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

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/* Copyright (c) 2019-2025, 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 "layout_transitions.h"
#include "core/device.h"
#include "core/pipeline_layout.h"
#include "core/shader_module.h"
#include "filesystem/legacy.h"
#include "gltf_loader.h"
#include "gui.h"
#include "rendering/subpasses/forward_subpass.h"
#include "rendering/subpasses/lighting_subpass.h"
#include "scene_graph/components/material.h"
#include "scene_graph/components/pbr_material.h"
#include "stats/stats.h"
LayoutTransitions::LayoutTransitions()
{
auto &config = get_configuration();
config.insert<vkb::IntSetting>(0, reinterpret_cast<int &>(layout_transition_type), LayoutTransitionType::UNDEFINED);
config.insert<vkb::IntSetting>(1, reinterpret_cast<int &>(layout_transition_type), LayoutTransitionType::LAST_LAYOUT);
#if defined(PLATFORM__MACOS) && TARGET_OS_IOS && TARGET_OS_SIMULATOR
// On iOS Simulator use layer setting to disable MoltenVK's Metal argument buffers - otherwise blank display
add_instance_extension(VK_EXT_LAYER_SETTINGS_EXTENSION_NAME, /*optional*/ true);
VkLayerSettingEXT layerSetting;
layerSetting.pLayerName = "MoltenVK";
layerSetting.pSettingName = "MVK_CONFIG_USE_METAL_ARGUMENT_BUFFERS";
layerSetting.type = VK_LAYER_SETTING_TYPE_INT32_EXT;
layerSetting.valueCount = 1;
// Make this static so layer setting reference remains valid after leaving constructor scope
static const int32_t useMetalArgumentBuffers = 0;
layerSetting.pValues = &useMetalArgumentBuffers;
add_layer_setting(layerSetting);
#endif
}
bool LayoutTransitions::prepare(const vkb::ApplicationOptions &options)
{
if (!VulkanSample::prepare(options))
{
return false;
}
load_scene("scenes/sponza/Sponza01.gltf");
auto &camera_node = vkb::add_free_camera(get_scene(), "main_camera", get_render_context().get_surface_extent());
camera = &camera_node.get_component<vkb::sg::Camera>();
auto geometry_vs = vkb::ShaderSource{"deferred/geometry.vert.spv"};
auto geometry_fs = vkb::ShaderSource{"deferred/geometry.frag.spv"};
std::unique_ptr<vkb::rendering::SubpassC> gbuffer_pass =
std::make_unique<vkb::GeometrySubpass>(get_render_context(), std::move(geometry_vs), std::move(geometry_fs), get_scene(), *camera);
gbuffer_pass->set_output_attachments({1, 2, 3});
gbuffer_pipeline.add_subpass(std::move(gbuffer_pass));
gbuffer_pipeline.set_load_store(vkb::gbuffer::get_clear_store_all());
auto lighting_vs = vkb::ShaderSource{"deferred/lighting.vert.spv"};
auto lighting_fs = vkb::ShaderSource{"deferred/lighting.frag.spv"};
std::unique_ptr<vkb::rendering::SubpassC> lighting_subpass =
std::make_unique<vkb::LightingSubpass>(get_render_context(), std::move(lighting_vs), std::move(lighting_fs), *camera, get_scene());
lighting_subpass->set_input_attachments({1, 2, 3});
lighting_pipeline.add_subpass(std::move(lighting_subpass));
lighting_pipeline.set_load_store(vkb::gbuffer::get_load_all_store_swapchain());
get_stats().request_stats({vkb::StatIndex::gpu_killed_tiles,
vkb::StatIndex::gpu_ext_write_bytes});
create_gui(*window, &get_stats());
return true;
}
void LayoutTransitions::prepare_render_context()
{
get_render_context().prepare(1, [this](vkb::core::Image &&swapchain_image) { return create_render_target(std::move(swapchain_image)); });
}
std::unique_ptr<vkb::RenderTarget> LayoutTransitions::create_render_target(vkb::core::Image &&swapchain_image)
{
auto &device = swapchain_image.get_device();
auto &extent = swapchain_image.get_extent();
vkb::core::Image depth_image{device,
extent,
vkb::get_suitable_depth_format(swapchain_image.get_device().get_gpu().get_handle()),
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT,
VMA_MEMORY_USAGE_GPU_ONLY};
vkb::core::Image albedo_image{device,
extent,
VK_FORMAT_R8G8B8A8_UNORM,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT,
VMA_MEMORY_USAGE_GPU_ONLY};
vkb::core::Image normal_image{device,
extent,
VK_FORMAT_A2B10G10R10_UNORM_PACK32,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT,
VMA_MEMORY_USAGE_GPU_ONLY};
std::vector<vkb::core::Image> images;
// Attachment 0
images.push_back(std::move(swapchain_image));
// Attachment 1
images.push_back(std::move(depth_image));
// Attachment 2
images.push_back(std::move(albedo_image));
// Attachment 3
images.push_back(std::move(normal_image));
return std::make_unique<vkb::RenderTarget>(std::move(images));
}
VkImageLayout LayoutTransitions::pick_old_layout(VkImageLayout last_layout)
{
return (layout_transition_type == LayoutTransitionType::UNDEFINED) ?
