442 lines
19 KiB
C++
442 lines
19 KiB
C++
/* Copyright (c) 2021-2025, 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 "buffer_device_address.h"
|
|
|
|
BufferDeviceAddress::BufferDeviceAddress()
|
|
{
|
|
title = "Buffer device address";
|
|
|
|
// Need to enable buffer device address extension.
|
|
add_instance_extension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
|
add_device_extension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
|
|
|
|
// Provides support for VkAllocateMemoryFlagsInfo. Otherwise, core in Vulkan 1.1.
|
|
add_device_extension(VK_KHR_DEVICE_GROUP_EXTENSION_NAME);
|
|
// Required by VK_KHR_device_group.
|
|
add_instance_extension(VK_KHR_DEVICE_GROUP_CREATION_EXTENSION_NAME);
|
|
}
|
|
|
|
BufferDeviceAddress::~BufferDeviceAddress()
|
|
{
|
|
if (has_device())
|
|
{
|
|
VkDevice vk_device = get_device().get_handle();
|
|
vkDestroyPipelineLayout(vk_device, pipelines.compute_pipeline_layout, nullptr);
|
|
vkDestroyPipelineLayout(vk_device, pipelines.graphics_pipeline_layout, nullptr);
|
|
vkDestroyPipeline(vk_device, pipelines.bindless_vbo_pipeline, nullptr);
|
|
vkDestroyPipeline(vk_device, pipelines.compute_update_pipeline, nullptr);
|
|
|
|
for (auto &buffer : test_buffers)
|
|
{
|
|
vkDestroyBuffer(vk_device, buffer.buffer, nullptr);
|
|
vkFreeMemory(vk_device, buffer.memory, nullptr);
|
|
}
|
|
vkDestroyBuffer(vk_device, pointer_buffer.buffer, nullptr);
|
|
vkFreeMemory(vk_device, pointer_buffer.memory, nullptr);
|
|
}
|
|
}
|
|
|
|
void BufferDeviceAddress::build_command_buffers()
|
|
{
|
|
}
|
|
|
|
void BufferDeviceAddress::on_update_ui_overlay(vkb::Drawer &)
|
|
{
|
|
}
|
|
|
|
bool BufferDeviceAddress::prepare(const vkb::ApplicationOptions &options)
|
|
{
|
|
if (!ApiVulkanSample::prepare(options))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
create_vbo_buffers();
|
|
index_buffer = create_index_buffer();
|
|
create_pipelines();
|
|
|
|
prepared = true;
|
|
return true;
|
|
}
|
|
|
|
struct PushCompute
|
|
{
|
|
// This type is 8 bytes, and maps to a buffer_reference in Vulkan GLSL.
|
|
VkDeviceAddress table;
|
|
float fract_time;
|
|
};
|
|
|
|
struct PushVertex
|
|
{
|
|
glm::mat4 view_projection;
|
|
VkDeviceAddress table;
|
|
};
|
|
|
|
VkPipelineLayout BufferDeviceAddress::create_pipeline_layout(bool graphics)
|
|
{
|
|
// For simplicity, we avoid any use of descriptor sets here.
|
|
// We can just push a single pointer instead, which references all the buffers we need to work with.
|
|
VkPipelineLayout layout{};
|
|
|
|
VkPipelineLayoutCreateInfo layout_create_info = vkb::initializers::pipeline_layout_create_info(nullptr, 0);
|
|
|
|
const std::vector<VkPushConstantRange> ranges = {
|
|
vkb::initializers::push_constant_range(graphics ? VK_SHADER_STAGE_VERTEX_BIT : VK_SHADER_STAGE_COMPUTE_BIT,
|
|
graphics ? sizeof(PushVertex) : sizeof(PushCompute), 0),
|
|
};
|
|
layout_create_info.pushConstantRangeCount = static_cast<uint32_t>(ranges.size());
|
|
layout_create_info.pPushConstantRanges = ranges.data();
|
|
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &layout_create_info, nullptr, &layout));
|
|
return layout;
|
|
}
|
|
|
|
void BufferDeviceAddress::create_compute_pipeline()
|
|
{
|
|
pipelines.compute_pipeline_layout = create_pipeline_layout(false);
|
|
VkComputePipelineCreateInfo info = vkb::initializers::compute_pipeline_create_info(pipelines.compute_pipeline_layout);
|
|
info.stage = load_shader("buffer_device_address/update_vbo.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
|
|
VK_CHECK(vkCreateComputePipelines(get_device().get_handle(), VK_NULL_HANDLE, 1, &info, nullptr, &pipelines.compute_update_pipeline));
|
|
}
|
|
|
|
void BufferDeviceAddress::create_graphics_pipeline()
|
|
{
|
|
pipelines.graphics_pipeline_layout = create_pipeline_layout(true);
|
|
VkGraphicsPipelineCreateInfo info = vkb::initializers::pipeline_create_info(pipelines.graphics_pipeline_layout, render_pass);
|
|
|
|
// No VBOs, everything is fetched from buffer device addresses.
