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/* Copyright (c) 2019-2025, Sascha Willems
* Copyright (c) 2023-2025, 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.
*/
/*
* Instanced mesh rendering, uses a separate vertex buffer for instanced data.
* Adjust density of instanced meshes, displays hardware memory availability/consumption.
*/
#include "memory_budget.h"
#include "benchmark_mode/benchmark_mode.h"
MemoryBudget::MemoryBudget()
{
title = "Memory Budget";
// Enable instance and device extensions required to use VK_EXT_memory_budget
add_instance_extension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
add_device_extension(VK_EXT_MEMORY_BUDGET_EXTENSION_NAME);
// Initialize physical device memory properties variables
MemoryBudget::initialize_device_memory_properties();
}
MemoryBudget::~MemoryBudget()
{
if (has_device())
{
vkDestroyPipeline(get_device().get_handle(), pipelines.instanced_rocks, nullptr);
vkDestroyPipeline(get_device().get_handle(), pipelines.planet, nullptr);
vkDestroyPipeline(get_device().get_handle(), pipelines.starfield, nullptr);
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr);
vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, nullptr);
vkDestroySampler(get_device().get_handle(), textures.rocks.sampler, nullptr);
vkDestroySampler(get_device().get_handle(), textures.planet.sampler, nullptr);
}
}
void MemoryBudget::request_gpu_features(vkb::PhysicalDevice &gpu)
{
auto &requested_features = gpu.get_mutable_requested_features();
// Enable anisotropic filtering if supported
if (gpu.get_features().samplerAnisotropy)
{
requested_features.samplerAnisotropy = VK_TRUE;
}
// Enable texture compression
if (gpu.get_features().textureCompressionBC)
{
requested_features.textureCompressionBC = VK_TRUE;
}
else if (gpu.get_features().textureCompressionASTC_LDR)
{
requested_features.textureCompressionASTC_LDR = VK_TRUE;
}
else if (gpu.get_features().textureCompressionETC2)
{
requested_features.textureCompressionETC2 = VK_TRUE;
}
}
void MemoryBudget::build_command_buffers()
{
VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info();
VkClearValue clear_values[2];
clear_values[0].color = {{0.0f, 0.0f, 0.2f, 0.0f}};
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.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 < draw_cmd_buffers.size(); ++i)
{
// Set target frame buffer
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(static_cast<int>(width), static_cast<int>(height), 0, 0);
vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
VkDeviceSize offsets[1] = {0};
// Star field
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_sets.planet, 0, nullptr);
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.starfield);
vkCmdDraw(draw_cmd_buffers[i], 4, 1, 0, 0);
// Planet
auto &planet_vertex_buffer = models.planet->vertex_buffers.at("vertex_buffer");
auto &planet_index_buffer = models.planet->index_buffer;
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_sets.planet, 0, nullptr);
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.planet);
vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, planet_vertex_buffer.get(), offsets);
vkCmdBindIndexBuffer(draw_cmd_buffers[i], planet_index_buffer->get_handle(), 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(draw_cmd_buffers[i], models.planet->vertex_indices, 1, 0, 0, 0);
// Instanced rocks
auto &rock_vertex_buffer = models.rock->vertex_buffers.at("vertex_buffer");
auto &rock_index_buffer = models.rock->index_buffer;
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_sets.instanced_rocks, 0, nullptr);
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.instanced_rocks);
// Binding point 0 : Mesh vertex buffer
vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, rock_vertex_buffer.get(), offsets);
// Binding point 1 : Instance data buffer
vkCmdBindVertexBuffers(draw_cmd_buffers[i], 1, 1, &instance_buffer.buffer->get_handle(), offsets);
vkCmdBindIndexBuffer(draw_cmd_buffers[i], rock_index_buffer->get_handle(), 0, VK_INDEX_TYPE_UINT32);
// Render instances
vkCmdDrawIndexed(draw_cmd_buffers[i], models.rock->vertex_indices, MESH_DENSITY, 0, 0, 0);
