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/* Copyright (c) 2021-2025, 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 "buffer_device_address.h"
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BufferDeviceAddress::BufferDeviceAddress()
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{
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title = "Buffer device address";
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// Need to enable buffer device address extension.
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add_instance_extension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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add_device_extension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
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// Provides support for VkAllocateMemoryFlagsInfo. Otherwise, core in Vulkan 1.1.
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add_device_extension(VK_KHR_DEVICE_GROUP_EXTENSION_NAME);
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// Required by VK_KHR_device_group.
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add_instance_extension(VK_KHR_DEVICE_GROUP_CREATION_EXTENSION_NAME);
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}
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BufferDeviceAddress::~BufferDeviceAddress()
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{
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if (has_device())
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{
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VkDevice vk_device = get_device().get_handle();
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vkDestroyPipelineLayout(vk_device, pipelines.compute_pipeline_layout, nullptr);
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vkDestroyPipelineLayout(vk_device, pipelines.graphics_pipeline_layout, nullptr);
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vkDestroyPipeline(vk_device, pipelines.bindless_vbo_pipeline, nullptr);
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vkDestroyPipeline(vk_device, pipelines.compute_update_pipeline, nullptr);
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for (auto &buffer : test_buffers)
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{
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vkDestroyBuffer(vk_device, buffer.buffer, nullptr);
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vkFreeMemory(vk_device, buffer.memory, nullptr);
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}
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vkDestroyBuffer(vk_device, pointer_buffer.buffer, nullptr);
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vkFreeMemory(vk_device, pointer_buffer.memory, nullptr);
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}
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}
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void BufferDeviceAddress::build_command_buffers()
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{
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}
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void BufferDeviceAddress::on_update_ui_overlay(vkb::Drawer &)
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{
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}
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bool BufferDeviceAddress::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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create_vbo_buffers();
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index_buffer = create_index_buffer();
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create_pipelines();
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prepared = true;
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return true;
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}
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struct PushCompute
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{
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// This type is 8 bytes, and maps to a buffer_reference in Vulkan GLSL.
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VkDeviceAddress table;
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float fract_time;
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};
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struct PushVertex
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{
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glm::mat4 view_projection;
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VkDeviceAddress table;
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};
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VkPipelineLayout BufferDeviceAddress::create_pipeline_layout(bool graphics)
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{
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// For simplicity, we avoid any use of descriptor sets here.
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// We can just push a single pointer instead, which references all the buffers we need to work with.
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VkPipelineLayout layout{};
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VkPipelineLayoutCreateInfo layout_create_info = vkb::initializers::pipeline_layout_create_info(nullptr, 0);
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const std::vector<VkPushConstantRange> ranges = {
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vkb::initializers::push_constant_range(graphics ? VK_SHADER_STAGE_VERTEX_BIT : VK_SHADER_STAGE_COMPUTE_BIT,
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graphics ? sizeof(PushVertex) : sizeof(PushCompute), 0),
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};
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layout_create_info.pushConstantRangeCount = static_cast<uint32_t>(ranges.size());
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layout_create_info.pPushConstantRanges = ranges.data();
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VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &layout_create_info, nullptr, &layout));
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return layout;
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}
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void BufferDeviceAddress::create_compute_pipeline()
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{
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pipelines.compute_pipeline_layout = create_pipeline_layout(false);
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VkComputePipelineCreateInfo info = vkb::initializers::compute_pipeline_create_info(pipelines.compute_pipeline_layout);
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info.stage = load_shader("buffer_device_address/update_vbo.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
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VK_CHECK(vkCreateComputePipelines(get_device().get_handle(), VK_NULL_HANDLE, 1, &info, nullptr, &pipelines.compute_update_pipeline));
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}
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void BufferDeviceAddress::create_graphics_pipeline()
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{
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pipelines.graphics_pipeline_layout = create_pipeline_layout(true);
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VkGraphicsPipelineCreateInfo info = vkb::initializers::pipeline_create_info(pipelines.graphics_pipeline_layout, render_pass);
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// No VBOs, everything is fetched from buffer device addresses.
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VkPipelineVertexInputStateCreateInfo vertex_input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
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// Going to render a simple quad mesh here with index buffer strip and primitive restart,
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// otherwise nothing interesting here.
