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