|
|
VkPipelineVertexInputStateCreateInfo vertex_input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
|
|
|
|
// Going to render a simple quad mesh here with index buffer strip and primitive restart,
|
|
// otherwise nothing interesting here.
|
|
VkPipelineInputAssemblyStateCreateInfo input_assembly_state =
|
|
vkb::initializers::pipeline_input_assembly_state_create_info(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 0, VK_TRUE);
|
|
|
|
VkPipelineRasterizationStateCreateInfo rasterization_state =
|
|
vkb::initializers::pipeline_rasterization_state_create_info(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, 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);
|
|
VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
|
|
vkb::initializers::pipeline_depth_stencil_state_create_info(VK_FALSE, VK_FALSE, 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<VkDynamicState> dynamic_state_enables = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
|
|
VkPipelineDynamicStateCreateInfo dynamic_state =
|
|
vkb::initializers::pipeline_dynamic_state_create_info(dynamic_state_enables);
|
|
|
|
info.pVertexInputState = &vertex_input_state;
|
|
info.pInputAssemblyState = &input_assembly_state;
|
|
info.pRasterizationState = &rasterization_state;
|
|
info.pColorBlendState = &color_blend_state;
|
|
info.pDepthStencilState = &depth_stencil_state;
|
|
info.pViewportState = &viewport_state;
|
|
info.pMultisampleState = &multisample_state;
|
|
info.pDynamicState = &dynamic_state;
|
|
|
|
VkPipelineShaderStageCreateInfo stages[2];
|
|
info.pStages = stages;
|
|
info.stageCount = 2;
|
|
|
|
stages[0] = load_shader("buffer_device_address/render.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
stages[1] = load_shader("buffer_device_address/render.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), VK_NULL_HANDLE, 1, &info, nullptr, &pipelines.bindless_vbo_pipeline));
|
|
}
|
|
|
|
void BufferDeviceAddress::create_pipelines()
|
|
{
|
|
create_compute_pipeline();
|
|
create_graphics_pipeline();
|
|
}
|
|
|
|
// A straight forward way of creating a "tessellated" quad mesh.
|
|
// Choose a low resolution per mesh so it's more visible in the vertex shader what is happening.
|
|
static constexpr unsigned mesh_width = 16;
|
|
static constexpr unsigned mesh_height = 16;
|
|
static constexpr unsigned mesh_strips = mesh_height - 1;
|
|
static constexpr unsigned mesh_indices_per_strip = 2 * mesh_width;
|
|
static constexpr unsigned mesh_num_indices = mesh_strips * (mesh_indices_per_strip + 1); // Add one index to handle primitive restart.
|
|
|
|
std::unique_ptr<vkb::core::BufferC> BufferDeviceAddress::create_index_buffer()
|
|
{
|
|
constexpr size_t size = mesh_num_indices * sizeof(uint16_t);
|
|
|
|
// Build a simple subdivided quad mesh. We can tweak the vertices later in compute to create a simple cloth-y/wave-like effect.
