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Vulkan-Samples/samples/extensions/vertex_dynamic_state/vertex_dynamic_state.cpp
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2025-09-04 10:54:47 +08:00

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/* Copyright (c) 2022-2025, Mobica Limited
*
* 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 "vertex_dynamic_state.h"
VertexDynamicState::VertexDynamicState()
{
title = "Vertex Dynamic State";
add_instance_extension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
add_device_extension(VK_EXT_VERTEX_INPUT_DYNAMIC_STATE_EXTENSION_NAME);
}
VertexDynamicState::~VertexDynamicState()
{
if (has_device())
{
vkDestroySampler(get_device().get_handle(), textures.envmap.sampler, VK_NULL_HANDLE);
textures = {};
skybox.reset();
object.reset();
ubo.reset();
vkDestroyPipeline(get_device().get_handle(), model_pipeline, VK_NULL_HANDLE);
vkDestroyPipeline(get_device().get_handle(), skybox_pipeline, VK_NULL_HANDLE);
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, VK_NULL_HANDLE);
vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, VK_NULL_HANDLE);
vkDestroyDescriptorPool(get_device().get_handle(), descriptor_pool, VK_NULL_HANDLE);
}
}
/**
* @fn bool VertexDynamicState::prepare(const vkb::ApplicationOptions &options)
* @brief Configuring all sample specific settings, creating descriptor sets/pool, pipelines, generating or loading models etc.
*/
bool VertexDynamicState::prepare(const vkb::ApplicationOptions &options)
{
if (!ApiVulkanSample::prepare(options))
{
return false;
}
camera.type = vkb::CameraType::LookAt;
camera.set_position({0.f, 1.0f, -6.0f});
camera.set_rotation({0.f, 0.f, 0.f});
camera.set_perspective(60.f, static_cast<float>(width) / static_cast<float>(height), 256.f, 0.1f);
load_assets();
prepare_uniform_buffers();
model_data_creation();
create_descriptor_pool();
setup_descriptor_set_layout();
create_descriptor_sets();
create_pipeline();
build_command_buffers();
prepared = true;
return true;
}
/**
* @fn void VertexDynamicState::load_assets()
* @brief Loading extra models, textures from assets
*/
void VertexDynamicState::load_assets()
{
/* Models */
skybox = load_model("scenes/cube.gltf");
object = load_model("scenes/cube.gltf");
/* Load HDR cube map */
textures.envmap = load_texture_cubemap("textures/uffizi_rgba16f_cube.ktx", vkb::sg::Image::Color);
}
/**
* @fn void VertexDynamicState::draw()
* @brief Preparing frame and submitting it to the present queue
*/
void VertexDynamicState::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();
}
/**
* @fn void VertexDynamicState::render(float delta_time)
* @brief Drawing frames and/or updating uniform buffers when camera position/rotation was changed
*/
void VertexDynamicState::render(float delta_time)
{
if (!prepared)
{
return;
}
draw();
if (camera.updated)
{
update_uniform_buffers();
}
}
/**
* @fn void VertexDynamicState::prepare_uniform_buffers()
* @brief Preparing uniform buffer (setting bits) and updating UB data
*/
void VertexDynamicState::prepare_uniform_buffers()
{
ubo = std::make_unique<vkb::core::BufferC>(get_device(), sizeof(ubo_vs), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU);
update_uniform_buffers();
}
/**
* @fn void VertexDynamicState::update_uniform_buffers()
* @brief Updating data from application to GPU uniform buffer
*/
void VertexDynamicState::update_uniform_buffers()
{
ubo_vs.projection = camera.matrices.perspective;
ubo_vs.modelview = camera.matrices.view * glm::mat4(1.f);
ubo_vs.inverse_modelview = glm::inverse(camera.matrices.view);
ubo_vs.skybox_modelview = camera.matrices.view;
ubo->convert_and_update(ubo_vs);
}
/**
* @fn void VertexDynamicState::create_pipeline()
* @brief Creating graphical pipeline
* @details Preparing pipeline structures:
* - VkPipelineInputAssemblyStateCreateInfo
* - VkPipelineRasterizationStateCreateInfo
* - VkPipelineColorBlendAttachmentState
* - VkPipelineColorBlendStateCreateInfo
* - VkPipelineDepthStencilStateCreateInfo
* - VkPipelineViewportStateCreateInfo
* - VkPipelineMultisampleStateCreateInfo
* - VkPipelineDynamicStateCreateInfo
* - VkPipelineShaderStageCreateInfo
* - VkPipelineRenderingCreateInfoKHR
* - VkGraphicsPipelineCreateInfo
*
* @note Specific settings that were used to implement Vertex Input Dynamic State extension in this sample:
* - In VkPipelineDynamicStateCreateInfo use "VK_DYNAMIC_STATE_VERTEX_INPUT_EXT" enumeration in config vector.