draw_ui(draw_cmd_buffers[i]);
vkCmdEndRenderPass(draw_cmd_buffers[i]);
VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i]));
}
}
void MemoryBudget::initialize_device_memory_properties()
{
// Initialize physical device memory budget properties structures variables
physical_device_memory_budget_properties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_BUDGET_PROPERTIES_EXT;
physical_device_memory_budget_properties.pNext = nullptr;
// Initialize physical device memory properties structure variables
device_memory_properties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_PROPERTIES_2_KHR;
device_memory_properties.pNext = &physical_device_memory_budget_properties;
}
MemoryBudget::ConvertedMemory MemoryBudget::update_converted_memory(uint64_t input_memory) const
{
MemoryBudget::ConvertedMemory returnMe{};
auto memory = static_cast<float>(input_memory);
if (memory < kilobyte_coefficient)
{
returnMe.data = memory;
returnMe.units = "B";
}
else if (memory < megabyte_coefficient)
{
returnMe.data = memory / kilobyte_coefficient;
returnMe.units = "KB";
}
else if (memory < gigabyte_coefficient)
{
returnMe.data = memory / megabyte_coefficient;
returnMe.units = "MB";
}
else
{
returnMe.data = memory / gigabyte_coefficient;
returnMe.units = "GB";
}
return returnMe;
}
std::string MemoryBudget::read_memoryHeap_flags(VkMemoryHeapFlags inputVkMemoryHeapFlag)
{
switch (inputVkMemoryHeapFlag)
{
case VK_MEMORY_HEAP_DEVICE_LOCAL_BIT:
return "Device Local Bit";
case VK_MEMORY_HEAP_MULTI_INSTANCE_BIT: // NOTICE THAT: enum value also represents "VK_MEMORY_HEAP_MULTI_INSTANCE_BIT_KHR"
return "Multiple Instance Bit";
default:
// In case that it does NOT correspond to device local memory
return "Host Local Heap Memory";
}
}
void MemoryBudget::update_device_memory_properties()
{
vkGetPhysicalDeviceMemoryProperties2KHR(get_device().get_gpu().get_handle(), &device_memory_properties);
device_memory_heap_count = device_memory_properties.memoryProperties.memoryHeapCount;
device_memory_total_usage = 0;
device_memory_total_budget = 0;
for (uint32_t i = 0; i < device_memory_heap_count; i++)
{
device_memory_total_usage += physical_device_memory_budget_properties.heapUsage[i];
device_memory_total_budget += physical_device_memory_budget_properties.heapBudget[i];
}
}
void MemoryBudget::load_assets()
{
models.rock = load_model("scenes/rock.gltf");
models.planet = load_model("scenes/planet.gltf");
textures.rocks = load_texture_array("textures/texturearray_rocks_color_rgba.ktx", vkb::sg::Image::Color);
textures.planet = load_texture("textures/lavaplanet_color_rgba.ktx", vkb::sg::Image::Color);
}
void MemoryBudget::setup_descriptor_pool()
{
// Example uses one ubo
std::vector<VkDescriptorPoolSize> pool_sizes =
{
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2),
};
VkDescriptorPoolCreateInfo descriptor_pool_create_info =
vkb::initializers::descriptor_pool_create_info(
vkb::to_u32(pool_sizes.size()),
pool_sizes.data(),
2);
VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
}
void MemoryBudget::setup_descriptor_set_layout()
{
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings =
{
// Binding 0 : Vertex shader uniform buffer
vkb::initializers::descriptor_set_layout_binding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
// Binding 1 : Fragment shader combined sampler
vkb::initializers::descriptor_set_layout_binding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1),
};
VkDescriptorSetLayoutCreateInfo descriptor_layout_create_info =
vkb::initializers::descriptor_set_layout_create_info(
set_layout_bindings.data(),
vkb::to_u32(set_layout_bindings.size()));
VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout_create_info, 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 MemoryBudget::setup_descriptor_set()
{
VkDescriptorSetAllocateInfo descriptor_set_alloc_info;
std::vector<VkWriteDescriptorSet> write_descriptor_sets;
descriptor_set_alloc_info = vkb::initializers::descriptor_set_allocate_info(descriptor_pool, &descriptor_set_layout, 1);
// Instanced rocks
VkDescriptorBufferInfo buffer_descriptor = create_descriptor(*uniform_buffers.scene);
VkDescriptorImageInfo image_descriptor = create_descriptor(textures.rocks);
