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/* Copyright (c) 2019-2025, 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 "specialization_constants.h"
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#include <string>
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#include <vector>
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#include "filesystem/legacy.h"
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#include "gltf_loader.h"
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#include "gui.h"
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#include "stats/stats.h"
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SpecializationConstants::SpecializationConstants()
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{
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auto &config = get_configuration();
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config.insert<vkb::IntSetting>(0, specialization_constants_enabled, 0);
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config.insert<vkb::IntSetting>(1, specialization_constants_enabled, 1);
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}
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SpecializationConstants::ForwardSubpassCustomLights::ForwardSubpassCustomLights(vkb::RenderContext &render_context,
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vkb::ShaderSource &&vertex_shader, vkb::ShaderSource &&fragment_shader, vkb::sg::Scene &scene_, vkb::sg::Camera &camera) :
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vkb::ForwardSubpass{render_context, std::move(vertex_shader), std::move(fragment_shader), scene_, camera}
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{
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}
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bool SpecializationConstants::prepare(const vkb::ApplicationOptions &options)
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{
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if (!VulkanSample::prepare(options))
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{
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return false;
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}
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load_scene("scenes/sponza/Sponza01.gltf");
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auto &camera_node = vkb::add_free_camera(get_scene(), "main_camera", get_render_context().get_surface_extent());
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camera = dynamic_cast<vkb::sg::PerspectiveCamera *>(&camera_node.get_component<vkb::sg::Camera>());
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// Create two pipelines, one with specialization constants the other with UBOs
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specialization_constants_pipeline = create_specialization_renderpass();
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standard_pipeline = create_standard_renderpass();
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get_stats().request_stats({vkb::StatIndex::gpu_fragment_cycles});
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create_gui(*window, &get_stats());
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return true;
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}
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void SpecializationConstants::ForwardSubpassCustomLights::prepare()
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{
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auto &device = get_render_context().get_device();
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for (auto &mesh : meshes)
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{
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for (auto &sub_mesh : mesh->get_submeshes())
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{
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auto &variant = sub_mesh->get_mut_shader_variant();
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auto &vert_module = device.get_resource_cache().request_shader_module(VK_SHADER_STAGE_VERTEX_BIT, get_vertex_shader(), variant);
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auto &frag_module = device.get_resource_cache().request_shader_module(VK_SHADER_STAGE_FRAGMENT_BIT, get_fragment_shader(), variant);
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}
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}
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}
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void SpecializationConstants::render(vkb::core::CommandBufferC &command_buffer)
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{
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// POI
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//
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// If specialization constants is enabled, pass the light count with specialization constants and use the specialization
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// constants render pipeline (using the "specialization_constants/specialization_constants.frag" fragment shader)
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//
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// Otherwise, pass the light count with uniform buffer objects constants and use the standard render pipeline
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// (using the "base.frag" fragment shader)
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if (specialization_constants_enabled)
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{
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command_buffer.set_specialization_constant(0, LIGHT_COUNT);
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specialization_constants_pipeline->draw(command_buffer, get_render_context().get_active_frame().get_render_target());
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}
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else
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{
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standard_pipeline->draw(command_buffer, get_render_context().get_active_frame().get_render_target());
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}
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}
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std::unique_ptr<vkb::RenderPipeline> SpecializationConstants::create_specialization_renderpass()
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{
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// Scene subpass
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vkb::ShaderSource vert_shader{"base.vert.spv"};
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vkb::ShaderSource frag_shader{"specialization_constants/specialization_constants.frag.spv"};
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auto scene_subpass =
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std::make_unique<ForwardSubpassCustomLights>(get_render_context(), std::move(vert_shader), std::move(frag_shader), get_scene(), *camera);
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// Create specialization constants pipeline
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std::vector<std::unique_ptr<vkb::rendering::SubpassC>> scene_subpasses{};
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scene_subpasses.push_back(std::move(scene_subpass));
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auto specialization_constants_pipeline = std::make_unique<vkb::RenderPipeline>(std::move(scene_subpasses));
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return specialization_constants_pipeline;
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}
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std::unique_ptr<vkb::RenderPipeline> SpecializationConstants::create_standard_renderpass()
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{
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// Scene subpass
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vkb::ShaderSource vert_shader{"base.vert.spv"};
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vkb::ShaderSource frag_shader{"specialization_constants/UBOs.frag.spv"};
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auto scene_subpass =
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std::make_unique<ForwardSubpassCustomLights>(get_render_context(), std::move(vert_shader), std::move(frag_shader), get_scene(), *camera);
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// Create base pipeline
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std::vector<std::unique_ptr<vkb::rendering::SubpassC>> scene_subpasses{};
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scene_subpasses.push_back(std::move(scene_subpass));
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auto standard_pipeline = std::make_unique<vkb::RenderPipeline>(std::move(scene_subpasses));
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return standard_pipeline;
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}
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void SpecializationConstants::ForwardSubpassCustomLights::draw(vkb::core::CommandBufferC &command_buffer)
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{
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// Override forward light subpass draw function to provide a custom number of lights
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auto lights_buffer = allocate_custom_lights<CustomForwardLights>(command_buffer, scene.get_components<vkb::sg::Light>(), LIGHT_COUNT);
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command_buffer.bind_buffer(lights_buffer.get_buffer(), lights_buffer.get_offset(), lights_buffer.get_size(), 0, 4, 0);
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vkb::GeometrySubpass::draw(command_buffer);
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}
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void SpecializationConstants::draw_gui()
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{
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bool landscape = camera->get_aspect_ratio() > 1.0f;
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uint32_t lines = landscape ? 1 : 2;
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get_gui().show_options_window(
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/* body = */ [&]() {
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ImGui::RadioButton("Uniform Buffer Objects", &specialization_constants_enabled, 0);
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if (landscape)
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{
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ImGui::SameLine();
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}
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ImGui::RadioButton("Specialization Constants", &specialization_constants_enabled, 1);
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},
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/* lines = */ lines);
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}
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std::unique_ptr<vkb::VulkanSampleC> create_specialization_constants()
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{
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return std::make_unique<SpecializationConstants>();
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}
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