/* Copyright (c) 2024-2025, Arm Limited and Contributors * * 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. */ #include "@SAMPLE_NAME_FILE@.h" @SAMPLE_NAME@::@SAMPLE_NAME@() { } @SAMPLE_NAME@::~@SAMPLE_NAME@() { if (has_device()) { vkDestroyPipeline(get_device().get_handle(), sample_pipeline, nullptr); vkDestroyPipelineLayout(get_device().get_handle(), sample_pipeline_layout, nullptr); } } bool @SAMPLE_NAME@::prepare(const vkb::ApplicationOptions &options) { if (!ApiVulkanSample::prepare(options)) { return false; } prepare_pipelines(); build_command_buffers(); prepared = true; return true; } void @SAMPLE_NAME@::prepare_pipelines() { // Create a blank pipeline layout. // We are not binding any resources to the pipeline in this sample. VkPipelineLayoutCreateInfo layout_info = vkb::initializers::pipeline_layout_create_info(nullptr, 0); VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &layout_info, nullptr, &sample_pipeline_layout)); VkPipelineVertexInputStateCreateInfo vertex_input = vkb::initializers::pipeline_vertex_input_state_create_info(); // Specify we will use triangle lists to draw geometry. VkPipelineInputAssemblyStateCreateInfo input_assembly = vkb::initializers::pipeline_input_assembly_state_create_info(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); // Specify rasterization state. VkPipelineRasterizationStateCreateInfo raster = vkb::initializers::pipeline_rasterization_state_create_info(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE); // Our attachment will write to all color channels, but no blending is enabled. VkPipelineColorBlendAttachmentState blend_attachment = vkb::initializers::pipeline_color_blend_attachment_state(VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT, VK_FALSE); VkPipelineColorBlendStateCreateInfo blend = vkb::initializers::pipeline_color_blend_state_create_info(1, &blend_attachment); // We will have one viewport and scissor box. VkPipelineViewportStateCreateInfo viewport = vkb::initializers::pipeline_viewport_state_create_info(1, 1); // Enable depth testing (using reversed depth-buffer for increased precision). VkPipelineDepthStencilStateCreateInfo depth_stencil = vkb::initializers::pipeline_depth_stencil_state_create_info(VK_TRUE, VK_TRUE, VK_COMPARE_OP_GREATER); // No multisampling. VkPipelineMultisampleStateCreateInfo multisample = vkb::initializers::pipeline_multisample_state_create_info(VK_SAMPLE_COUNT_1_BIT); // Specify that these states will be dynamic, i.e. not part of pipeline state object. std::array dynamics{VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR}; VkPipelineDynamicStateCreateInfo dynamic = vkb::initializers::pipeline_dynamic_state_create_info(dynamics.data(), vkb::to_u32(dynamics.size())); // Load our SPIR-V shaders. std::array shader_stages{}; // Vertex stage of the pipeline shader_stages[0] = load_shader("triangle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shader_stages[1] = load_shader("triangle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); // We need to specify the pipeline layout and the render pass description up front as well. VkGraphicsPipelineCreateInfo pipeline_create_info = vkb::initializers::pipeline_create_info(sample_pipeline_layout, render_pass); pipeline_create_info.stageCount = vkb::to_u32(shader_stages.size()); pipeline_create_info.pStages = shader_stages.data(); pipeline_create_info.pVertexInputState = &vertex_input; pipeline_create_info.pInputAssemblyState = &input_assembly; pipeline_create_info.pRasterizationState = &raster; pipeline_create_info.pColorBlendState = &blend; pipeline_create_info.pMultisampleState = &multisample; pipeline_create_info.pViewportState = &viewport; pipeline_create_info.pDepthStencilState = &depth_stencil; pipeline_create_info.pDynamicState = &dynamic; VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &sample_pipeline)); } void @SAMPLE_NAME@::build_command_buffers() { VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info(); // Clear color and depth values. VkClearValue clear_values[2]; clear_values[0].color = {{0.0f, 0.0f, 0.0f, 0.0f}}; clear_values[1].depthStencil = {0.0f, 0}; // Begin the render pass. VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info(); render_pass_begin_info.renderPass = render_pass; render_pass_begin_info.renderArea.offset.x = 0; render_pass_begin_info.renderArea.offset.y = 0; 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) { auto cmd = draw_cmd_buffers[i]; // Begin command buffer. vkBeginCommandBuffer(cmd, &command_buffer_begin_info); // Set framebuffer for this command buffer. render_pass_begin_info.framebuffer = framebuffers[i]; // We will add draw commands in the same command buffer. vkCmdBeginRenderPass(cmd, &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE); // Bind the graphics pipeline. vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, sample_pipeline); // Set viewport dynamically VkViewport viewport = vkb::initializers::viewport(static_cast(width), static_cast(height), 0.0f, 1.0f); vkCmdSetViewport(cmd, 0, 1, &viewport); // Set scissor dynamically VkRect2D scissor = vkb::initializers::rect2D(width, height, 0, 0); vkCmdSetScissor(cmd, 0, 1, &scissor); // Draw three vertices with one instance. vkCmdDraw(cmd, 3, 1, 0, 0); // Draw user interface. draw_ui(draw_cmd_buffers[i]); // Complete render pass. vkCmdEndRenderPass(cmd); // Complete the command buffer. VK_CHECK(vkEndCommandBuffer(cmd)); } } void @SAMPLE_NAME@::render(float delta_time) { if (!prepared) { return; } ApiVulkanSample::prepare_frame(); submit_info.commandBufferCount = 1; submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer]; VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE)); ApiVulkanSample::submit_frame(); } std::unique_ptr create_@SAMPLE_NAME_FILE@() { return std::make_unique<@SAMPLE_NAME@>(); }