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &descriptor_set_alloc_info, &descriptor_sets.instanced_rocks));
write_descriptor_sets = {
vkb::initializers::write_descriptor_set(descriptor_sets.instanced_rocks, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &buffer_descriptor), // Binding 0 : Vertex shader uniform buffer
vkb::initializers::write_descriptor_set(descriptor_sets.instanced_rocks, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &image_descriptor) // Binding 1 : Color map
};
vkUpdateDescriptorSets(get_device().get_handle(), vkb::to_u32(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, nullptr);
// Planet
buffer_descriptor = create_descriptor(*uniform_buffers.scene);
image_descriptor = create_descriptor(textures.planet);
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &descriptor_set_alloc_info, &descriptor_sets.planet));
write_descriptor_sets = {
vkb::initializers::write_descriptor_set(descriptor_sets.planet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &buffer_descriptor), // Binding 0 : Vertex shader uniform buffer
vkb::initializers::write_descriptor_set(descriptor_sets.planet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &image_descriptor) // Binding 1 : Color map
};
vkUpdateDescriptorSets(get_device().get_handle(), vkb::to_u32(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, nullptr);
}
void MemoryBudget::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_BACK_BIT,
VK_FRONT_FACE_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(),
vkb::to_u32(dynamic_state_enables.size()),
0);
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages{};
VkGraphicsPipelineCreateInfo pipeline_create_info =
vkb::initializers::pipeline_create_info(
pipeline_layout,
render_pass,
0);
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 = vkb::to_u32(shader_stages.size());
pipeline_create_info.pStages = shader_stages.data();
// This example uses two different input states, one for the instanced part and one for non-instanced rendering
VkPipelineVertexInputStateCreateInfo input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
std::vector<VkVertexInputBindingDescription> binding_descriptions;
std::vector<VkVertexInputAttributeDescription> attribute_descriptions;
// Vertex input bindings
// The instancing pipeline uses a vertex input state with two bindings
binding_descriptions = {
// Binding point 0: Mesh vertex layout description at per-vertex rate
vkb::initializers::vertex_input_binding_description(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
// Binding point 1: Instanced data at per-instance rate
vkb::initializers::vertex_input_binding_description(1, sizeof(InstanceData), VK_VERTEX_INPUT_RATE_INSTANCE)};
// Vertex attribute bindings
// Note that the shader declaration for per-vertex and per-instance attributes is the same, the different input rates are only stored in the bindings:
// instanced.vert:
// layout (location = 0) in vec3 inPos; Per-Vertex
// ...
// layout (location = 4) in vec3 instancePos; Per-Instance
attribute_descriptions = {
// Per-vertex attributes
// These are advanced for each vertex fetched by the vertex shader
vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
vkb::initializers::vertex_input_attribute_description(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: Texture coordinates
// Per-Instance attributes
// These are fetched for each instance rendered
vkb::initializers::vertex_input_attribute_description(1, 3, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 3: Position
vkb::initializers::vertex_input_attribute_description(1, 4, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 4: Rotation
vkb::initializers::vertex_input_attribute_description(1, 5, VK_FORMAT_R32_SFLOAT, sizeof(float) * 6), // Location 5: Scale
vkb::initializers::vertex_input_attribute_description(1, 6, VK_FORMAT_R32_SINT, sizeof(float) * 7), // Location 6: Texture array layer index
};
input_state.pVertexBindingDescriptions = binding_descriptions.data();
input_state.pVertexAttributeDescriptions = attribute_descriptions.data();
pipeline_create_info.pVertexInputState = &input_state;
// Instancing pipeline
