/* Copyright (c) 2019-2025, 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. */ /* * Push descriptors * * Note: Requires a device that supports the VK_KHR_push_descriptor extension * * Push descriptors apply the push constants concept to descriptor sets. So instead of creating * per-model descriptor sets (along with a pool for each descriptor type) for rendering multiple objects, * this example uses push descriptors to pass descriptor sets for per-model textures and matrices * at command buffer creation time. */ #include "push_descriptors.h" #include "core/buffer.h" #include "scene_graph/components/sub_mesh.h" PushDescriptors::PushDescriptors() { title = "Push descriptors"; // Enable extension required for push descriptors add_instance_extension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME); add_device_extension(VK_KHR_PUSH_DESCRIPTOR_EXTENSION_NAME); } PushDescriptors::~PushDescriptors() { if (has_device()) { vkDestroyPipeline(get_device().get_handle(), pipeline, nullptr); vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr); vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, nullptr); for (auto &cube : cubes) { cube.uniform_buffer.reset(); cube.texture.image.reset(); vkDestroySampler(get_device().get_handle(), cube.texture.sampler, nullptr); } uniform_buffers.scene.reset(); } } void PushDescriptors::request_gpu_features(vkb::PhysicalDevice &gpu) { // Enable anisotropic filtering if supported if (gpu.get_features().samplerAnisotropy) { gpu.get_mutable_requested_features().samplerAnisotropy = VK_TRUE; } } void PushDescriptors::build_command_buffers() { VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info(); VkClearValue clear_values[2]; clear_values[0].color = default_clear_color; clear_values[1].depthStencil = {0.0f, 0}; 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) { render_pass_begin_info.framebuffer = framebuffers[i]; VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffers[i], &command_buffer_begin_info)); vkCmdBeginRenderPass(draw_cmd_buffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE); vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); VkViewport viewport = vkb::initializers::viewport(static_cast(width), static_cast(height), 0.0f, 1.0f); vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport); VkRect2D scissor = vkb::initializers::rect2D(width, height, 0, 0); vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor); const auto &vertex_buffer = models.cube->vertex_buffers.at("vertex_buffer"); auto &index_buffer = models.cube->index_buffer; VkDeviceSize offsets[1] = {0}; vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, vertex_buffer.get(), offsets); vkCmdBindIndexBuffer(draw_cmd_buffers[i], index_buffer->get_handle(), 0, models.cube->index_type); // Render two cubes using different descriptor sets using push descriptors for (auto &cube : cubes) { // Instead of preparing the descriptor sets up-front, using push descriptors we can set (push) them inside of a command buffer // This allows a more dynamic approach without the need to create descriptor sets for each model // Note: dstSet for each descriptor set write is left at zero as this is ignored when using push descriptors std::array write_descriptor_sets{}; // Scene matrices VkDescriptorBufferInfo scene_buffer_descriptor = create_descriptor(*uniform_buffers.scene); write_descriptor_sets[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; write_descriptor_sets[0].dstSet = 0; write_descriptor_sets[0].dstBinding = 0; write_descriptor_sets[0].descriptorCount = 1; write_descriptor_sets[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; write_descriptor_sets[0].pBufferInfo = &scene_buffer_descriptor; // Model matrices VkDescriptorBufferInfo cube_buffer_descriptor = create_descriptor(*cube.uniform_buffer); write_descriptor_sets[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; write_descriptor_sets[1].dstSet = 0; write_descriptor_sets[1].dstBinding = 1; write_descriptor_sets[1].descriptorCount = 1; write_descriptor_sets[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; write_descriptor_sets[1].pBufferInfo = &cube_buffer_descriptor; // Texture VkDescriptorImageInfo image_descriptor = create_descriptor(cube.texture); write_descriptor_sets[2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; write_descriptor_sets[2].dstSet = 0; write_descriptor_sets[2].dstBinding = 2; write_descriptor_sets[2].descriptorCount = 1; write_descriptor_sets[2].