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VkPipelineInputAssemblyStateCreateInfo input_assembly_state =
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vkb::initializers::pipeline_input_assembly_state_create_info(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 0, VK_TRUE);
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VkPipelineRasterizationStateCreateInfo rasterization_state =
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vkb::initializers::pipeline_rasterization_state_create_info(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blend_attachment_state =
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vkb::initializers::pipeline_color_blend_attachment_state(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo color_blend_state =
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vkb::initializers::pipeline_color_blend_state_create_info(1, &blend_attachment_state);
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VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
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vkb::initializers::pipeline_depth_stencil_state_create_info(VK_FALSE, VK_FALSE, VK_COMPARE_OP_GREATER);
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VkPipelineViewportStateCreateInfo viewport_state =
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vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisample_state =
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vkb::initializers::pipeline_multisample_state_create_info(VK_SAMPLE_COUNT_1_BIT, 0);
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std::vector<VkDynamicState> dynamic_state_enables = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
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VkPipelineDynamicStateCreateInfo dynamic_state =
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vkb::initializers::pipeline_dynamic_state_create_info(dynamic_state_enables);
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info.pVertexInputState = &vertex_input_state;
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info.pInputAssemblyState = &input_assembly_state;
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info.pRasterizationState = &rasterization_state;
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info.pColorBlendState = &color_blend_state;
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info.pDepthStencilState = &depth_stencil_state;
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info.pViewportState = &viewport_state;
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info.pMultisampleState = &multisample_state;
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info.pDynamicState = &dynamic_state;
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VkPipelineShaderStageCreateInfo stages[2];
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info.pStages = stages;
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info.stageCount = 2;
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stages[0] = load_shader("buffer_device_address/render.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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stages[1] = load_shader("buffer_device_address/render.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), VK_NULL_HANDLE, 1, &info, nullptr, &pipelines.bindless_vbo_pipeline));
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}
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void BufferDeviceAddress::create_pipelines()
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{
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create_compute_pipeline();
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create_graphics_pipeline();
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}
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// A straight forward way of creating a "tessellated" quad mesh.
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// Choose a low resolution per mesh so it's more visible in the vertex shader what is happening.
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static constexpr unsigned mesh_width = 16;
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static constexpr unsigned mesh_height = 16;
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static constexpr unsigned mesh_strips = mesh_height - 1;
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static constexpr unsigned mesh_indices_per_strip = 2 * mesh_width;
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static constexpr unsigned mesh_num_indices = mesh_strips * (mesh_indices_per_strip + 1); // Add one index to handle primitive restart.
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std::unique_ptr<vkb::core::BufferC> BufferDeviceAddress::create_index_buffer()
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{
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constexpr size_t size = mesh_num_indices * sizeof(uint16_t);
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// Build a simple subdivided quad mesh. We can tweak the vertices later in compute to create a simple cloth-y/wave-like effect.
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auto index_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
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size,
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VMA_MEMORY_USAGE_GPU_ONLY);
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auto staging_buffer = vkb::core::BufferC::create_staging_buffer(get_device(), size, nullptr);
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auto *buffer = reinterpret_cast<uint16_t *>(staging_buffer.map());
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for (unsigned strip = 0; strip < mesh_strips; strip++)
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{
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for (unsigned x = 0; x < mesh_width; x++)
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{
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*buffer++ = strip * mesh_width + x;
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*buffer++ = (strip + 1) * mesh_width + x;
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}
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*buffer++ = 0xffff;
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}
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staging_buffer.flush();
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staging_buffer.unmap();
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auto cmd = get_device().get_command_pool().request_command_buffer();
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cmd->begin(VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT);
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cmd->copy_buffer(staging_buffer, *index_buffer, size);
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vkb::BufferMemoryBarrier memory_barrier;
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memory_barrier.src_access_mask = VK_ACCESS_TRANSFER_WRITE_BIT;
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memory_barrier.dst_access_mask = VK_ACCESS_INDEX_READ_BIT;
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memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_TRANSFER_BIT;
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memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
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cmd->buffer_memory_barrier(*index_buffer, 0, VK_WHOLE_SIZE, memory_barrier);
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cmd->end();
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// Not very optimal, but it's the simplest solution.
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auto const &graphicsQueue = get_device().get_queue_by_flags(VK_QUEUE_GRAPHICS_BIT, 0);
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graphicsQueue.submit(*cmd, VK_NULL_HANDLE);
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graphicsQueue.wait_idle();
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return index_buffer;
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}
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void BufferDeviceAddress::create_vbo_buffers()
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{
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test_buffers.resize(64);
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for (auto &buffer : test_buffers)
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{
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buffer = create_vbo_buffer();
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}
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pointer_buffer = create_pointer_buffer();
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}
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BufferDeviceAddress::TestBuffer BufferDeviceAddress::create_vbo_buffer()
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{
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TestBuffer buffer;
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// Here we represent each "meshlet" as its own buffer to demonstrate maximum allocation flexibility.
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VkDevice device = get_device().get_handle();
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constexpr size_t mesh_size = mesh_width * mesh_height * sizeof(glm::vec2);
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// To be able to query the buffer device address, we must use the SHADER_DEVICE_ADDRESS_BIT usage flag.
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// STORAGE_BUFFER is also required.