|
|
|
|
auto index_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
|
|
size,
|
|
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
|
VMA_MEMORY_USAGE_GPU_ONLY);
|
|
|
|
auto staging_buffer = vkb::core::BufferC::create_staging_buffer(get_device(), size, nullptr);
|
|
auto *buffer = reinterpret_cast<uint16_t *>(staging_buffer.map());
|
|
for (unsigned strip = 0; strip < mesh_strips; strip++)
|
|
{
|
|
for (unsigned x = 0; x < mesh_width; x++)
|
|
{
|
|
*buffer++ = strip * mesh_width + x;
|
|
*buffer++ = (strip + 1) * mesh_width + x;
|
|
}
|
|
*buffer++ = 0xffff;
|
|
}
|
|
staging_buffer.flush();
|
|
staging_buffer.unmap();
|
|
|
|
auto cmd = get_device().get_command_pool().request_command_buffer();
|
|
cmd->begin(VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT);
|
|
cmd->copy_buffer(staging_buffer, *index_buffer, size);
|
|
|
|
vkb::BufferMemoryBarrier memory_barrier;
|
|
memory_barrier.src_access_mask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
|
memory_barrier.dst_access_mask = VK_ACCESS_INDEX_READ_BIT;
|
|
memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_TRANSFER_BIT;
|
|
memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
|
|
cmd->buffer_memory_barrier(*index_buffer, 0, VK_WHOLE_SIZE, memory_barrier);
|
|
cmd->end();
|
|
|
|
// Not very optimal, but it's the simplest solution.
|
|
auto const &graphicsQueue = get_device().get_queue_by_flags(VK_QUEUE_GRAPHICS_BIT, 0);
|
|
graphicsQueue.submit(*cmd, VK_NULL_HANDLE);
|
|
graphicsQueue.wait_idle();
|
|
return index_buffer;
|
|
}
|
|
|
|
void BufferDeviceAddress::create_vbo_buffers()
|
|
{
|
|
test_buffers.resize(64);
|
|
for (auto &buffer : test_buffers)
|
|
{
|
|
buffer = create_vbo_buffer();
|
|
}
|
|
|
|
pointer_buffer = create_pointer_buffer();
|
|
}
|
|
|
|
BufferDeviceAddress::TestBuffer BufferDeviceAddress::create_vbo_buffer()
|
|
{
|
|
TestBuffer buffer;
|
|
|
|
// Here we represent each "meshlet" as its own buffer to demonstrate maximum allocation flexibility.
|
|
VkDevice device = get_device().get_handle();
|
|
constexpr size_t mesh_size = mesh_width * mesh_height * sizeof(glm::vec2);
|
|
|
|
// To be able to query the buffer device address, we must use the SHADER_DEVICE_ADDRESS_BIT usage flag.
|
|
// STORAGE_BUFFER is also required.
|
|
VkBufferCreateInfo create_info = vkb::initializers::buffer_create_info(
|
|
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_KHR, mesh_size);
|
|
|
|
VK_CHECK(vkCreateBuffer(device, &create_info, nullptr, &buffer.buffer));
|
|
|
|
VkMemoryAllocateInfo memory_allocation_info = vkb::initializers::memory_allocate_info();
|
|
VkMemoryRequirements memory_requirements;
|
|
vkGetBufferMemoryRequirements(device, buffer.buffer, &memory_requirements);
|
|
|
|
// Another change is that the memory we allocate must be marked as buffer device address capable.
|
|
VkMemoryAllocateFlagsInfoKHR flags_info{VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_FLAGS_INFO_KHR};
|
|
flags_info.flags = VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT_KHR;
|
|
memory_allocation_info.pNext = &flags_info;
|
|
|
|
memory_allocation_info.allocationSize = memory_requirements.size;
|
|
memory_allocation_info.memoryTypeIndex = get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
|
|
VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocation_info, nullptr, &buffer.memory));
|
|
VK_CHECK(vkBindBufferMemory(get_device().get_handle(), buffer.buffer, buffer.memory, 0));
|
|
|
|
// Once we've bound the buffer, we query the buffer device address.
|
|
// We can now place this address (or any offset of said address) into a buffer and access data as a raw pointer in shaders.
|
|
VkBufferDeviceAddressInfoKHR address_info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO_KHR};
|
|
address_info.buffer = buffer.buffer;
|
|
buffer.gpu_address = vkGetBufferDeviceAddressKHR(device, &address_info);
|
|
|
|
// The buffer content will be computed at runtime, so don't upload anything.
|
|
|
|
return buffer;
|
|
}
|
|
|
|
BufferDeviceAddress::TestBuffer BufferDeviceAddress::create_pointer_buffer()
|
|
{
|
|
// Just like create_vbo_buffer(), we create a buffer which holds other pointers.
|
|
TestBuffer buffer;
|
|
|
|
VkDevice device = get_device().get_handle();
|
|
size_t buffer_size = test_buffers.size() * sizeof(VkDeviceAddress);
|
|
|
|
// We use TRANSFER_DST since we will upload to the buffer later.
