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Vulkan-Samples/samples/api/hpp_compute_nbody/hpp_compute_nbody.h
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2025-09-04 10:54:47 +08:00

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/* Copyright (c) 2022-2024, NVIDIA CORPORATION. All rights reserved.
*
* 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.
*/
/*
* Compute shader N-body simulation using two passes and shared compute shader memory, using vulkan.hpp
*/
#pragma once
#include <hpp_api_vulkan_sample.h>
#if defined(__ANDROID__)
// Lower particle count on Android for performance reasons
# define PARTICLES_PER_ATTRACTOR 3 * 1024
#else
# define PARTICLES_PER_ATTRACTOR 4 * 1024
#endif
class HPPComputeNBody : public HPPApiVulkanSample
{
public:
HPPComputeNBody();
~HPPComputeNBody();
private:
// Resources for the compute part of the example
struct ComputeUBO
{ // Compute shader uniform block object
float delta_time; // Frame delta time
int32_t particle_count;
};
struct Compute
{
vk::CommandBuffer command_buffer; // Command buffer storing the dispatch commands and barriers
vk::CommandPool command_pool; // Use a separate command pool (queue family may differ from the one used for graphics)
vk::DescriptorSet descriptor_set; // Compute shader bindings
vk::DescriptorSetLayout descriptor_set_layout; // Compute shader binding layout
vk::Pipeline pipeline_calculate; // Compute pipeline for N-Body velocity calculation (1st pass)
vk::Pipeline pipeline_integrate; // Compute pipeline for euler integration (2nd pass)
vk::PipelineLayout pipeline_layout; // Layout of the compute pipeline
vk::Queue queue; // Separate queue for compute commands (queue family may differ from the one used for graphics)
uint32_t queue_family_index = ~0;
vk::Semaphore semaphore; // Execution dependency between compute & graphic submission
uint32_t shared_data_size = 1024;
std::unique_ptr<vkb::core::BufferCpp> storage_buffer; // (Shader) storage buffer object containing the particles
ComputeUBO ubo;
std::unique_ptr<vkb::core::BufferCpp> uniform_buffer; // Uniform buffer object containing particle system parameters
uint32_t work_group_size = 128;
void destroy(vk::Device device)
{
storage_buffer.reset();
uniform_buffer.reset();
device.destroyPipeline(pipeline_calculate);
device.destroyPipeline(pipeline_integrate);
device.destroyPipelineLayout(pipeline_layout);
// no need to free the descriptor_set, as it's implicitly free'd with the descriptor_pool
device.destroyDescriptorSetLayout(descriptor_set_layout);
device.destroySemaphore(semaphore);
device.freeCommandBuffers(command_pool, command_buffer);
device.destroyCommandPool(command_pool);
}
};
// Resources for the graphics part of the example
struct GraphicsUBO
{
glm::mat4 projection;
glm::mat4 view;
glm::vec2 screenDim;
};
struct Graphics
{
vk::DescriptorSet descriptor_set; // Particle system rendering shader bindings
vk::DescriptorSetLayout descriptor_set_layout; // Particle system rendering shader binding layout
vk::Pipeline pipeline; // Particle rendering pipeline
vk::PipelineLayout pipeline_layout; // Layout of the graphics pipeline
uint32_t queue_family_index = ~0;
vk::Semaphore semaphore; // Execution dependency between compute & graphic submission
GraphicsUBO ubo;
std::unique_ptr<vkb::core::BufferCpp> uniform_buffer; // Contains scene matrices
void destroy(vk::Device device)
{
uniform_buffer.reset();
device.destroyPipeline(pipeline);
device.destroyPipelineLayout(pipeline_layout);
// no need to free the descriptor_set, as it's implicitly free'd with the descriptor_pool
device.destroyDescriptorSetLayout(descriptor_set_layout);
device.destroySemaphore(semaphore);
}
};
// SSBO particle declaration
struct Particle
{
glm::vec4 pos; // xyz = position, w = mass
glm::vec4 vel; // xyz = velocity, w = gradient texture position
};
struct Textures
{
HPPTexture gradient;
HPPTexture particle;
void destroy(vk::Device device)
{
device.destroySampler(particle.sampler);
device.destroySampler(gradient.sampler);
}
};
private:
// from vkb::Application
bool prepare(const vkb::ApplicationOptions &options) override;
bool resize(const uint32_t width, const uint32_t height) override;
// from vkb::VulkanSample
void request_gpu_features(vkb::core::HPPPhysicalDevice &gpu) override;
// from HPPApiVulkanSample
void build_command_buffers() override;
void render(float delta_time) override;
void build_compute_command_buffer();
void build_compute_transfer_command_buffer(vk::CommandBuffer command_buffer) const;
void build_copy_command_buffer(vk::CommandBuffer command_buffer, vk::Buffer staging_buffer, vk::DeviceSize buffer_size) const;
vk::DescriptorSetLayout create_compute_descriptor_set_layout();
vk::Pipeline create_compute_pipeline(vk::PipelineShaderStageCreateInfo const &stage);
vk::DescriptorPool create_descriptor_pool();
vk::DescriptorSetLayout create_graphics_descriptor_set_layout();
vk::Pipeline create_graphics_pipeline();
void draw();
void initializeCamera();
void load_assets();
void prepare_compute();
void prepare_compute_storage_buffers();
void prepare_graphics();
void update_compute_descriptor_set();
void update_compute_uniform_buffers(float delta_time);
void update_graphics_descriptor_set();
void update_graphics_uniform_buffers();
private:
Compute compute;
Graphics graphics;
Textures textures;
};
std::unique_ptr<vkb::Application> create_hpp_compute_nbody();