* - In VkGraphicsPipelineCreateInfo "pVertexInputState" element is not require to declare (when using vertex input dynamic state)
*
*/
void VertexDynamicState::create_pipeline()
{
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_COUNTER_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blend_attachment_state =
vkb::initializers::pipeline_color_blend_attachment_state(
0xf,
VK_FALSE);
const auto color_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);
color_blend_state.attachmentCount = 1;
color_blend_state.pAttachments = &color_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_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,
VK_DYNAMIC_STATE_VERTEX_INPUT_EXT};
VkPipelineDynamicStateCreateInfo dynamic_state =
vkb::initializers::pipeline_dynamic_state_create_info(
dynamic_state_enables.data(),
static_cast<uint32_t>(dynamic_state_enables.size()),
0);
std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages{};
shader_stages[0] = load_shader("vertex_dynamic_state", "gbuffer.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shader_stages[1] = load_shader("vertex_dynamic_state", "gbuffer.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
/* Create graphics pipeline for dynamic rendering */
VkFormat color_rendering_format = get_render_context().get_format();
/* Provide information for dynamic rendering */
VkPipelineRenderingCreateInfoKHR pipeline_create{VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR};
pipeline_create.pNext = VK_NULL_HANDLE;
pipeline_create.colorAttachmentCount = 1;
pipeline_create.pColorAttachmentFormats = &color_rendering_format;
pipeline_create.depthAttachmentFormat = depth_format;
pipeline_create.stencilAttachmentFormat = depth_format;
/* Initialize vertex input binding and attributes structures */
vertex_bindings_description_ext[0] = vkb::initializers::vertex_input_binding_description2ext(
0,
sizeof(Vertex),
VK_VERTEX_INPUT_RATE_VERTEX,
1);
vertex_attribute_description_ext[0] = vkb::initializers::vertex_input_attribute_description2ext(
0,
0,
VK_FORMAT_R32G32B32_SFLOAT,
offsetof(Vertex, pos));
vertex_attribute_description_ext[1] = vkb::initializers::vertex_input_attribute_description2ext(
0,
1,
VK_FORMAT_R32G32B32_SFLOAT,
offsetof(Vertex, normal));
/* Use the pNext to point to the rendering create struct */
VkGraphicsPipelineCreateInfo graphics_create{VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO};
graphics_create.pNext = VK_NULL_HANDLE;
graphics_create.renderPass = VK_NULL_HANDLE;
graphics_create.pInputAssemblyState = &input_assembly_state;
graphics_create.pRasterizationState = &rasterization_state;
graphics_create.pColorBlendState = &color_blend_state;
graphics_create.pMultisampleState = &multisample_state;
graphics_create.pViewportState = &viewport_state;
graphics_create.pDepthStencilState = &depth_stencil_state;
graphics_create.pDynamicState = &dynamic_state;
graphics_create.pVertexInputState = VK_NULL_HANDLE;
graphics_create.stageCount = static_cast<uint32_t>(shader_stages.size());
graphics_create.pStages = shader_stages.data();
graphics_create.layout = pipeline_layout;
/* Skybox pipeline (background cube) */
VkSpecializationInfo specialization_info;
std::array<VkSpecializationMapEntry, 1> specialization_map_entries{};
specialization_map_entries[0] = vkb::initializers::specialization_map_entry(0, 0, sizeof(uint32_t));
uint32_t shadertype = 0;
specialization_info = vkb::initializers::specialization_info(1, specialization_map_entries.data(), sizeof(shadertype), &shadertype);
shader_stages[0].pSpecializationInfo = &specialization_info;