|
|
VkBufferCreateInfo create_info = vkb::initializers::buffer_create_info(
|
|
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_KHR, buffer_size);
|
|
VK_CHECK(vkCreateBuffer(device, &create_info, nullptr, &buffer.buffer));
|
|
|
|
VkMemoryAllocateInfo memory_allocation_info = vkb::initializers::memory_allocate_info();
|
|
VkMemoryAllocateFlagsInfoKHR flags_info{VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_FLAGS_INFO_KHR};
|
|
VkMemoryRequirements memory_requirements;
|
|
vkGetBufferMemoryRequirements(device, buffer.buffer, &memory_requirements);
|
|
|
|
flags_info.flags = VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT_KHR;
|
|
memory_allocation_info.pNext = &flags_info;
|
|
|
|
memory_allocation_info.allocationSize = memory_requirements.size;
|
|
memory_allocation_info.memoryTypeIndex = get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
|
|
VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocation_info, nullptr, &buffer.memory));
|
|
VK_CHECK(vkBindBufferMemory(get_device().get_handle(), buffer.buffer, buffer.memory, 0));
|
|
|
|
VkBufferDeviceAddressInfoKHR address_info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO_KHR};
|
|
address_info.buffer = buffer.buffer;
|
|
buffer.gpu_address = vkGetBufferDeviceAddressKHR(device, &address_info);
|
|
|
|
return buffer;
|
|
}
|
|
|
|
void BufferDeviceAddress::update_pointer_buffer(VkCommandBuffer cmd)
|
|
{
|
|
// Wait with updating the pointer buffer until previous frame's vertex shading is complete.
|
|
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
|
|
VK_PIPELINE_STAGE_TRANSFER_BIT, 0,
|
|
0, nullptr, 0, nullptr, 0, nullptr);
|
|
|
|
std::vector<VkDeviceAddress> pointers;
|
|
pointers.reserve(test_buffers.size());
|
|
for (auto &test_buffer : test_buffers)
|
|
{
|
|
pointers.push_back(test_buffer.gpu_address);
|
|
}
|
|
// Simple approach. A proxy for a compute shader which culls meshlets.
|
|
vkCmdUpdateBuffer(cmd, pointer_buffer.buffer, 0, test_buffers.size() * sizeof(VkDeviceAddress), pointers.data());
|
|
|
|
VkMemoryBarrier global_memory_barrier = vkb::initializers::memory_barrier();
|
|
global_memory_barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
|
global_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
|
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT,
|
|
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT, 0,
|
|
1, &global_memory_barrier, 0, nullptr, 0, nullptr);
|
|
}
|
|
|
|
void BufferDeviceAddress::update_meshlets(VkCommandBuffer cmd)
|
|
{
|
|
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, pipelines.compute_update_pipeline);
|
|
|
|
PushCompute push_compute{};
|
|
|
|
// Here we push a pointer to a buffer, which holds pointers to all the VBO "meshlets".
|
|
push_compute.table = pointer_buffer.gpu_address;
|
|
|
|
// So we can create a wave-like animation.
|
|
push_compute.fract_time = accumulated_time;
|
|
|
|
vkCmdPushConstants(cmd, pipelines.compute_pipeline_layout, VK_SHADER_STAGE_COMPUTE_BIT,
|
|
0, sizeof(push_compute), &push_compute);
|
|
|
|
// Write-after-read hazard is implicitly handled by the earlier pointer buffer update where
|
|
// we did VERTEX -> TRANSFER -> COMPUTE chain of barriers.
|
|
|
|
// Update all meshlets.