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VkBufferCreateInfo create_info = vkb::initializers::buffer_create_info(
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_KHR, mesh_size);
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VK_CHECK(vkCreateBuffer(device, &create_info, nullptr, &buffer.buffer));
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VkMemoryAllocateInfo memory_allocation_info = vkb::initializers::memory_allocate_info();
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VkMemoryRequirements memory_requirements;
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vkGetBufferMemoryRequirements(device, buffer.buffer, &memory_requirements);
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// Another change is that the memory we allocate must be marked as buffer device address capable.
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VkMemoryAllocateFlagsInfoKHR flags_info{VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_FLAGS_INFO_KHR};
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flags_info.flags = VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT_KHR;
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memory_allocation_info.pNext = &flags_info;
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memory_allocation_info.allocationSize = memory_requirements.size;
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memory_allocation_info.memoryTypeIndex = get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocation_info, nullptr, &buffer.memory));
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VK_CHECK(vkBindBufferMemory(get_device().get_handle(), buffer.buffer, buffer.memory, 0));
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// Once we've bound the buffer, we query the buffer device address.
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// We can now place this address (or any offset of said address) into a buffer and access data as a raw pointer in shaders.
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VkBufferDeviceAddressInfoKHR address_info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO_KHR};
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address_info.buffer = buffer.buffer;
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buffer.gpu_address = vkGetBufferDeviceAddressKHR(device, &address_info);
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// The buffer content will be computed at runtime, so don't upload anything.
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return buffer;
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}
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BufferDeviceAddress::TestBuffer BufferDeviceAddress::create_pointer_buffer()
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{
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// Just like create_vbo_buffer(), we create a buffer which holds other pointers.
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TestBuffer buffer;
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VkDevice device = get_device().get_handle();
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size_t buffer_size = test_buffers.size() * sizeof(VkDeviceAddress);
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// We use TRANSFER_DST since we will upload to the buffer later.
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VkBufferCreateInfo create_info = vkb::initializers::buffer_create_info(
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_KHR, buffer_size);
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VK_CHECK(vkCreateBuffer(device, &create_info, nullptr, &buffer.buffer));
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VkMemoryAllocateInfo memory_allocation_info = vkb::initializers::memory_allocate_info();
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VkMemoryAllocateFlagsInfoKHR flags_info{VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_FLAGS_INFO_KHR};
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VkMemoryRequirements memory_requirements;
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vkGetBufferMemoryRequirements(device, buffer.buffer, &memory_requirements);
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flags_info.flags = VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT_KHR;
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memory_allocation_info.pNext = &flags_info;
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memory_allocation_info.allocationSize = memory_requirements.size;
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memory_allocation_info.memoryTypeIndex = get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocation_info, nullptr, &buffer.memory));
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VK_CHECK(vkBindBufferMemory(get_device().get_handle(), buffer.buffer, buffer.memory, 0));
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VkBufferDeviceAddressInfoKHR address_info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO_KHR};
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address_info.buffer = buffer.buffer;
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buffer.gpu_address = vkGetBufferDeviceAddressKHR(device, &address_info);
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return buffer;
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}
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void BufferDeviceAddress::update_pointer_buffer(VkCommandBuffer cmd)
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{
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// Wait with updating the pointer buffer until previous frame's vertex shading is complete.
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vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
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VK_PIPELINE_STAGE_TRANSFER_BIT, 0,
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0, nullptr, 0, nullptr, 0, nullptr);
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std::vector<VkDeviceAddress> pointers;
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pointers.reserve(test_buffers.size());
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for (auto &test_buffer : test_buffers)
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{
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pointers.push_back(test_buffer.gpu_address);
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}
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// Simple approach. A proxy for a compute shader which culls meshlets.
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vkCmdUpdateBuffer(cmd, pointer_buffer.buffer, 0, test_buffers.size() * sizeof(VkDeviceAddress), pointers.data());
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VkMemoryBarrier global_memory_barrier = vkb::initializers::memory_barrier();
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global_memory_barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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global_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT, 0,
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1, &global_memory_barrier, 0, nullptr, 0, nullptr);
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}
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void BufferDeviceAddress::update_meshlets(VkCommandBuffer cmd)
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{
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, pipelines.compute_update_pipeline);
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PushCompute push_compute{};
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// Here we push a pointer to a buffer, which holds pointers to all the VBO "meshlets".
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push_compute.table = pointer_buffer.gpu_address;
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// So we can create a wave-like animation.
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push_compute.fract_time = accumulated_time;
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vkCmdPushConstants(cmd, pipelines.compute_pipeline_layout, VK_SHADER_STAGE_COMPUTE_BIT,
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0, sizeof(push_compute), &push_compute);
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// Write-after-read hazard is implicitly handled by the earlier pointer buffer update where
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// we did VERTEX -> TRANSFER -> COMPUTE chain of barriers.
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// Update all meshlets.