shader_stages[0] = load_shader("instancing", "instancing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shader_stages[1] = load_shader("instancing", "instancing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Use all input bindings and attribute descriptions
input_state.vertexBindingDescriptionCount = static_cast<uint32_t>(binding_descriptions.size());
input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(attribute_descriptions.size());
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.instanced_rocks));
// Planet rendering pipeline
shader_stages[0] = load_shader("instancing", "planet.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shader_stages[1] = load_shader("instancing", "planet.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Only use the non-instanced input bindings and attribute descriptions
input_state.vertexBindingDescriptionCount = 1;
input_state.vertexAttributeDescriptionCount = 3;
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.planet));
// Star field pipeline
rasterization_state.cullMode = VK_CULL_MODE_NONE;
depth_stencil_state.depthWriteEnable = VK_FALSE;
depth_stencil_state.depthTestEnable = VK_FALSE;
shader_stages[0] = load_shader("instancing", "starfield.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shader_stages[1] = load_shader("instancing", "starfield.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Vertices are generated in the vertex shader
input_state.vertexBindingDescriptionCount = 0;
input_state.vertexAttributeDescriptionCount = 0;
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.starfield));
}
void MemoryBudget::prepare_instance_data()
{
std::vector<InstanceData> instance_data;
instance_data.resize(MESH_DENSITY);
std::default_random_engine rnd_generator(lock_simulation_speed ? 0 : static_cast<unsigned>(time(nullptr)));
std::uniform_real_distribution<float> uniform_dist(0.0, 1.0);
std::uniform_int_distribution<uint32_t> rnd_texture_index(0, textures.rocks.image->get_vk_image().get_array_layer_count());
// Distribute rocks randomly on two different rings
for (auto i = 0; i < MESH_DENSITY_HALF; i++)
{
glm::vec2 ring0{7.0f, 11.0f};
glm::vec2 ring1{14.0f, 18.0f};
float rho, theta;
// Inner ring
rho = sqrt((pow(ring0[1], 2.0f) - pow(ring0[0], 2.0f)) * uniform_dist(rnd_generator) + pow(ring0[0], 2.0f));
theta = 2.0f * glm::pi<float>() * uniform_dist(rnd_generator);
instance_data[i].pos = glm::vec3(rho * cos(theta), uniform_dist(rnd_generator) * 0.5f - 0.25f, rho * sin(theta));
instance_data[i].rot = glm::vec3(glm::pi<float>() * uniform_dist(rnd_generator), glm::pi<float>() * uniform_dist(rnd_generator), glm::pi<float>() * uniform_dist(rnd_generator));
instance_data[i].scale = 1.5f + uniform_dist(rnd_generator) - uniform_dist(rnd_generator);
instance_data[i].texIndex = rnd_texture_index(rnd_generator);
instance_data[i].scale *= 0.75f;
// Outer ring
rho = sqrt((pow(ring1[1], 2.0f) - pow(ring1[0], 2.0f)) * uniform_dist(rnd_generator) + pow(ring1[0], 2.0f));
theta = 2.0f * glm::pi<float>() * uniform_dist(rnd_generator);
instance_data[static_cast<uint32_t>(i + MESH_DENSITY_HALF)].pos = glm::vec3(rho * cos(theta), uniform_dist(rnd_generator) * 0.5f - 0.25f, rho * sin(theta));
instance_data[static_cast<uint32_t>(i + MESH_DENSITY_HALF)].rot = glm::vec3(glm::pi<float>() * uniform_dist(rnd_generator), glm::pi<float>() * uniform_dist(rnd_generator), glm::pi<float>() * uniform_dist(rnd_generator));
instance_data[static_cast<uint32_t>(i + MESH_DENSITY_HALF)].scale = 1.5f + uniform_dist(rnd_generator) - uniform_dist(rnd_generator);
instance_data[static_cast<uint32_t>(i + MESH_DENSITY_HALF)].texIndex = rnd_texture_index(rnd_generator);
instance_data[static_cast<uint32_t>(i + MESH_DENSITY_HALF)].scale *= 0.75f;
}
instance_buffer.size = instance_data.size() * sizeof(InstanceData);
// Staging
// Instanced data is static, copy to device local memory
// On devices with separate memory types for host visible and device local memory this will result in better performance
// On devices with unified memory types (DEVICE_LOCAL_BIT and HOST_VISIBLE_BIT supported at once) this isn't necessary, and you could skip the staging
