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/* Copyright (c) 2022-2024, NVIDIA CORPORATION. All rights reserved.
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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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/*
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* Compute shader N-body simulation using two passes and shared compute shader memory, using vulkan.hpp
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*/
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#pragma once
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#include <hpp_api_vulkan_sample.h>
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#if defined(__ANDROID__)
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// Lower particle count on Android for performance reasons
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# define PARTICLES_PER_ATTRACTOR 3 * 1024
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#else
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# define PARTICLES_PER_ATTRACTOR 4 * 1024
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#endif
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class HPPComputeNBody : public HPPApiVulkanSample
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{
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public:
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HPPComputeNBody();
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~HPPComputeNBody();
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private:
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// Resources for the compute part of the example
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struct ComputeUBO
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{ // Compute shader uniform block object
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float delta_time; // Frame delta time
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int32_t particle_count;
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};
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struct Compute
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{
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vk::CommandBuffer command_buffer; // Command buffer storing the dispatch commands and barriers
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vk::CommandPool command_pool; // Use a separate command pool (queue family may differ from the one used for graphics)
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vk::DescriptorSet descriptor_set; // Compute shader bindings
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vk::DescriptorSetLayout descriptor_set_layout; // Compute shader binding layout
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vk::Pipeline pipeline_calculate; // Compute pipeline for N-Body velocity calculation (1st pass)
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vk::Pipeline pipeline_integrate; // Compute pipeline for euler integration (2nd pass)
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vk::PipelineLayout pipeline_layout; // Layout of the compute pipeline
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vk::Queue queue; // Separate queue for compute commands (queue family may differ from the one used for graphics)
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uint32_t queue_family_index = ~0;
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vk::Semaphore semaphore; // Execution dependency between compute & graphic submission
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uint32_t shared_data_size = 1024;
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std::unique_ptr<vkb::core::BufferCpp> storage_buffer; // (Shader) storage buffer object containing the particles
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ComputeUBO ubo;
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std::unique_ptr<vkb::core::BufferCpp> uniform_buffer; // Uniform buffer object containing particle system parameters
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uint32_t work_group_size = 128;
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void destroy(vk::Device device)
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{
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storage_buffer.reset();
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uniform_buffer.reset();
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device.destroyPipeline(pipeline_calculate);
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device.destroyPipeline(pipeline_integrate);
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device.destroyPipelineLayout(pipeline_layout);
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// no need to free the descriptor_set, as it's implicitly free'd with the descriptor_pool
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device.destroyDescriptorSetLayout(descriptor_set_layout);
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device.destroySemaphore(semaphore);
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device.freeCommandBuffers(command_pool, command_buffer);
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device.destroyCommandPool(command_pool);
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}
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};
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// Resources for the graphics part of the example
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struct GraphicsUBO
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{
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glm::mat4 projection;
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glm::mat4 view;
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glm::vec2 screenDim;
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};
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struct Graphics
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{
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vk::DescriptorSet descriptor_set; // Particle system rendering shader bindings
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vk::DescriptorSetLayout descriptor_set_layout; // Particle system rendering shader binding layout
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vk::Pipeline pipeline; // Particle rendering pipeline
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vk::PipelineLayout pipeline_layout; // Layout of the graphics pipeline
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uint32_t queue_family_index = ~0;
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vk::Semaphore semaphore; // Execution dependency between compute & graphic submission
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GraphicsUBO ubo;
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std::unique_ptr<vkb::core::BufferCpp> uniform_buffer; // Contains scene matrices
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void destroy(vk::Device device)
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{
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uniform_buffer.reset();
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device.destroyPipeline(pipeline);
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device.destroyPipelineLayout(pipeline_layout);
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// no need to free the descriptor_set, as it's implicitly free'd with the descriptor_pool
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device.destroyDescriptorSetLayout(descriptor_set_layout);
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device.destroySemaphore(semaphore);
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}
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};
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// SSBO particle declaration
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struct Particle
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{
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glm::vec4 pos; // xyz = position, w = mass
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glm::vec4 vel; // xyz = velocity, w = gradient texture position
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};
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struct Textures
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{
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HPPTexture gradient;
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HPPTexture particle;
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void destroy(vk::Device device)
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{
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device.destroySampler(particle.sampler);
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device.destroySampler(gradient.sampler);
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}
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};
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private:
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// from vkb::Application
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bool prepare(const vkb::ApplicationOptions &options) override;
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bool resize(const uint32_t width, const uint32_t height) override;
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// from vkb::VulkanSample
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void request_gpu_features(vkb::core::HPPPhysicalDevice &gpu) override;
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// from HPPApiVulkanSample
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void build_command_buffers() override;
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void render(float delta_time) override;
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void build_compute_command_buffer();
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void build_compute_transfer_command_buffer(vk::CommandBuffer command_buffer) const;
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void build_copy_command_buffer(vk::CommandBuffer command_buffer, vk::Buffer staging_buffer, vk::DeviceSize buffer_size) const;
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vk::DescriptorSetLayout create_compute_descriptor_set_layout();
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vk::Pipeline create_compute_pipeline(vk::PipelineShaderStageCreateInfo const &stage);
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vk::DescriptorPool create_descriptor_pool();
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vk::DescriptorSetLayout create_graphics_descriptor_set_layout();
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vk::Pipeline create_graphics_pipeline();
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void draw();
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void initializeCamera();
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void load_assets();
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void prepare_compute();
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void prepare_compute_storage_buffers();
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void prepare_graphics();
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void update_compute_descriptor_set();
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void update_compute_uniform_buffers(float delta_time);
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void update_graphics_descriptor_set();
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void update_graphics_uniform_buffers();
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private:
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Compute compute;
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Graphics graphics;
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Textures textures;
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};
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std::unique_ptr<vkb::Application> create_hpp_compute_nbody();
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