init
This commit is contained in:
@@ -0,0 +1,38 @@
|
||||
# Copyright (c) 2024-2025 Holochip Corporation
|
||||
#
|
||||
# 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 "Holochip Corporation"
|
||||
NAME "HPP Mesh shader sample"
|
||||
DESCRIPTION "Example showing how to utilize the EXT_MESH_SHADER pipeline, using Vulkan-Hpp."
|
||||
SHADER_FILES_GLSL
|
||||
"mesh_shading/glsl/ms.mesh"
|
||||
"mesh_shading/glsl/ps.frag"
|
||||
GLSLC_ADDITIONAL_ARGUMENTS
|
||||
"--target-spv=spv1.4"
|
||||
SHADER_FILES_HLSL
|
||||
"mesh_shading/hlsl/ms.mesh.hlsl"
|
||||
"mesh_shading/hlsl/ps.frag.hlsl"
|
||||
DXC_ADDITIONAL_ARGUMENTS
|
||||
"-fspv-extension=SPV_EXT_mesh_shader"
|
||||
)
|
||||
@@ -0,0 +1,32 @@
|
||||
////
|
||||
- Copyright (c) 2024, Holochip Corporation
|
||||
-
|
||||
- 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.
|
||||
-
|
||||
////
|
||||
|
||||
= Mesh shading
|
||||
|
||||
ifdef::site-gen-antora[]
|
||||
TIP: The source for this sample can be found in the https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/hpp_mesh_shading[Khronos Vulkan samples github repository].
|
||||
endif::[]
|
||||
|
||||
:pp: {plus}{plus}
|
||||
|
||||
NOTE: This is a transcoded version of the extension sample https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/mesh_shading[Mesh Shading] that illustrates the usage of the C{pp} bindings of vulkan provided by Vulkan-Hpp.
|
||||
|
||||
This code sample demonstrates how to create the absolute most basic mesh shading example.
|
||||
It creates a single triangle in a mesh shader.
|
||||
There is no vertex shader, there is only a mesh shader and a fragment shader.
|
||||
@@ -0,0 +1,189 @@
|
||||
/* Copyright (c) 2024-2025, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
/*
|
||||
* Basic example for VK_EXT_mesh_shader, using Vulkan-Hpp.
|
||||
* There is only a mesh shader and a fragment shader. The mesh shader creates the vertices for a single triangle.
|
||||
*/
|
||||
|
||||
#include "hpp_mesh_shading.h"
|
||||
|
||||
HPPMeshShading::HPPMeshShading()
|
||||
{
|
||||
title = "Mesh shading";
|
||||
|
||||
// VK_EXT_mesh_shader depends on VK_KHR_spirv_1_4, which in turn depends on Vulkan 1.1 and VK_KHR_shader_float_controls
|
||||
set_api_version(VK_API_VERSION_1_1);
|
||||
|
||||
add_device_extension(VK_EXT_MESH_SHADER_EXTENSION_NAME);
|
||||
add_device_extension(VK_KHR_SHADER_FLOAT_CONTROLS_EXTENSION_NAME);
|
||||
add_device_extension(VK_KHR_SPIRV_1_4_EXTENSION_NAME);
|
||||
}
|
||||
|
||||
HPPMeshShading::~HPPMeshShading()
|
||||
{
|
||||
if (has_device() && get_device().get_handle())
|
||||
{
|
||||
vk::Device const &device = get_device().get_handle();
|
||||
|
||||
device.destroyPipeline(pipeline);
|
||||
device.destroyPipelineLayout(pipeline_layout);
|
||||
device.destroyDescriptorSetLayout(descriptor_set_layout);
|
||||
}
|
||||
}
|
||||
|
||||
bool HPPMeshShading::prepare(const vkb::ApplicationOptions &options)
|
||||
{
|
||||
assert(!prepared);
|
||||
|
||||
if (HPPApiVulkanSample::prepare(options))
|
||||
{
|
||||
vk::Device device = get_device().get_handle();
|
||||
|
||||
descriptor_pool = device.createDescriptorPool({.maxSets = 2});
|
||||
descriptor_set_layout = device.createDescriptorSetLayout({});
|
||||
descriptor_set =
|
||||
device.allocateDescriptorSets({.descriptorPool = descriptor_pool, .descriptorSetCount = 1, .pSetLayouts = &descriptor_set_layout}).front();
|
||||
|
||||
// Create a blank pipeline layout.
