/* Copyright (c) 2023-2025, 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. */ #pragma once #include "core/command_buffer.h" #include "rendering/render_pipeline.h" #include "rendering/subpasses/forward_subpass.h" #include "scene_graph/components/camera.h" #include "vulkan_sample.h" struct alignas(16) ShadowUniform { glm::mat4 shadowmap_projection_matrix; // Projection matrix used to render shadowmap }; /** * @brief Multithreading with Render Passes * This sample shows performance improvement when using multithreading with * multiple render passes and primary level command buffers. */ class MultithreadingRenderPasses : public vkb::VulkanSampleC { public: enum class MultithreadingMode { None = 0, PrimaryCommandBuffers = 1, SecondaryCommandBuffers = 2, }; MultithreadingRenderPasses(); virtual ~MultithreadingRenderPasses() = default; virtual void request_gpu_features(vkb::PhysicalDevice &gpu) override; virtual bool prepare(const vkb::ApplicationOptions &options) override; virtual void update(float delta_time) override; void draw_gui() override; /** * @brief This subpass is responsible for rendering a shadowmap */ class ShadowSubpass : public vkb::GeometrySubpass { public: ShadowSubpass(vkb::RenderContext &render_context, vkb::ShaderSource &&vertex_source, vkb::ShaderSource &&fragment_source, vkb::sg::Scene &scene, vkb::sg::Camera &camera); protected: virtual void prepare_pipeline_state(vkb::core::CommandBufferC &command_buffer, VkFrontFace front_face, bool double_sided_material) override; virtual vkb::PipelineLayout &prepare_pipeline_layout(vkb::core::CommandBufferC &command_buffer, const std::vector &shader_modules) override; virtual void prepare_push_constants(vkb::core::CommandBufferC &command_buffer, vkb::sg::SubMesh &sub_mesh) override; }; /** * @brief This subpass is responsible for rendering a Scene * It implements a custom draw function which passes shadowmap and light matrix */ class MainSubpass : public vkb::ForwardSubpass { public: MainSubpass(vkb::RenderContext &render_context, vkb::ShaderSource &&vertex_source, vkb::ShaderSource &&fragment_source, vkb::sg::Scene &scene, vkb::sg::Camera &camera, vkb::sg::Camera &shadowmap_camera, std::vector> &shadow_render_targets); virtual void prepare() override; virtual void draw(vkb::core::CommandBufferC &command_buffer) override; private: std::unique_ptr shadowmap_sampler{}; vkb::sg::Camera &shadowmap_camera; std::vector> &shadow_render_targets; }; private: virtual void prepare_render_context() override; std::unique_ptr create_shadow_render_target(uint32_t size); /** * @return Shadow render pass which should run first */ std::unique_ptr create_shadow_renderpass(); /** * @return Main render pass which should run second */ std::unique_ptr create_main_renderpass(); const uint32_t SHADOWMAP_RESOLUTION{1024}; std::vector> shadow_render_targets; /** * @brief Pipeline for shadowmap rendering */ std::unique_ptr shadow_render_pipeline{}; /** * @brief Pipeline which uses shadowmap */ std::unique_ptr main_render_pipeline{}; /** * @brief Subpass for shadowmap rendering */ ShadowSubpass *shadow_subpass{}; /** * @brief Camera for shadowmap rendering (view from the light source) */ vkb::sg::Camera *shadowmap_camera{}; /** * @brief Main camera for scene rendering */ vkb::sg::Camera *camera{}; uint32_t swapchain_attachment_index{0}; uint32_t depth_attachment_index{1}; uint32_t shadowmap_attachment_index{0}; int multithreading_mode{0}; /** * @brief Record drawing commands using the chosen strategy * @param main_command_buffer Already allocated command buffer for the main pass * @return Single or multiple recorded command buffers */ std::vector> record_command_buffers(std::shared_ptr main_command_buffer); void record_separate_primary_command_buffers(std::vector> &command_buffers, std::shared_ptr main_command_buffer); void record_separate_secondary_command_buffers(std::vector> &command_buffers, std::shared_ptr main_command_buffer); void record_main_pass_image_memory_barriers(vkb::core::CommandBufferC &command_buffer); void record_shadow_pass_image_memory_barrier(vkb::core::CommandBufferC &command_buffer); void record_present_image_memory_barrier(vkb::core::CommandBufferC &command_buffer); void draw_shadow_pass(vkb::core::CommandBufferC &command_buffer); void draw_main_pass(vkb::core::CommandBufferC &command_buffer); }; std::unique_ptr create_multithreading_render_passes();