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Vulkan-Samples/samples/performance/pipeline_barriers/pipeline_barriers.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 "pipeline_barriers.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 "scene_graph/components/perspective_camera.h"
#include "stats/stats.h"
PipelineBarriers::PipelineBarriers()
{
auto &config = get_configuration();
config.insert<vkb::IntSetting>(0, reinterpret_cast<int &>(dependency_type), DependencyType::BOTTOM_TO_TOP);
config.insert<vkb::IntSetting>(1, reinterpret_cast<int &>(dependency_type), DependencyType::FRAG_TO_VERT);
config.insert<vkb::IntSetting>(2, reinterpret_cast<int &>(dependency_type), DependencyType::FRAG_TO_FRAG);
#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 PipelineBarriers::prepare(const vkb::ApplicationOptions &options)
{
if (!VulkanSample::prepare(options))
{
return false;
}
load_scene("scenes/sponza/Sponza01.gltf");
get_scene().clear_components<vkb::sg::Light>();
auto light_pos = glm::vec3(0.0f, 128.0f, -225.0f);
auto light_color = glm::vec3(1.0, 1.0, 1.0);
// Magic numbers used to offset lights in the Sponza scene
for (int i = -2; i < 2; ++i)
{
for (int j = 0; j < 2; ++j)
{
glm::vec3 pos = light_pos;
pos.x += i * 400;
pos.z += j * (225 + 140);
pos.y = 8;
for (int k = 0; k < 3; ++k)
{
pos.y = pos.y + (k * 100);
light_color.x = static_cast<float>(rand()) / (RAND_MAX);
light_color.y = static_cast<float>(rand()) / (RAND_MAX);
light_color.z = static_cast<float>(rand()) / (RAND_MAX);
vkb::sg::LightProperties props;
props.color = light_color;
props.intensity = 0.2f;
vkb::add_point_light(get_scene(), pos, props);
}
}
}
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"};
auto 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"};
auto 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::frame_times,
vkb::StatIndex::gpu_vertex_cycles,
vkb::StatIndex::gpu_fragment_cycles},
vkb::CounterSamplingConfig{vkb::CounterSamplingMode::Continuous});
create_gui(*window, &get_stats());
return true;
}
void PipelineBarriers::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> PipelineBarriers::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));
}
void PipelineBarriers::draw(vkb::core::CommandBufferC &command_buffer, vkb::RenderTarget &render_target)
{
// POI
//
// Pipeline stages and access masks for all barriers are picked based on the sample's setting.
//
// The first set of barriers transitions images for the first render pass. Color images only need to be ready
// at COLOR_ATTACHMENT_OUTPUT time (while the depth image needs EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS).
// More conservative barriers are shown, waiting for acquisition at either VERTEX_SHADER or even TOP_OF_PIPE.
//
auto &views = render_target.get_views();
assert(1 < views.size());
{
// Image 0 is the swapchain
vkb::ImageMemoryBarrier memory_barrier{};
memory_barrier.old_layout = VK_IMAGE_LAYOUT_UNDEFINED;
memory_barrier.new_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
memory_barrier.src_access_mask = 0;
switch (dependency_type)
{
case DependencyType::BOTTOM_TO_TOP:
memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
memory_barrier.dst_access_mask = 0;
break;
case DependencyType::FRAG_TO_VERT:
memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
memory_barrier.dst_access_mask = VK_ACCESS_SHADER_READ_BIT;
break;
case DependencyType::FRAG_TO_FRAG:
default:
memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
memory_barrier.dst_access_mask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
break;
}
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 = VK_IMAGE_LAYOUT_UNDEFINED;
command_buffer.image_memory_barrier(views[i], memory_barrier);
}
}
{
vkb::ImageMemoryBarrier memory_barrier{};
memory_barrier.old_layout = VK_IMAGE_LAYOUT_UNDEFINED;
memory_barrier.new_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
memory_barrier.src_access_mask = 0;
switch (dependency_type)
{
case DependencyType::BOTTOM_TO_TOP:
memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
memory_barrier.dst_access_mask = 0;
break;
case DependencyType::FRAG_TO_VERT:
memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
memory_barrier.dst_access_mask = VK_ACCESS_SHADER_READ_BIT;
break;
case DependencyType::FRAG_TO_FRAG:
default:
memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
memory_barrier.dst_access_mask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
break;
}
command_buffer.image_memory_barrier(views[1], memory_barrier);
}
set_viewport_and_scissor(command_buffer, render_target.get_extent());
gbuffer_pipeline.draw(command_buffer, get_render_context().get_active_frame().get_render_target());
command_buffer.end_render_pass();
// POI
//
// The second set of barriers transitions the G-buffer images to SHADER_READ_ONLY_OPTIMAL for the second render pass.
// It also ensures proper synchronization between render passes. The most optimal set of barriers is from COLOR_ATTACHMENT_OUTPUT
// to FRAGMENT_SHADER, as the images only need to be ready at fragment shading time for the second render pass.
//
// With an optimal set of barriers, tiled GPUs would be able to run vertex shading for the second render pass in parallel with
// fragment shading for the first render pass. Again, more conservative barriers are shown, waiting for VERTEX_SHADER or even TOP_OF_PIPE.
// Those barriers will flush the GPU's pipeline, causing serialization between vertex and fragment work, potentially affecting performance.
//
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;
}
switch (dependency_type)
{
case DependencyType::BOTTOM_TO_TOP:
barrier.src_stage_mask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
barrier.src_access_mask = 0;
barrier.dst_stage_mask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
barrier.dst_access_mask = 0;
break;
case DependencyType::FRAG_TO_VERT:
barrier.dst_stage_mask = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
barrier.dst_access_mask = VK_ACCESS_SHADER_READ_BIT;
break;
case DependencyType::FRAG_TO_FRAG:
default:
barrier.dst_stage_mask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
barrier.dst_access_mask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
break;
}
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 PipelineBarriers::draw_gui()
{
int lines = 2;
bool portrait_mode = (reinterpret_cast<vkb::sg::PerspectiveCamera *>(camera)->get_aspect_ratio() < 1.0f);
if (portrait_mode)
{
// In portrait, break the radio buttons into two separate lines
lines++;
}
get_gui().show_options_window(
/* body = */ [this, portrait_mode]() {
ImGui::Text("Pipeline barrier stages:");
ImGui::RadioButton("Bottom to top", reinterpret_cast<int *>(&dependency_type), DependencyType::BOTTOM_TO_TOP);
ImGui::SameLine();
ImGui::RadioButton("Frag to vert", reinterpret_cast<int *>(&dependency_type), DependencyType::FRAG_TO_VERT);
if (!portrait_mode)
{
ImGui::SameLine();
}
ImGui::RadioButton("Frag to frag", reinterpret_cast<int *>(&dependency_type), DependencyType::FRAG_TO_FRAG);
},
/* lines = */ lines);
}
std::unique_ptr<vkb::VulkanSampleC> create_pipeline_barriers()
{
return std::make_unique<PipelineBarriers>();
}