shader_stages[1].pSpecializationInfo = &specialization_info;
graphics_create.pNext = VK_NULL_HANDLE;
graphics_create.renderPass = render_pass;
vkCreateGraphicsPipelines(get_device().get_handle(), VK_NULL_HANDLE, 1, &graphics_create, VK_NULL_HANDLE, &skybox_pipeline);
/* Object rendering pipeline */
shadertype = 1;
/* Enable depth test and write */
depth_stencil_state.depthWriteEnable = VK_TRUE;
depth_stencil_state.depthTestEnable = VK_TRUE;
/* Flip cull mode */
rasterization_state.cullMode = VK_CULL_MODE_FRONT_BIT;
vkCreateGraphicsPipelines(get_device().get_handle(), VK_NULL_HANDLE, 1, &graphics_create, VK_NULL_HANDLE, &model_pipeline);
}
/**
* @fn void VertexDynamicState::build_command_buffers()
* @brief Creating command buffers and drawing particular elements on window.
* @details Drawing object list:
* - Skybox - cube that have background texture attached (easy way to generate background to scene).
* - Object - cube that was placed in the middle with some reflection shader effect.
* - Created model - cube that was created on runtime.
* - UI - some statistic tab
*
* @note In case of Vertex Input Dynamic State feature sample need to create model in runtime because of requirement to have different data structure.
* By default function "load_model" from framework is parsing data from .gltf files and build it every time in declared structure (see Vertex structure in framework files).
* Before drawing different models (in case of vertex input data structure) "change_vertex_input_data" fuction is called for dynamically change Vertex Input data.
*/
void VertexDynamicState::build_command_buffers()
{
std::array<VkClearValue, 2> clear_values{};
clear_values[0].color = {{0.0f, 0.0f, 0.0f, 0.0f}};
clear_values[1].depthStencil = {0.0f, 0};
int i = -1;
for (auto &draw_cmd_buffer : draw_cmd_buffers)
{
i++;
auto command_begin = vkb::initializers::command_buffer_begin_info();
VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffer, &command_begin));
VkImageSubresourceRange range{};
range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
range.baseMipLevel = 0;
range.levelCount = VK_REMAINING_MIP_LEVELS;
range.baseArrayLayer = 0;
range.layerCount = VK_REMAINING_ARRAY_LAYERS;
VkImageSubresourceRange depth_range{range};
depth_range.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
render_pass_begin_info.renderPass = render_pass;
render_pass_begin_info.framebuffer = framebuffers[i];
render_pass_begin_info.renderArea.extent.width = width;
render_pass_begin_info.renderArea.extent.height = height;
render_pass_begin_info.clearValueCount = static_cast<uint32_t>(clear_values.size());
render_pass_begin_info.pClearValues = clear_values.data();
vkCmdBeginRenderPass(draw_cmd_buffer, &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vkb::initializers::viewport(static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f);
vkCmdSetViewport(draw_cmd_buffer, 0, 1, &viewport);
VkRect2D scissor = vkb::initializers::rect2D(static_cast<int>(width), static_cast<int>(height), 0, 0);
vkCmdSetScissor(draw_cmd_buffer, 0, 1, &scissor);
/* One descriptor set is used, and the draw type is toggled by a specialization constant */
vkCmdBindDescriptorSets(draw_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 0, nullptr);
/* skybox */
/* First set of vertex input dynamic data (Vertex structure) */
vertex_bindings_description_ext[0].stride = sizeof(Vertex);
vertex_attribute_description_ext[1].offset = offsetof(Vertex, normal);
vkCmdSetVertexInputEXT(draw_cmd_buffer,
static_cast<uint32_t>(vertex_bindings_description_ext.size()),