VK_IMAGE_LAYOUT_UNDEFINED :
last_layout;
}
void LayoutTransitions::draw(vkb::core::CommandBufferC &command_buffer, vkb::RenderTarget &render_target)
{
// POI
//
// The old_layout for each memory barrier is picked based on the sample's setting.
// We either use the last valid layout for the image or UNDEFINED.
//
// Both approaches are functionally correct, as we are clearing the images anyway,
// but using the last valid layout can give the driver more optimization opportunities.
//
auto &views = render_target.get_views();
assert(1 < views.size());
{
// Image 0 is the swapchain
vkb::ImageMemoryBarrier memory_barrier{};
memory_barrier.old_layout = pick_old_layout(VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
memory_barrier.new_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
memory_barrier.src_access_mask = 0;
memory_barrier.dst_access_mask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
command_buffer.image_memory_barrier(views[0], memory_barrier);
// Skip 1 as it is handled later as a depth-stencil attachment
for (size_t i = 2; i < views.size(); ++i)
{
memory_barrier.old_layout = pick_old_layout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
command_buffer.image_memory_barrier(views[i], memory_barrier);
}
}
{
vkb::ImageMemoryBarrier memory_barrier{};
memory_barrier.old_layout = pick_old_layout(VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL);
memory_barrier.new_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
memory_barrier.src_access_mask = 0;
memory_barrier.dst_access_mask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
command_buffer.image_memory_barrier(views[1], memory_barrier);
}
auto &extent = render_target.get_extent();
VkViewport viewport{};
viewport.width = static_cast<float>(extent.width);
viewport.height = static_cast<float>(extent.height);
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
command_buffer.set_viewport(0, {viewport});
VkRect2D scissor{};
scissor.extent = extent;
command_buffer.set_scissor(0, {scissor});
gbuffer_pipeline.draw(command_buffer, get_render_context().get_active_frame().get_render_target());
command_buffer.end_render_pass();
// Memory barriers needed
for (size_t i = 1; i < render_target.get_views().size(); ++i)
{
auto &view = render_target.get_views()[i];
vkb::ImageMemoryBarrier barrier;
if (i == 1)
{
barrier.old_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
barrier.new_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
barrier.src_stage_mask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
barrier.src_access_mask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
}
else
{
barrier.old_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier.new_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
barrier.src_access_mask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
}
barrier.dst_stage_mask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
barrier.dst_access_mask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
command_buffer.image_memory_barrier(view, barrier);
}
lighting_pipeline.draw(command_buffer, get_render_context().get_active_frame().get_render_target());
if (has_gui())
{
get_gui().draw(command_buffer);
}
command_buffer.end_render_pass();
{
vkb::ImageMemoryBarrier memory_barrier{};
memory_barrier.old_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
memory_barrier.new_layout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
memory_barrier.src_access_mask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
command_buffer.image_memory_barrier(views[0], memory_barrier);
}
}
void LayoutTransitions::draw_gui()
{
get_gui().show_options_window(
/* body = */ [this]() {
ImGui::Text("Transition images from:");
ImGui::RadioButton("Undefined layout", reinterpret_cast<int *>(&layout_transition_type), LayoutTransitionType::UNDEFINED);
ImGui::SameLine();
ImGui::RadioButton("Current layout", reinterpret_cast<int *>(&layout_transition_type), LayoutTransitionType::LAST_LAYOUT);
ImGui::SameLine();
},
/* lines = */ 2);
}
std::unique_ptr<vkb::VulkanSampleC> create_layout_transitions()
{
return std::make_unique<LayoutTransitions>();
}