|
|
vkCmdDispatch(cmd, mesh_width / 8, mesh_height / 8, static_cast<uint32_t>(test_buffers.size()));
|
|
|
|
VkMemoryBarrier global_memory_barrier = vkb::initializers::memory_barrier();
|
|
global_memory_barrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
|
|
global_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
|
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
|
|
0, 1, &global_memory_barrier, 0, nullptr, 0, nullptr);
|
|
}
|
|
|
|
void BufferDeviceAddress::render(float delta_time)
|
|
{
|
|
ApiVulkanSample::prepare_frame();
|
|
|
|
VK_CHECK(vkWaitForFences(get_device().get_handle(), 1, &wait_fences[current_buffer], VK_TRUE, UINT64_MAX));
|
|
VK_CHECK(vkResetFences(get_device().get_handle(), 1, &wait_fences[current_buffer]));
|
|
|
|
VkViewport viewport = {0.0f, 0.0f, static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f};
|
|
VkRect2D scissor = {{0, 0}, {width, height}};
|
|
|
|
recreate_current_command_buffer();
|
|
auto cmd = draw_cmd_buffers[current_buffer];
|
|
auto begin_info = vkb::initializers::command_buffer_begin_info();
|
|
begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
|
vkBeginCommandBuffer(cmd, &begin_info);
|
|
|
|
// First thing is to update the pointer buffer.
|
|
// We could use a compute shader here if we're doing
|
|
// GPU-driven rendering for example.
|
|
update_pointer_buffer(cmd);
|
|
|
|
// Arbitrary value between 0 and 1 to create some animation.
|
|
accumulated_time += 0.2f * delta_time;
|
|
accumulated_time = glm::fract(accumulated_time);
|
|
|
|
// Update VBOs through buffer_device_address.
|
|
update_meshlets(cmd);
|
|
|
|
VkRenderPassBeginInfo render_pass_begin = vkb::initializers::render_pass_begin_info();
|
|
render_pass_begin.renderPass = render_pass;
|
|
render_pass_begin.renderArea.extent.width = width;
|
|
render_pass_begin.renderArea.extent.height = height;
|
|
render_pass_begin.clearValueCount = 2;
|
|
VkClearValue clears[2] = {};
|
|
clears[0].color.float32[0] = 0.033f;
|
|
clears[0].color.float32[1] = 0.073f;
|
|
clears[0].color.float32[2] = 0.133f;
|
|
render_pass_begin.pClearValues = clears;
|
|
render_pass_begin.framebuffer = framebuffers[current_buffer];
|
|
|
|
vkCmdBeginRenderPass(cmd, &render_pass_begin, VK_SUBPASS_CONTENTS_INLINE);
|
|
|
|
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.bindless_vbo_pipeline);
|
|
vkCmdSetViewport(cmd, 0, 1, &viewport);
|
|
vkCmdSetScissor(cmd, 0, 1, &scissor);
|
|
|
|
PushVertex push_vertex{};
|
|
|
|
// Create an ad-hoc perspective matrix.
|
|
push_vertex.view_projection =
|
|
glm::perspective(0.5f * glm::pi<float>(), static_cast<float>(width) / static_cast<float>(height), 1.0f, 100.0f) *
|
|
glm::lookAt(glm::vec3(0.0f, 0.0f, 5.0f), glm::vec3(0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
|
|
|
|
// Push pointer to array of meshlets.
|
|
// Every instance renders its own meshlet.
|
|
push_vertex.table = pointer_buffer.gpu_address;
|
|
vkCmdPushConstants(cmd, pipelines.graphics_pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(push_vertex), &push_vertex);
|
|
|
|
vkCmdBindIndexBuffer(cmd, index_buffer->get_handle(), 0, VK_INDEX_TYPE_UINT16);
|
|
vkCmdDrawIndexed(cmd, mesh_num_indices, static_cast<uint32_t>(test_buffers.size()), 0, 0, 0);
|
|
|
|
draw_ui(cmd);
|
|
|
|
vkCmdEndRenderPass(cmd);
|
|
|
|
VK_CHECK(vkEndCommandBuffer(cmd));
|
|
submit_info.commandBufferCount = 1;
|
|
submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];
|
|
VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, wait_fences[current_buffer]));
|
|
ApiVulkanSample::submit_frame();
|
|
}
|
|
|
|
void BufferDeviceAddress::request_gpu_features(vkb::PhysicalDevice &gpu)
|
|
{
|
|
// Need to enable the bufferDeviceAddress feature.
|
|
REQUEST_REQUIRED_FEATURE(gpu,
|
|
VkPhysicalDeviceBufferDeviceAddressFeaturesKHR,
|
|
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES_KHR,
|
|
bufferDeviceAddress);
|
|
}
|
|
|
|
std::unique_ptr<vkb::VulkanSampleC> create_buffer_device_address()
|
|
{
|
|
return std::make_unique<BufferDeviceAddress>();
|
|
}
|