vertex_bindings_description_ext.data(),
static_cast<uint32_t>(vertex_attribute_description_ext.size()),
vertex_attribute_description_ext.data());
vkCmdBindPipeline(draw_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, skybox_pipeline);
draw_model(skybox, draw_cmd_buffer);
/* object */
vkCmdBindPipeline(draw_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, model_pipeline);
draw_model(object, draw_cmd_buffer);
/* Second set of vertex input dynamic data (SampleVertex structure) */
vertex_bindings_description_ext[0].stride = sizeof(SampleVertex);
vertex_attribute_description_ext[1].offset = offsetof(SampleVertex, normal);
vkCmdSetVertexInputEXT(draw_cmd_buffer,
static_cast<uint32_t>(vertex_bindings_description_ext.size()),
vertex_bindings_description_ext.data(),
static_cast<uint32_t>(vertex_attribute_description_ext.size()),
vertex_attribute_description_ext.data());
draw_created_model(draw_cmd_buffer);
/* UI */
draw_ui(draw_cmd_buffer);
vkCmdEndRenderPass(draw_cmd_buffer);
VK_CHECK(vkEndCommandBuffer(draw_cmd_buffer));
}
}
/**
* @fn void VertexDynamicState::create_descriptor_pool()
* @brief Creating descriptor pool with size adjusted to use uniform buffer and image sampler
*/
void VertexDynamicState::create_descriptor_pool()
{
std::vector<VkDescriptorPoolSize> pool_sizes = {
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)};
uint32_t num_descriptor_sets = 4;
VkDescriptorPoolCreateInfo descriptor_pool_create_info =
vkb::initializers::descriptor_pool_create_info(static_cast<uint32_t>(pool_sizes.size()), pool_sizes.data(), num_descriptor_sets);
VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
}
/**
* @fn void VertexDynamicState::setup_descriptor_set_layout()
* @brief Creating layout for descriptor sets
*/
void VertexDynamicState::setup_descriptor_set_layout()
{
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings = {
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
};
VkDescriptorSetLayoutCreateInfo descriptor_layout_create_info =
vkb::initializers::descriptor_set_layout_create_info(set_layout_bindings.data(), static_cast<uint32_t>(set_layout_bindings.size()));
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));
}
/**
* @fn void VertexDynamicState::create_descriptor_sets()
* @brief Creating both descriptor set:
* 1. Uniform buffer
* 2. Image sampler
*/
void VertexDynamicState::create_descriptor_sets()
{
VkDescriptorSetAllocateInfo alloc_info =
vkb::initializers::descriptor_set_allocate_info(
descriptor_pool,
&descriptor_set_layout,
1);
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_set));
VkDescriptorBufferInfo matrix_buffer_descriptor = create_descriptor(*ubo);
VkDescriptorImageInfo environment_image_descriptor = create_descriptor(textures.envmap);
std::vector<VkWriteDescriptorSet> write_descriptor_sets = {
vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &matrix_buffer_descriptor),
vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &environment_image_descriptor),
};
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, nullptr);
}
void VertexDynamicState::request_gpu_features(vkb::PhysicalDevice &gpu)
{
/* Enable extension features required by this sample
These are passed to device creation via a pNext structure chain */
REQUEST_REQUIRED_FEATURE(gpu,
VkPhysicalDeviceVertexInputDynamicStateFeaturesEXT,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VERTEX_INPUT_DYNAMIC_STATE_FEATURES_EXT,
vertexInputDynamicState);
if (gpu.get_features().samplerAnisotropy)
{
gpu.get_mutable_requested_features().samplerAnisotropy = true;
}
}
/**
