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2025-09-04 10:54:47 +08:00

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/* 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<VkDynamicState, 2> 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<VkPipelineShaderStageCreateInfo, 2> 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<float>(width), static_cast<float>(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<vkb::VulkanSampleC> create_@SAMPLE_NAME_FILE@()
{
return std::make_unique<@SAMPLE_NAME@>();
}