/* Copyright (c) 2023-2024, Sascha Willems * * 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. */ /* * Graphics pipeline libraries * * Note: Requires a device that supports the VK_EXT_graphics_pipeline_library * * Creates a pipeline library for shared pipeline parts like vertex input and fragment output interfaces. These pre-built pipeline * "building blocks" are then used for runtime pipeline creation, which will be faster than always creating a full pipeline */ #pragma once #include "api_vulkan_sample.h" class GraphicsPipelineLibrary : public ApiVulkanSample { public: bool link_time_optimization = true; std::unique_ptr scene; struct UBOVS { glm::mat4 projection = glm::mat4(1.0f); glm::mat4 modelview = glm::mat4(1.0f); glm::vec4 lightPos = glm::vec4(-10.0f, -5.0f, 15.0f, 0.0f); } ubo_vs; std::unique_ptr uniform_buffer{nullptr}; struct { VkPipeline vertex_input_interface{VK_NULL_HANDLE}; VkPipeline pre_rasterization_shaders{VK_NULL_HANDLE}; VkPipeline fragment_output_interface{VK_NULL_HANDLE}; std::vector fragment_shaders; } pipeline_library; // Will be dynamically created at runtime from pipeline library std::vector pipelines{}; VkPipelineLayout pipeline_layout{VK_NULL_HANDLE}; VkDescriptorSet descriptor_set{VK_NULL_HANDLE}; VkDescriptorSetLayout descriptor_set_layout{VK_NULL_HANDLE}; std::mutex mutex; VkPipelineCache thread_pipeline_cache{VK_NULL_HANDLE}; bool new_pipeline_created = false; float accumulated_time{}; uint32_t split_x = 3; uint32_t split_y = 3; std::vector colors{}; GraphicsPipelineLibrary(); ~GraphicsPipelineLibrary(); virtual void request_gpu_features(vkb::PhysicalDevice &gpu) override; void build_command_buffers() override; void load_assets(); void setup_descriptor_pool(); void setup_descriptor_set_layout(); void setup_descriptor_sets(); void load_shader(const std::string filename, VkShaderStageFlagBits shader_stage, std::vector &spirv); void prepare_pipeline_library(); void prepare_new_pipeline(); void pipeline_creation_threadfn(); void prepare_uniform_buffers(); void update_uniform_buffers(); void draw(); bool prepare(const vkb::ApplicationOptions &options) override; virtual void render(float delta_time) override; virtual void on_update_ui_overlay(vkb::Drawer &drawer) override; virtual bool resize(const uint32_t width, const uint32_t height) override; }; std::unique_ptr create_graphics_pipeline_library();