t>(dynamic_alignment);
// Bind the descriptor set for rendering a mesh using the dynamic offset
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 1, &dynamic_offset);
vkCmdDrawIndexed(draw_cmd_buffers[i], index_count, 1, 0, 0, 0);
}
draw_ui(draw_cmd_buffers[i]);
vkCmdEndRenderPass(draw_cmd_buffers[i]);
VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i]));
}
}
void DynamicUniformBuffers::draw()
{
ApiVulkanSample::prepare_frame();
// Command buffer to be submitted to the queue
submit_info.commandBufferCount = 1;
submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];
// Submit to queue
VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE));
ApiVulkanSample::submit_frame();
}
void DynamicUniformBuffers::generate_cube()
{
// Setup vertices indices for a colored cube
std::vector<Vertex> vertices = {
{{-1.0f, -1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
{{1.0f, -1.0f, 1.0f}, {0.0f, 1.0f, 0.0f}},
{{1.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
{{-1.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 0.0f}},
{{-1.0f, -1.0f, -1.0f}, {1.0f, 0.0f, 0.0f}},
{{1.0f, -1.0f, -1.0f}, {0.0f, 1.0f, 0.0f}},
{{1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 1.0f}},
{{-1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 0.0f}},
};
std::vector<uint32_t> indices = {
0,
1,
2,
2,
3,
0,
1,
5,
6,
6,
2,
1,
7,
6,
5,
5,
4,
7,
4,
0,
3,
3,
7,
4,
4,
5,
1,
1,
0,
4,
3,
2,
6,
6,
7,
3,
};
index_count = static_cast<uint32_t>(indices.size());
auto vertex_buffer_size = vertices.size() * sizeof(Vertex);
auto index_buffer_size = indices.size() * sizeof(uint32_t);
// Create buffers
// For the sake of simplicity we won't stage the vertex data to the gpu memory
// Vertex buffer
vertex_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
vertex_buffer_size,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
vertex_buffer->update(vertices.data(), vertex_buffer_size);
index_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
index_buffer_size,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
index_buffer->update(indices.data(), index_buffer_size);
}
void DynamicUniformBuffers::setup_descriptor_pool()
{
// Example uses one ubo and one image sampler
std::vector<VkDescriptorPoolSize> pool_sizes =
{
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1),
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)};
VkDescriptorPoolCreateInfo descriptor_pool_create_info =
vkb::initializers::descriptor_pool_create_info(
static_cast<uint32_t>(pool_sizes.size()),
pool_sizes.data(),
2);
VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
}
void DynamicUniformBuffers::setup_descriptor_set_layout()
{
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings =
{
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, VK_SHADER_STAGE_VERTEX_BIT, 1),
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2)};
VkDescriptorSetLayoutCreateInfo descriptor_layout =
vkb::initializers::descriptor_set_layout_create_info(
set_layout_bindings.data(),
static_cast<uint32_t>(set_layout_bindings.size()));
VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout, nullptr, &descriptor_set_layout));
VkPipelineLayoutCreateInfo pipeline_layout_create_info =
vkb::initializers::pipeline_layout_create_info(
&descriptor_set_layout,
1);
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout));
}
void DynamicUniformBuffers::setup_descriptor_set()
{
VkDescriptorSetAllocateInfo alloc_info =
vkb::initializers::descriptor_set_allocate_info(
descriptor_pool,
&descriptor_set_layout,
1);
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_set));
VkDescriptorBufferInfo view_buffer_descriptor = create_descriptor(*uniform_buffers.view);
// Pass the actual dynamic alignment as the descriptor's size
VkDescriptorBufferInfo dynamic_buffer_descriptor = create_descriptor(*uniform_buffers.dynamic, dynamic_alignment);
std::vector<VkWriteDescriptorSet> write_descriptor_sets = {
// Binding 0 : Projection/View matrix uniform buffer
vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &view_buffer_descriptor),
// Binding 1 : Instance matrix as dynamic uniform buffer
vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, &dynamic_buffer_descriptor),
};
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
}
void DynamicUniformBuffers::prepare_pipelines()
{
VkPipelineInputAssemblyStateCreateInfo input_assembly_state =
vkb::initializers::pipeline_input_assembly_state_create_info(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterization_state =
vkb::initializers::pipeline_rasterization_state_create_info(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
VK_FRONT_FACE_COUNTER_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blend_attachment_state =
vkb::initializers::pipeline_color_blend_attachment_state(
0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo color_blend_state =
vkb::initializers::pipeline_color_blend_state_create_info(
1,
&blend_attachment_state);
// Note: Using reversed depth-buffer for increased precision, so Greater depth values are kept
VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
vkb::initializers::pipeline_depth_stencil_state_create_info(
VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_GREATER);
VkPipelineViewportStateCreateInfo viewport_state =
vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisample_state =
vkb::initializers::pipeline_multisample_state_create_info(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamic_state_enables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR};
VkPipelineDynamicStateCreateInfo dynamic_state =
vkb::initializers::pipeline_dynamic_state_create_info(
dynamic_state_enables.data(),
static_cast<uint32_t>(dynamic_state_enables.size()),
0);
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages;
shader_stages[0] = load_shader("dynamic_uniform_buffers", "base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shader_stages[1] = load_shader("dynamic_uniform_buffers", "base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Vertex bindings and attributes
const std::vector<VkVertexInputBindingDescription> vertex_input_bindings = {
vkb::initializers::vertex_input_binding_description(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
};
const std::vector<VkVertexInputAttributeDescription> vertex_input_attributes = {
vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, pos)), // Location 0 : Position
vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, color)), // Location 1 : Color
};
VkPipelineVertexInputStateCreateInfo vertex_input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
vertex_input_state.vertexBindingDescriptionCount = static_cast<uint32_t>(vertex_input_bindings.size());
vertex_input_state.pVertexBindingDescriptions = vertex_input_bindings.data();
vertex_input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertex_input_attributes.size());
vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data();
VkGraphicsPipelineCreateInfo pipeline_create_info =
vkb::initializers::pipeline_create_info(
pipeline_layout,
render_pass,
0);
pipeline_create_info.pVertexInputState = &vertex_input_state;
pipeline_create_info.pInputAssemblyState = &input_assembly_state;
pipeline_create_info.pRasterizationState = &rasterization_state;
pipeline_create_info.pColorBlendState = &color_blend_state;
pipeline_create_info.pMultisampleState = &multisample_state;
pipeline_create_info.pViewportState = &viewport_state;
pipeline_create_info.pDepthStencilState = &depth_stencil_state;
pipeline_create_info.pDynamicState = &dynamic_state;
pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
pipeline_create_info.pStages = shader_stages.data();
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipeline));
}
// Prepare and initialize uniform buffer containing shader uniforms
void DynamicUniformBuffers::prepare_uniform_buffers()
{
// Allocate data for the dynamic uniform buffer object
// We allocate this manually as the alignment of the offset differs between GPUs
// Calculate required alignment based on minimum device offset alignment
size_t min_ubo_alignment = static_cast<size_t>(get_device().get_gpu().get_properties().limits.minUniformBufferOffsetAlignment);
dynamic_alignment = sizeof(glm::mat4);
if (min_ubo_alignment > 0)
{
dynamic_alignment = (dynamic_alignment + min_ubo_alignment - 1) & ~(min_ubo_alignment - 1);
}
size_t buffer_size = OBJECT_INSTANCES * dynamic_alignment;
ubo_data_dynamic.model = static_cast<glm::mat4 *>(aligned_alloc(buffer_size, dynamic_alignment));
assert(ubo_data_dynamic.model);
std::cout << "minUniformBufferOffsetAlignment = " << min_ubo_alignment << std::endl;
std::cout << "dynamicAlignment = " << dynamic_alignment << std::endl;
// Vertex shader uniform buffer block
// Static shared uniform buffer object with projection and view matrix
uniform_buffers.view = std::make_unique<vkb::core::BufferC>(get_device(),
sizeof(ubo_vs),
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
uniform_buffers.dynamic = std::make_unique<vkb::core::BufferC>(get_device(),
buffer_size,
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
// Prepare per-object matrices with offsets and random rotations
std::default_random_engine rnd_engine(lock_simulation_speed ? 0 : static_cast<unsigned>(time(nullptr)));
std::normal_distribution<float> rnd_dist(-1.0f, 1.0f);
for (uint32_t i = 0; i < OBJECT_INSTANCES; i++)
{
rotations[i] = glm::vec3(rnd_dist(rnd_engine), rnd_dist(rnd_engine), rnd_dist(rnd_engine)) * 2.0f * glm::pi<float>();
rotation_speeds[i] = glm::vec3(rnd_dist(rnd_engine), rnd_dist(rnd_engine), rnd_dist(rnd_engine));
}
update_uniform_buffers();
update_dynamic_uniform_buffer(0.0f, true);
}
void DynamicUniformBuffers::update_uniform_buffers()
{
// Fixed ubo with projection and view matrices
ubo_vs.projection = camera.matrices.perspective;
ubo_vs.view = camera.matrices.view;
uniform_buffers.view->convert_and_update(ubo_vs);
}
void DynamicUniformBuffers::update_dynamic_uniform_buffer(float delta_time, bool force)
{
// Update at max. 60 fps
animation_timer += delta_time;
if ((animation_timer + 0.0025 < (1.0f / 60.0f)) && (!force))
