190 lines
7.6 KiB
C++
190 lines
7.6 KiB
C++
/* Copyright (c) 2024-2025, NVIDIA CORPORATION. All rights reserved.
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/*
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* Basic example for VK_EXT_mesh_shader, using Vulkan-Hpp.
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* There is only a mesh shader and a fragment shader. The mesh shader creates the vertices for a single triangle.
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*/
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#include "hpp_mesh_shading.h"
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HPPMeshShading::HPPMeshShading()
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{
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title = "Mesh shading";
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// VK_EXT_mesh_shader depends on VK_KHR_spirv_1_4, which in turn depends on Vulkan 1.1 and VK_KHR_shader_float_controls
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set_api_version(VK_API_VERSION_1_1);
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add_device_extension(VK_EXT_MESH_SHADER_EXTENSION_NAME);
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add_device_extension(VK_KHR_SHADER_FLOAT_CONTROLS_EXTENSION_NAME);
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add_device_extension(VK_KHR_SPIRV_1_4_EXTENSION_NAME);
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}
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HPPMeshShading::~HPPMeshShading()
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{
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if (has_device() && get_device().get_handle())
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{
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vk::Device const &device = get_device().get_handle();
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device.destroyPipeline(pipeline);
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device.destroyPipelineLayout(pipeline_layout);
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device.destroyDescriptorSetLayout(descriptor_set_layout);
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}
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}
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bool HPPMeshShading::prepare(const vkb::ApplicationOptions &options)
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{
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assert(!prepared);
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if (HPPApiVulkanSample::prepare(options))
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{
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vk::Device device = get_device().get_handle();
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descriptor_pool = device.createDescriptorPool({.maxSets = 2});
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descriptor_set_layout = device.createDescriptorSetLayout({});
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descriptor_set =
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device.allocateDescriptorSets({.descriptorPool = descriptor_pool, .descriptorSetCount = 1, .pSetLayouts = &descriptor_set_layout}).front();
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// Create a blank pipeline layout.
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// We are not binding any resources to the pipeline in this first sample.
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pipeline_layout = device.createPipelineLayout({.setLayoutCount = 1, .pSetLayouts = &descriptor_set_layout});
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pipeline = create_pipeline();
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build_command_buffers();
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prepared = true;
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}
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return prepared;
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}
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void HPPMeshShading::request_gpu_features(vkb::core::HPPPhysicalDevice &gpu)
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{
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// Enable extension features required by this sample
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// These are passed to device creation via a pNext structure chain
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HPP_REQUEST_REQUIRED_FEATURE(gpu, vk::PhysicalDeviceMeshShaderFeaturesEXT, meshShader);
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}
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/*
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Command buffer generation
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*/
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void HPPMeshShading::build_command_buffers()
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{
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vk::CommandBufferBeginInfo command_buffer_begin_info;
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std::array<vk::ClearValue, 2> clear_values = {{default_clear_color, vk::ClearDepthStencilValue{0.0f, 0}}};
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vk::RenderPassBeginInfo render_pass_begin_info{.renderPass = render_pass,
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.renderArea = {{0, 0}, extent},
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.clearValueCount = static_cast<uint32_t>(clear_values.size()),
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.pClearValues = clear_values.data()};
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for (size_t i = 0; i < draw_cmd_buffers.size(); ++i)
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{
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render_pass_begin_info.framebuffer = framebuffers[i];
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vk::CommandBuffer command_buffer = draw_cmd_buffers[i];
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command_buffer.begin(command_buffer_begin_info);
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command_buffer.beginRenderPass(render_pass_begin_info, vk::SubpassContents::eInline);
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command_buffer.setViewport(0, {{0.0f, 0.0f, static_cast<float>(extent.width), static_cast<float>(extent.height), 0.0f, 1.0f}});
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command_buffer.setScissor(0, {{{0, 0}, extent}});
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command_buffer.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipeline_layout, 0, descriptor_set, {});
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command_buffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline);
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// Mesh shaders need the vkCmdDrawMeshTasksExt
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command_buffer.drawMeshTasksEXT(1, 1, 1);
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draw_ui(command_buffer);
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command_buffer.endRenderPass();
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command_buffer.end();
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}
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}
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void HPPMeshShading::render(float delta_time)
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{
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if (prepared)
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{
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draw();
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}
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}
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vk::Pipeline HPPMeshShading::create_pipeline()
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{
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// Load our SPIR-V shaders.
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std::vector<vk::PipelineShaderStageCreateInfo> shader_stages = {load_shader("mesh_shading", "ms.mesh.spv", vk::ShaderStageFlagBits::eMeshEXT),
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load_shader("mesh_shading", "ps.frag.spv", vk::ShaderStageFlagBits::eFragment)};
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// We will have one viewport and scissor box.
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vk::PipelineViewportStateCreateInfo viewport_state{.viewportCount = 1, .scissorCount = 1};
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vk::PipelineRasterizationStateCreateInfo rasterization_state{
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.polygonMode = vk::PolygonMode::eFill, .cullMode = vk::CullModeFlagBits::eNone, .frontFace = vk::FrontFace::eCounterClockwise, .lineWidth = 1.0f};
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// No multisampling.
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vk::PipelineMultisampleStateCreateInfo multisample_state{.rasterizationSamples = vk::SampleCountFlagBits::e1};
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vk::PipelineDepthStencilStateCreateInfo depth_stencil_state{
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.depthTestEnable = false, .depthWriteEnable = true, .depthCompareOp = vk::CompareOp::eGreater, .back = {.compareOp = vk::CompareOp::eGreater}};
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vk::PipelineColorBlendAttachmentState blend_attachment_state{.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG |
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vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA};
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vk::PipelineColorBlendStateCreateInfo color_blend_state{.attachmentCount = 1, .pAttachments = &blend_attachment_state};
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// Specify that these states will be dynamic, i.e. not part of pipeline state object.
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std::array<vk::DynamicState, 2> dynamic_state_enables = {vk::DynamicState::eViewport, vk::DynamicState::eScissor};
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vk::PipelineDynamicStateCreateInfo dynamic_state{.dynamicStateCount = static_cast<uint32_t>(dynamic_state_enables.size()),
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.pDynamicStates = dynamic_state_enables.data()};
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vk::GraphicsPipelineCreateInfo graphics_pipeline_create_info{.stageCount = static_cast<uint32_t>(shader_stages.size()),
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.pStages = shader_stages.data(),
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.pViewportState = &viewport_state,
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.pRasterizationState = &rasterization_state,
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.pMultisampleState = &multisample_state,
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.pDepthStencilState = &depth_stencil_state,
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.pColorBlendState = &color_blend_state,
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.pDynamicState = &dynamic_state,
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.layout = pipeline_layout,
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.renderPass = render_pass};
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vk::Result result;
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vk::Pipeline pipeline;
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std::tie(result, pipeline) = get_device().get_handle().createGraphicsPipeline(pipeline_cache, graphics_pipeline_create_info);
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assert(result == vk::Result::eSuccess);
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return pipeline;
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}
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void HPPMeshShading::draw()
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{
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HPPApiVulkanSample::prepare_frame();
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// Submit to queue
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submit_info.setCommandBuffers(draw_cmd_buffers[current_buffer]);
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queue.submit(submit_info);
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HPPApiVulkanSample::submit_frame();
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}
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std::unique_ptr<vkb::VulkanSampleCpp> create_hpp_mesh_shading()
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{
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return std::make_unique<HPPMeshShading>();
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}
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