vkb::core::BufferC staging_buffer = vkb::core::BufferC::create_staging_buffer(get_device(), instance_data);
instance_buffer.buffer = std::make_unique<vkb::core::BufferC>(get_device(), instance_buffer.size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_GPU_ONLY);
// Copy to staging buffer
VkCommandBuffer copy_command = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkBufferCopy copy_region = {};
copy_region.size = instance_buffer.size;
vkCmdCopyBuffer(
copy_command,
staging_buffer.get_handle(),
instance_buffer.buffer->get_handle(),
1,
&copy_region);
get_device().flush_command_buffer(copy_command, queue, true);
instance_buffer.descriptor.range = instance_buffer.size;
instance_buffer.descriptor.buffer = instance_buffer.buffer->get_handle();
instance_buffer.descriptor.offset = 0;
}
void MemoryBudget::prepare_uniform_buffers()
{
uniform_buffers.scene = std::make_unique<vkb::core::BufferC>(get_device(),
sizeof(ubo_vs),
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
update_uniform_buffer(0.0f);
}
void MemoryBudget::update_uniform_buffer(float delta_time)
{
ubo_vs.projection = camera.matrices.perspective;
ubo_vs.view = camera.matrices.view;
if (!paused)
{
ubo_vs.loc_speed += delta_time * 0.35f;
ubo_vs.glob_speed += delta_time * 0.01f;
}
uniform_buffers.scene->convert_and_update(ubo_vs);
}
void MemoryBudget::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();
}
bool MemoryBudget::prepare(const vkb::ApplicationOptions &options)
{
if (!ApiVulkanSample::prepare(options))
{
return false;
}
// Note: Using reversed depth-buffer for increased precision, so Z-near and Z-far are flipped
camera.type = vkb::CameraType::LookAt;
camera.set_perspective(60.0f, static_cast<float>(width) / static_cast<float>(height), 256.0f, 0.1f);
camera.set_rotation(glm::vec3(-17.2f, -4.7f, 0.0f));
camera.set_translation(glm::vec3(5.5f, -1.85f, -18.5f));
load_assets();
prepare_instance_data();
prepare_uniform_buffers();
setup_descriptor_set_layout();
prepare_pipelines();
setup_descriptor_pool();
setup_descriptor_set();
build_command_buffers();
// Update the device memory properties and calculate the total heap memory usage and budget:
// If no changes happen to the total number of instanced meshes, then device should now have allocated total memory expected to be used.
// While the memory_budget_ext is performant enough to be called every frame, this sample only has one allocation happen if all preparation remain the same.
// Thus, no update to the memory totals beyond the first allocation is necessary.
update_device_memory_properties();
prepared = true;
return true;
}
void MemoryBudget::render(float delta_time)
{
if (!prepared)
{
return;
}
draw();
if (!paused || camera.updated)
{
update_uniform_buffer(delta_time);
}
}
void MemoryBudget::on_update_ui_overlay(vkb::Drawer &drawer)
{
converted_memory = update_converted_memory(device_memory_total_usage);
drawer.text("Total Memory Usage: %.2f %s", converted_memory.data, converted_memory.units.c_str());
converted_memory = update_converted_memory(device_memory_total_budget);
drawer.text("Total Memory Budget: %.2f %s", converted_memory.data, converted_memory.units.c_str());
if (drawer.header("Memory Heap Details"))
{
for (int i = 0; i < static_cast<int>(device_memory_heap_count); i++)
{
std::string header = "Memory Heap Index: " + std::to_string(i);
if (drawer.header(header.c_str()))
{
converted_memory = update_converted_memory(physical_device_memory_budget_properties.heapUsage[i]);
drawer.text("Usage: %.2f %s", converted_memory.data, converted_memory.units.c_str());
converted_memory = update_converted_memory(physical_device_memory_budget_properties.heapBudget[i]);
drawer.text("Budget: %.2f %s", converted_memory.data, converted_memory.units.c_str());
drawer.text("Heap Flag: %s", read_memoryHeap_flags(device_memory_properties.memoryProperties.memoryHeaps[i].flags).c_str());
}
}
}
}
bool MemoryBudget::resize(uint32_t width, uint32_t height)
{
bool resizeResults = ApiVulkanSample::resize(width, height);
rebuild_command_buffers();
return resizeResults;
}
std::unique_ptr<vkb::Application> create_memory_budget()
{
return std::make_unique<MemoryBudget>();
}