{
return;
}
// Dynamic ubo with per-object model matrices indexed by offsets in the command buffer
auto dim = static_cast<uint32_t>(pow(OBJECT_INSTANCES, (1.0f / 3.0f)));
auto fdim = static_cast<float>(dim);
glm::vec3 offset(5.0f);
for (uint32_t x = 0; x < dim; x++)
{
auto fx = static_cast<float>(x);
for (uint32_t y = 0; y < dim; y++)
{
auto fy = static_cast<float>(y);
for (uint32_t z = 0; z < dim; z++)
{
auto fz = static_cast<float>(z);
auto index = x * dim * dim + y * dim + z;
// Aligned offset
auto model_mat = (glm::mat4 *) (((uint64_t) ubo_data_dynamic.model + (index * dynamic_alignment)));
// Update rotations
rotations[index] += animation_timer * rotation_speeds[index];
// Update matrices
glm::vec3 pos(-((fdim * offset.x) / 2.0f) + offset.x / 2.0f + fx * offset.x,
-((fdim * offset.y) / 2.0f) + offset.y / 2.0f + fy * offset.y,
-((fdim * offset.z) / 2.0f) + offset.z / 2.0f + fz * offset.z);
*model_mat = glm::translate(glm::mat4(1.0f), pos);
*model_mat = glm::rotate(*model_mat, rotations[index].x, glm::vec3(1.0f, 1.0f, 0.0f));
*model_mat = glm::rotate(*model_mat, rotations[index].y, glm::vec3(0.0f, 1.0f, 0.0f));
*model_mat = glm::rotate(*model_mat, rotations[index].z, glm::vec3(0.0f, 0.0f, 1.0f));
}
}
}
animation_timer = 0.0f;
uniform_buffers.dynamic->update(ubo_data_dynamic.model, static_cast<size_t>(uniform_buffers.dynamic->get_size()));
// Flush to make changes visible to the device
uniform_buffers.dynamic->flush();
}
bool DynamicUniformBuffers::prepare(const vkb::ApplicationOptions &options)
{
if (!ApiVulkanSample::prepare(options))
{
return false;
}
camera.type = vkb::CameraType::LookAt;
camera.set_position(glm::vec3(0.0f, 0.0f, -30.0f));
camera.set_rotation(glm::vec3(0.0f));
// Note: Using reversed depth-buffer for increased precision, so Znear and Zfar are flipped
camera.set_perspective(60.0f, static_cast<float>(width) / static_cast<float>(height), 256.0f, 0.1f);
generate_cube();
prepare_uniform_buffers();
setup_descriptor_set_layout();
prepare_pipelines();
setup_descriptor_pool();
setup_descriptor_set();
build_command_buffers();
prepared = true;
return true;
}
bool DynamicUniformBuffers::resize(const uint32_t width, const uint32_t height)
{
ApiVulkanSample::resize(width, height);
update_uniform_buffers();
return true;
}
void DynamicUniformBuffers::render(float delta_time)
{
if (!prepared)
{
return;
}
draw();
if (!paused)
{
update_dynamic_uniform_buffer(delta_time);
}
if (camera.updated)
{
update_uniform_buffers();
}
}
std::unique_ptr<vkb::Application> create_dynamic_uniform_buffers()
{
return std::make_unique<DynamicUniformBuffers>();
}
@@ -0,0 +1,101 @@
/* Copyright (c) 2019-2024, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/*
* Demonstrates the use of dynamic uniform buffers.
*
* Instead of using one uniform buffer per-object, this example allocates one big uniform buffer
* with respect to the alignment reported by the device via minUniformBufferOffsetAlignment that
* contains all matrices for the objects in the scene.
*
* The used descriptor type VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC then allows to set a dynamic
* offset used to pass data from the single uniform buffer to the connected shader binding point.
*/
#pragma once
#include "api_vulkan_sample.h"
#define OBJECT_INSTANCES 125
class DynamicUniformBuffers : public ApiVulkanSample
{
private:
void *aligned_alloc(size_t size, size_t alignment);
void aligned_free(void *data);
public:
struct Vertex
{
float pos[3];
float color[3];
};
std::unique_ptr<vkb::core::BufferC> vertex_buffer;
std::unique_ptr<vkb::core::BufferC> index_buffer;
uint32_t index_count = 0;
struct UniformBuffers
{
std::unique_ptr<vkb::core::BufferC> view;
std::unique_ptr<vkb::core::BufferC> dynamic;
} uniform_buffers;
struct UboVS
{
glm::mat4 projection;
glm::mat4 view;
} ubo_vs;
// Store random per-object rotations
glm::vec3 rotations[OBJECT_INSTANCES];
glm::vec3 rotation_speeds[OBJECT_INSTANCES];
// One big uniform buffer that contains all matrices
// Note that we need to manually allocate the data to cope for GPU-specific uniform buffer offset alignments
struct UboDataDynamic
{
glm::mat4 *model = nullptr;
} ubo_data_dynamic;
VkPipeline pipeline;
VkPipelineLayout pipeline_layout;
VkDescriptorSet descriptor_set;
VkDescriptorSetLayout descriptor_set_layout;
float animation_timer = 0.0f;
size_t dynamic_alignment = 0;
DynamicUniformBuffers();
~DynamicUniformBuffers();
void build_command_buffers() override;
void generate_cube();
void setup_descriptor_pool();
void setup_descriptor_set_layout();
void setup_descriptor_set();
void prepare_pipelines();
void prepare_uniform_buffers();
void update_uniform_buffers();
void update_dynamic_uniform_buffer(float delta_time, bool force = false);
void draw();
bool prepare(const vkb::ApplicationOptions &options) override;
virtual void render(float delta_time) override;
virtual bool resize(const uint32_t width, const uint32_t height) override;
};
std::unique_ptr<vkb::Application> create_dynamic_uniform_buffers();