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; write_descriptor_sets[2].pImageInfo = &image_descriptor; vkCmdPushDescriptorSetKHR(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 3, write_descriptor_sets.data()); draw_model(models.cube, draw_cmd_buffers[i]); } draw_ui(draw_cmd_buffers[i]); vkCmdEndRenderPass(draw_cmd_buffers[i]); VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i])); } } void PushDescriptors::load_assets() { models.cube = load_model("scenes/textured_unit_cube.gltf"); cubes[0].texture = load_texture("textures/crate01_color_height_rgba.ktx", vkb::sg::Image::Color); cubes[1].texture = load_texture("textures/crate02_color_height_rgba.ktx", vkb::sg::Image::Color); } void PushDescriptors::setup_descriptor_set_layout() { std::vector set_layout_bindings = { vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 1), vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2), }; VkDescriptorSetLayoutCreateInfo descriptor_layout_create_info{}; descriptor_layout_create_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; // Setting this flag tells the descriptor set layouts that no actual descriptor sets are allocated but instead pushed at command buffer creation time descriptor_layout_create_info.flags = VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR; descriptor_layout_create_info.bindingCount = static_cast(set_layout_bindings.size()); descriptor_layout_create_info.pBindings = set_layout_bindings.data(); VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout_create_info, nullptr, &descriptor_set_layout)); VkPipelineLayoutCreateInfo pipeline_layout_create_info = vkb::initializers::pipeline_layout_create_info(&descriptor_set_layout, 1); VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout)); } void PushDescriptors::prepare_pipelines() { VkPipelineInputAssemblyStateCreateInfo input_assembly_state = vkb::initializers::pipeline_input_assembly_state_create_info(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterization_state = vkb::initializers::pipeline_rasterization_state_create_info(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0); VkPipelineColorBlendAttachmentState blend_attachment_state = vkb::initializers::pipeline_color_blend_attachment_state(0xf, VK_FALSE); VkPipelineColorBlendStateCreateInfo color_blend_state = vkb::initializers::pipeline_color_blend_state_create_info(1, &blend_attachment_state); // Note: Using reversed depth-buffer for increased precision, so Greater depth values are kept VkPipelineDepthStencilStateCreateInfo depth_stencil_state = vkb::initializers::pipeline_depth_stencil_state_create_info(VK_TRUE, VK_TRUE, VK_COMPARE_OP_GREATER); VkPipelineViewportStateCreateInfo viewport_state = vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0); VkPipelineMultisampleStateCreateInfo multisample_state = vkb::initializers::pipeline_multisample_state_create_info(VK_SAMPLE_COUNT_1_BIT, 0); std::vector dynamic_state_enables = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR}; VkPipelineDynamicStateCreateInfo dynamic_state = vkb::initializers::pipeline_dynamic_state_create_info(dynamic_state_enables); // Vertex bindings and attributes const std::vector vertex_input_bindings = { vkb::initializers::vertex_input_binding_description(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX), }; const std::vector vertex_input_attributes = { vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal vkb::initializers::vertex_input_attribute_description(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: UV }; VkPipelineVertexInputStateCreateInfo vertex_input_state = vkb::initializers::pipeline_vertex_input_state_create_info(); vertex_input_state.vertexBindingDescriptionCount = static_cast(vertex_input_bindings.size()); vertex_input_state.pVertexBindingDescriptions = vertex_input_bindings.data(); vertex_input_state.vertexAttributeDescriptionCount = static_cast(vertex_input_attributes.size()); vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data(); VkGraphicsPipelineCreateInfo pipeline_create_info = vkb::initializers::pipeline_create_info(pipeline_layout, render_pass, 0); pipeline_create_info.pVertexInputState = &vertex_input_state; pipeline_create_info.pInputAssemblyState = &input_assembly_state; pipeline_create_info.pRasterizationState = &rasterization_state; pipeline_create_info.pColorBlendState = &color_blend_state; pipeline_create_info.pMultisampleState = &multisample_state; pipeline_create_info.pViewportState = &viewport_state; pipeline_create_info.pDepthStencilState = &depth_stencil_state; pipeline_create_info.pDynamicState = &dynamic_state; const std::array shader_stages = { load_shader("push_descriptors", "cube.vert.spv", VK_SHADER_STAGE_VERTEX_BIT), load_shader("push_descriptors", "cube.