* @fn void VertexDynamicState::draw_created_model(VkCommandBuffer commandBuffer)
* @brief Drawing created model using indexing buffer
*/
void VertexDynamicState::draw_created_model(VkCommandBuffer commandBuffer)
{
VkDeviceSize offsets[1] = {0};
vkCmdBindVertexBuffers(commandBuffer, 0, 1, cube.vertices->get(), offsets);
vkCmdBindIndexBuffer(commandBuffer, cube.indices->get_handle(), 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(commandBuffer, cube.index_count, 1, 0, 0, 0);
}
/**
* @fn void VertexDynamicState::model_data_creation()
* @brief Generate vertex input data for simple cube (position and normal vectors)
*/
void VertexDynamicState::model_data_creation()
{
constexpr uint32_t vertex_count = 8;
std::array<SampleVertex, vertex_count> vertices;
vertices[0].pos = {0.0f, 0.0f, 0.0f};
vertices[1].pos = {1.0f, 0.0f, 0.0f};
vertices[2].pos = {1.0f, 1.0f, 0.0f};
vertices[3].pos = {0.0f, 1.0f, 0.0f};
vertices[4].pos = {0.0f, 0.0f, 1.0f};
vertices[5].pos = {1.0f, 0.0f, 1.0f};
vertices[6].pos = {1.0f, 1.0f, 1.0f};
vertices[7].pos = {0.0f, 1.0f, 1.0f};
/* Normalized normal vectors for each face of cube */
glm::vec3 Xp = {1.0, 0.0, 0.0};
glm::vec3 Xm = {-1.0, 0.0, 0.0};
glm::vec3 Yp = {0.0, 1.0, 0.0};
glm::vec3 Ym = {0.0, -1.0, 0.0};
glm::vec3 Zp = {0.0, 0.0, 1.0};
glm::vec3 Zm = {0.0, 0.0, -1.0};
/* Normalized normal vectors for each vertex (created by sum of corresponding faces) */
vertices[0].normal = glm::normalize(Xm + Ym + Zm);
vertices[1].normal = glm::normalize(Xp + Ym + Zm);
vertices[2].normal = glm::normalize(Xp + Yp + Zm);
vertices[3].normal = glm::normalize(Xm + Yp + Zm);
vertices[4].normal = glm::normalize(Xm + Ym + Zp);
vertices[5].normal = glm::normalize(Xp + Ym + Zp);
vertices[6].normal = glm::normalize(Xp + Yp + Zp);
vertices[7].normal = glm::normalize(Xm + Yp + Zp);
/* Scaling and position transform */
for (uint8_t i = 0; i < vertex_count; i++)
{
vertices[i].pos *= glm::vec3(10.0f, 10.0f, 10.0f);
vertices[i].pos -= glm::vec3(5.0f, 20.0f, 5.0f);
}
constexpr uint32_t index_count = 36;
uint32_t vertex_buffer_size = vertex_count * sizeof(SampleVertex);
uint32_t index_buffer_size = index_count * sizeof(uint32_t);
cube.index_count = index_count;
/* Array with vertices indexes for corresponding triangles */
std::array<uint32_t, index_count> indices{0, 4, 3,
4, 7, 3,
0, 3, 2,
0, 2, 1,
1, 2, 6,
6, 5, 1,
5, 6, 7,
7, 4, 5,
0, 1, 5,
5, 4, 0,
3, 7, 6,
6, 2, 3};
vkb::core::BufferC vertex_staging = vkb::core::BufferC::create_staging_buffer(get_device(), vertices);
vkb::core::BufferC index_staging = vkb::core::BufferC::create_staging_buffer(get_device(), indices);
cube.vertices = std::make_unique<vkb::core::BufferC>(get_device(),
vertex_buffer_size,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VMA_MEMORY_USAGE_GPU_ONLY);
cube.indices = std::make_unique<vkb::core::BufferC>(get_device(),
index_buffer_size,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VMA_MEMORY_USAGE_GPU_ONLY);
/* Copy from staging buffers */
VkCommandBuffer copy_command = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkBufferCopy copy_region = {};
copy_region.size = vertex_buffer_size;
vkCmdCopyBuffer(
copy_command,
vertex_staging.get_handle(),
cube.vertices->get_handle(),
1,
&copy_region);
copy_region.size = index_buffer_size;
vkCmdCopyBuffer(
copy_command,
index_staging.get_handle(),
cube.indices->get_handle(),
1,
&copy_region);
get_device().flush_command_buffer(copy_command, queue, true);
}
std::unique_ptr<vkb::VulkanSampleC> create_vertex_dynamic_state()
{
return std::make_unique<VertexDynamicState>();
}