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vkCmdDispatch(cmd, mesh_width / 8, mesh_height / 8, static_cast<uint32_t>(test_buffers.size()));
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VkMemoryBarrier global_memory_barrier = vkb::initializers::memory_barrier();
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global_memory_barrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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global_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
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0, 1, &global_memory_barrier, 0, nullptr, 0, nullptr);
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}
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void BufferDeviceAddress::render(float delta_time)
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{
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ApiVulkanSample::prepare_frame();
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VK_CHECK(vkWaitForFences(get_device().get_handle(), 1, &wait_fences[current_buffer], VK_TRUE, UINT64_MAX));
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VK_CHECK(vkResetFences(get_device().get_handle(), 1, &wait_fences[current_buffer]));
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VkViewport viewport = {0.0f, 0.0f, static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f};
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VkRect2D scissor = {{0, 0}, {width, height}};
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recreate_current_command_buffer();
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auto cmd = draw_cmd_buffers[current_buffer];
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auto begin_info = vkb::initializers::command_buffer_begin_info();
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||||
begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
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vkBeginCommandBuffer(cmd, &begin_info);
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// First thing is to update the pointer buffer.
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||||
// We could use a compute shader here if we're doing
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||||
// GPU-driven rendering for example.
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update_pointer_buffer(cmd);
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||||
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||||
// Arbitrary value between 0 and 1 to create some animation.
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||||
accumulated_time += 0.2f * delta_time;
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||||
accumulated_time = glm::fract(accumulated_time);
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||||
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||||
// Update VBOs through buffer_device_address.
|
||||
update_meshlets(cmd);
|
||||
|
||||
VkRenderPassBeginInfo render_pass_begin = vkb::initializers::render_pass_begin_info();
|
||||
render_pass_begin.renderPass = render_pass;
|
||||
render_pass_begin.renderArea.extent.width = width;
|
||||
render_pass_begin.renderArea.extent.height = height;
|
||||
render_pass_begin.clearValueCount = 2;
|
||||
VkClearValue clears[2] = {};
|
||||
clears[0].color.float32[0] = 0.033f;
|
||||
clears[0].color.float32[1] = 0.073f;
|
||||
clears[0].color.float32[2] = 0.133f;
|
||||
render_pass_begin.pClearValues = clears;
|
||||
render_pass_begin.framebuffer = framebuffers[current_buffer];
|
||||
|
||||
vkCmdBeginRenderPass(cmd, &render_pass_begin, VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.bindless_vbo_pipeline);
|
||||
vkCmdSetViewport(cmd, 0, 1, &viewport);
|
||||
vkCmdSetScissor(cmd, 0, 1, &scissor);
|
||||
|
||||
PushVertex push_vertex{};
|
||||
|
||||
// Create an ad-hoc perspective matrix.
|
||||
push_vertex.view_projection =
|
||||
glm::perspective(0.5f * glm::pi<float>(), static_cast<float>(width) / static_cast<float>(height), 1.0f, 100.0f) *
|
||||
glm::lookAt(glm::vec3(0.0f, 0.0f, 5.0f), glm::vec3(0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
|
||||
// Push pointer to array of meshlets.
|
||||
// Every instance renders its own meshlet.
|
||||
push_vertex.table = pointer_buffer.gpu_address;
|
||||
vkCmdPushConstants(cmd, pipelines.graphics_pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(push_vertex), &push_vertex);
|
||||
|
||||
vkCmdBindIndexBuffer(cmd, index_buffer->get_handle(), 0, VK_INDEX_TYPE_UINT16);
|
||||
vkCmdDrawIndexed(cmd, mesh_num_indices, static_cast<uint32_t>(test_buffers.size()), 0, 0, 0);
|
||||
|
||||
draw_ui(cmd);
|
||||
|
||||
vkCmdEndRenderPass(cmd);
|
||||
|
||||
VK_CHECK(vkEndCommandBuffer(cmd));
|
||||
submit_info.commandBufferCount = 1;
|
||||
submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];
|
||||
VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, wait_fences[current_buffer]));
|
||||
ApiVulkanSample::submit_frame();
|
||||
}
|
||||
|
||||
void BufferDeviceAddress::request_gpu_features(vkb::PhysicalDevice &gpu)
|
||||
{
|
||||
// Need to enable the bufferDeviceAddress feature.
|
||||
REQUEST_REQUIRED_FEATURE(gpu,
|
||||
VkPhysicalDeviceBufferDeviceAddressFeaturesKHR,
|
||||
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES_KHR,
|
||||
bufferDeviceAddress);
|
||||
}
|
||||
|
||||
std::unique_ptr<vkb::VulkanSampleC> create_buffer_device_address()
|
||||
{
|
||||
return std::make_unique<BufferDeviceAddress>();
|
||||
}
|
||||
Reference in New Issue
Block a user