/* 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. */ /* * Demonstrate and showcase a sample application using mesh shader culling features. */ #pragma once #include "api_vulkan_sample.h" class MeshShaderCulling : public ApiVulkanSample { private: int32_t density_level = 2; std::unique_ptr uniform_buffer{}; VkPipeline pipeline = VK_NULL_HANDLE; VkPipelineLayout pipeline_layout = VK_NULL_HANDLE; VkDescriptorSet descriptor_set = VK_NULL_HANDLE; VkDescriptorSetLayout descriptor_set_layout = VK_NULL_HANDLE; // Pipeline statistics struct { VkBuffer buffer; VkDeviceMemory memory; } query_result{}; VkQueryPool query_pool = VK_NULL_HANDLE; uint64_t pipeline_stats[3] = {0}; public: struct UBO { float cull_center_x = 2.0f; float cull_center_y = 2.0f; float cull_radius = 1.0f; float meshlet_density = 2.0f; } ubo_cull{}; MeshShaderCulling(); ~MeshShaderCulling() override; void request_gpu_features(vkb::PhysicalDevice &gpu) override; void build_command_buffers() override; void setup_descriptor_pool(); void setup_descriptor_set_layout(); void setup_descriptor_sets(); void prepare_pipelines(); void prepare_uniform_buffers(); void update_uniform_buffers(); void draw(); bool prepare(const vkb::ApplicationOptions &options) override; void render(float delta_time) override; void on_update_ui_overlay(vkb::Drawer &drawer) override; bool resize(uint32_t width, uint32_t height) override; void setup_query_result_buffer(); void get_query_results(); }; std::unique_ptr create_mesh_shader_culling();