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)}; pipeline_create_info.stageCount = static_cast(shader_stages.size()); pipeline_create_info.pStages = shader_stages.data(); VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipeline)); } void PushDescriptors::prepare_uniform_buffers() { // Vertex shader scene uniform buffer block uniform_buffers.scene = std::make_unique(get_device(), sizeof(UboScene), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU); // Vertex shader cube model uniform buffer blocks for (auto &cube : cubes) { cube.uniform_buffer = std::make_unique(get_device(), sizeof(glm::mat4), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU); } update_uniform_buffers(); update_cube_uniform_buffers(0.0f); } void PushDescriptors::update_uniform_buffers() { ubo_scene.projection = camera.matrices.perspective; ubo_scene.view = camera.matrices.view; uniform_buffers.scene->convert_and_update(ubo_scene); } void PushDescriptors::update_cube_uniform_buffers(float delta_time) { cubes[0].model_mat = glm::translate(glm::mat4(1.0f), glm::vec3(-2.0f, 0.0f, 0.0f)); cubes[1].model_mat = glm::translate(glm::mat4(1.0f), glm::vec3(1.5f, 0.5f, 0.0f)); for (auto &cube : cubes) { cube.model_mat = glm::rotate(cube.model_mat, glm::radians(cube.rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)); cube.model_mat = glm::rotate(cube.model_mat, glm::radians(cube.rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)); cube.model_mat = glm::rotate(cube.model_mat, glm::radians(cube.rotation.z), glm::vec3(0.0f, 0.0f, 1.0f)); cube.uniform_buffer->convert_and_update(cube.model_mat); } if (animate) { cubes[0].rotation.x += 2.5f * delta_time; if (cubes[0].rotation.x > 360.0f) { cubes[0].rotation.x -= 360.0f; } cubes[1].rotation.y += 2.0f * delta_time; if (cubes[1].rotation.x > 360.0f) { cubes[1].rotation.x -= 360.0f; } } } void PushDescriptors::draw() { 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(); } bool PushDescriptors::prepare(const vkb::ApplicationOptions &options) { if (!ApiVulkanSample::prepare(options)) { return false; } /* Extension specific functions */ // The push descriptor update function is part of an extension so it has to be manually loaded vkCmdPushDescriptorSetKHR = reinterpret_cast(vkGetDeviceProcAddr(get_device().get_handle(), "vkCmdPushDescriptorSetKHR")); if (!vkCmdPushDescriptorSetKHR) { throw std::runtime_error("Could not get a valid function pointer for vkCmdPushDescriptorSetKHR"); } // Get device push descriptor properties (to display them) PFN_vkGetPhysicalDeviceProperties2KHR vkGetPhysicalDeviceProperties2KHR = reinterpret_cast(vkGetInstanceProcAddr(get_instance().get_handle(), "vkGetPhysicalDeviceProperties2KHR")); if (!vkGetPhysicalDeviceProperties2KHR) { throw std::runtime_error("Could not get a valid function pointer for vkGetPhysicalDeviceProperties2KHR"); } VkPhysicalDeviceProperties2KHR device_properties{}; push_descriptor_properties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PUSH_DESCRIPTOR_PROPERTIES_KHR; device_properties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2_KHR; device_properties.pNext = &push_descriptor_properties; vkGetPhysicalDeviceProperties2KHR(get_device().get_gpu().get_handle(), &device_properties); /* End of extension specific functions */ // Note: Using reversed depth-buffer for increased precision, so Znear and Zfar are flipped camera.type = vkb::CameraType::LookAt; camera.set_perspective(60.0f, static_cast(width) / height, 512.0f, 0.1f); camera.set_rotation(glm::vec3(0.0f, 0.0f, 0.0f)); camera.set_translation(glm::vec3(0.0f, 0.0f, -5.0f)); load_assets(); prepare_uniform_buffers(); setup_descriptor_set_layout(); prepare_pipelines(); build_command_buffers(); prepared = true; return true; } void PushDescriptors::render(float delta_time) { if (!prepared) { return; } draw(); if (animate) { update_cube_uniform_buffers(delta_time); } if (camera.updated) { update_uniform_buffers(); } } void PushDescriptors::on_update_ui_overlay(vkb::Drawer &drawer) { if (drawer.header("Settings")) { drawer.checkbox("Animate", &animate); } if (drawer.header("Device properties")) { drawer.text("maxPushDescriptors: %d", push_descriptor_properties.maxPushDescriptors); } } std::unique_ptr create_push_descriptors() { return std::make_unique(); }