|
||||
// We are not binding any resources to the pipeline in this first sample.
|
||||
pipeline_layout = device.createPipelineLayout({.setLayoutCount = 1, .pSetLayouts = &descriptor_set_layout});
|
||||
|
||||
pipeline = create_pipeline();
|
||||
|
||||
build_command_buffers();
|
||||
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
return prepared;
|
||||
}
|
||||
|
||||
void HPPMeshShading::request_gpu_features(vkb::core::HPPPhysicalDevice &gpu)
|
||||
{
|
||||
// Enable extension features required by this sample
|
||||
// These are passed to device creation via a pNext structure chain
|
||||
HPP_REQUEST_REQUIRED_FEATURE(gpu, vk::PhysicalDeviceMeshShaderFeaturesEXT, meshShader);
|
||||
}
|
||||
|
||||
/*
|
||||
Command buffer generation
|
||||
*/
|
||||
void HPPMeshShading::build_command_buffers()
|
||||
{
|
||||
vk::CommandBufferBeginInfo command_buffer_begin_info;
|
||||
|
||||
std::array<vk::ClearValue, 2> clear_values = {{default_clear_color, vk::ClearDepthStencilValue{0.0f, 0}}};
|
||||
|
||||
vk::RenderPassBeginInfo render_pass_begin_info{.renderPass = render_pass,
|
||||
.renderArea = {{0, 0}, extent},
|
||||
.clearValueCount = static_cast<uint32_t>(clear_values.size()),
|
||||
.pClearValues = clear_values.data()};
|
||||
|
||||
for (size_t i = 0; i < draw_cmd_buffers.size(); ++i)
|
||||
{
|
||||
render_pass_begin_info.framebuffer = framebuffers[i];
|
||||
|
||||
vk::CommandBuffer command_buffer = draw_cmd_buffers[i];
|
||||
|
||||
command_buffer.begin(command_buffer_begin_info);
|
||||
command_buffer.beginRenderPass(render_pass_begin_info, vk::SubpassContents::eInline);
|
||||
command_buffer.setViewport(0, {{0.0f, 0.0f, static_cast<float>(extent.width), static_cast<float>(extent.height), 0.0f, 1.0f}});
|
||||
command_buffer.setScissor(0, {{{0, 0}, extent}});
|
||||
command_buffer.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipeline_layout, 0, descriptor_set, {});
|
||||
command_buffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline);
|
||||
|
||||
// Mesh shaders need the vkCmdDrawMeshTasksExt
|
||||
command_buffer.drawMeshTasksEXT(1, 1, 1);
|
||||
|
||||
draw_ui(command_buffer);
|
||||
|
||||
command_buffer.endRenderPass();
|
||||
command_buffer.end();
|
||||
}
|
||||
}
|
||||
|
||||
void HPPMeshShading::render(float delta_time)
|
||||
{
|
||||
if (prepared)
|
||||
{
|
||||
draw();
|
||||
}
|
||||
}
|
||||
|
||||
vk::Pipeline HPPMeshShading::create_pipeline()
|
||||
{
|
||||
// Load our SPIR-V shaders.
|
||||
std::vector<vk::PipelineShaderStageCreateInfo> shader_stages = {load_shader("mesh_shading", "ms.mesh.spv", vk::ShaderStageFlagBits::eMeshEXT),
|
||||
load_shader("mesh_shading", "ps.frag.spv", vk::ShaderStageFlagBits::eFragment)};
|
||||
|
||||
// We will have one viewport and scissor box.
|
||||
vk::PipelineViewportStateCreateInfo viewport_state{.viewportCount = 1, .scissorCount = 1};
|
||||
|
||||
vk::PipelineRasterizationStateCreateInfo rasterization_state{
|
||||
.polygonMode = vk::PolygonMode::eFill, .cullMode = vk::CullModeFlagBits::eNone, .frontFace = vk::FrontFace::eCounterClockwise, .lineWidth = 1.0f};
|
||||
|
||||
// No multisampling.
|
||||
vk::PipelineMultisampleStateCreateInfo multisample_state{.rasterizationSamples = vk::SampleCountFlagBits::e1};
|
||||
|
||||
vk::PipelineDepthStencilStateCreateInfo depth_stencil_state{
|
||||
.depthTestEnable = false, .depthWriteEnable = true, .depthCompareOp = vk::CompareOp::eGreater, .back = {.compareOp = vk::CompareOp::eGreater}};
|
||||
|
||||
vk::PipelineColorBlendAttachmentState blend_attachment_state{.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG |
|
||||
vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA};
|
||||
|
||||
vk::PipelineColorBlendStateCreateInfo color_blend_state{.attachmentCount = 1, .pAttachments = &blend_attachment_state};
|
||||
|
||||
// Specify that these states will be dynamic, i.e. not part of pipeline state object.
|
||||
std::array<vk::DynamicState, 2> dynamic_state_enables = {vk::DynamicState::eViewport, vk::DynamicState::eScissor};
|
||||
vk::PipelineDynamicStateCreateInfo dynamic_state{.dynamicStateCount = static_cast<uint32_t>(dynamic_state_enables.size()),
|
||||
.pDynamicStates = dynamic_state_enables.data()};
|
||||
|
||||
vk::GraphicsPipelineCreateInfo graphics_pipeline_create_info{.stageCount = static_cast<uint32_t>(shader_stages.size()),
|
||||
.pStages = shader_stages.data(),
|
||||
.pViewportState = &viewport_state,
|
||||
.pRasterizationState = &rasterization_state,
|
||||
.pMultisampleState = &multisample_state,
|
||||
.pDepthStencilState = &depth_stencil_state,
|
||||
.pColorBlendState = &color_blend_state,
|
||||
.pDynamicState = &dynamic_state,
|
||||
.layout = pipeline_layout,
|
||||
.renderPass = render_pass};
|
||||
|
||||
vk::Result result;
|
||||
vk::Pipeline pipeline;
|
||||
std::tie(result, pipeline) = get_device().get_handle().createGraphicsPipeline(pipeline_cache, graphics_pipeline_create_info);
|
||||
assert(result == vk::Result::eSuccess);
|
||||
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
void HPPMeshShading::draw()
|
||||
{
|
||||
HPPApiVulkanSample::prepare_frame();
|
||||
|
||||
// Submit to queue
|
||||
submit_info.setCommandBuffers(draw_cmd_buffers[current_buffer]);
|
||||
queue.submit(submit_info);
|
||||
|
||||
HPPApiVulkanSample::submit_frame();
|
||||
}
|
||||
|
||||
std::unique_ptr<vkb::VulkanSampleCpp> create_hpp_mesh_shading()
|
||||
{
|
||||
return std::make_unique<HPPMeshShading>();
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
/* Copyright (c) 2024-2025, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
/*
|
||||
* Basic example for VK_EXT_mesh_shader, using Vulkan-Hpp.
|
||||
* There is only a mesh shader and a fragment shader. The mesh shader creates the vertices for a single triangle.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <hpp_api_vulkan_sample.h>
|
||||
|
||||
class HPPMeshShading : public HPPApiVulkanSample
|
||||
{
|
||||
public:
|
||||
HPPMeshShading();
|
||||
~HPPMeshShading() override;
|
||||
|
||||
private:
|
||||
// from vkb::Application
|
||||
bool prepare(const vkb::ApplicationOptions &options) override;
|
||||
|
||||
// from vkb::VulkanSample
|
||||
void request_gpu_features(vkb::core::HPPPhysicalDevice &gpu) override;
|
||||
|
||||
// from HPPApiVulkanSample
|
||||
void build_command_buffers() override;
|
||||
void render(float delta_time) override;
|
||||
|
||||
vk::Pipeline create_pipeline();
|
||||
void draw();
|
||||
|
||||
private:
|
||||
vk::Pipeline pipeline = nullptr;
|
||||
vk::PipelineLayout pipeline_layout = nullptr;
|
||||
vk::DescriptorSet descriptor_set = nullptr;
|
||||
vk::DescriptorSetLayout descriptor_set_layout = nullptr;
|
||||
};
|
||||
|
||||
std::unique_ptr<vkb::VulkanSampleCpp> create_hpp_mesh_shading();
|
||||
Reference in New Issue
Block a user