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

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/* Copyright (c) 2021-2025, Sascha Willems
*
* 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.
*/
/*
* Loading a Basis Universal supercompressed texture and transcoding it to a supported GPU texture format
*/
#include "texture_compression_basisu.h"
TextureCompressionBasisu::TextureCompressionBasisu()
{
zoom = -1.75f;
rotation = {0.0f, 0.0f, 0.0f};
title = "Basis Universal texture loading";
}
TextureCompressionBasisu::~TextureCompressionBasisu()
{
if (has_device())
{
vkDestroyPipeline(get_device().get_handle(), pipeline, nullptr);
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr);
vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, nullptr);
destroy_texture(texture);
vertex_buffer.reset();
index_buffer.reset();
uniform_buffer_vs.reset();
}
}
void TextureCompressionBasisu::request_gpu_features(vkb::PhysicalDevice &gpu)
{
if (gpu.get_features().samplerAnisotropy)
{
gpu.get_mutable_requested_features().samplerAnisotropy = VK_TRUE;
}
}
// Check if the device supports sampling and transfers for the selected image
bool TextureCompressionBasisu::format_supported(VkFormat format)
{
VkFormatProperties format_properties;
vkGetPhysicalDeviceFormatProperties(get_device().get_gpu().get_handle(), format, &format_properties);
return ((format_properties.optimalTilingFeatures & VK_FORMAT_FEATURE_TRANSFER_DST_BIT) && (format_properties.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT));
}
// Get a list of possible transcoding target formats supported by the selected gpu
// Note that this is a simple mechanism for demonstration purposes
// A real world application would probably need a more sophisticated way to determine the target formats based on texture usage
void TextureCompressionBasisu::get_available_target_formats()
{
available_target_formats.clear();
VkPhysicalDeviceFeatures device_features = get_device().get_gpu().get_features();
// Block compression
if (device_features.textureCompressionBC)
{
// BC7 is the preferred block compression if available
if (format_supported(VK_FORMAT_BC7_SRGB_BLOCK))
{
available_target_formats.push_back(KTX_TTF_BC7_RGBA);
available_target_formats_names.push_back("KTX_TTF_BC7_RGBA");
}
if (format_supported(VK_FORMAT_BC3_SRGB_BLOCK))
{
available_target_formats.push_back(KTX_TTF_BC3_RGBA);
available_target_formats_names.push_back("KTX_TTF_BC3_RGBA");
}
}
// Adaptive scalable texture compression
if (device_features.textureCompressionASTC_LDR)
{
if (format_supported(VK_FORMAT_ASTC_4x4_SRGB_BLOCK))
{
available_target_formats.push_back(KTX_TTF_ASTC_4x4_RGBA);
available_target_formats_names.push_back("KTX_TTF_ASTC_4x4_RGBA");
}
}
// Ericsson texture compression
if (device_features.textureCompressionETC2)
{
if (format_supported(VK_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK))
{
available_target_formats.push_back(KTX_TTF_ETC2_RGBA);
available_target_formats_names.push_back("KTX_TTF_ETC2_RGBA");
}
}
// Always add uncompressed RGBA as a valid target
available_target_formats.push_back(KTX_TTF_RGBA32);
available_target_formats_names.push_back("KTX_TTF_RGBA32");
}
// Loads and transcodes the input KTX texture file to the desired native GPU target format
void TextureCompressionBasisu::transcode_texture(const std::string &input_file, ktx_transcode_fmt_e target_format)
{
// Clean up resources for an already created image
if (texture.image != VK_NULL_HANDLE)
{
destroy_texture(texture);
}
std::string file_name = vkb::fs::path::get(vkb::fs::path::Assets, "textures/basisu/" + input_file);
// We are working with KTX2.0 files, so we need to use the ktxTexture2 class
ktxTexture2 *ktx_texture;
// Load the KTX2.0 file into memory. This is agnostic to the KTX version, so we cast the ktxTexture2 down to ktxTexture
KTX_error_code result = ktxTexture_CreateFromNamedFile(file_name.c_str(), KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, reinterpret_cast<ktxTexture **>(&ktx_texture));
if (result != KTX_SUCCESS)
{
throw std::runtime_error("Could not load the requested image file.");
}
// Check if the texture needs transcoding. This is the case, if the format stored in the KTX file is a non-native compression format
// This is the case for all textures used in this sample, as they are compressed using Basis Universal, which has to be transcoded to a native GPU format
if (ktxTexture2_NeedsTranscoding(ktx_texture))
{
auto tStart = std::chrono::high_resolution_clock::now();
result = ktxTexture2_TranscodeBasis(ktx_texture, target_format, 0);
last_transcode_time = std::chrono::duration<float, std::milli>(std::chrono::high_resolution_clock::now() - tStart).count();
if (result != KTX_SUCCESS)
{
throw std::runtime_error("Could not transcode the input texture to the selected target format.");
}
}
texture.width = ktx_texture->baseWidth;
texture.height = ktx_texture->baseHeight;
texture.mip_levels = ktx_texture->numLevels;
// Once transcoded, we can read the native Vulkan format from the ktx texture object and upload the transcoded GPU native data via staging
VkFormat format = static_cast<VkFormat>(ktx_texture->vkFormat);
VkBuffer staging_buffer;
VkDeviceMemory staging_memory;
VkBufferCreateInfo buffer_create_info = vkb::initializers::buffer_create_info();
buffer_create_info.size = ktx_texture->dataSize;
// This buffer is used as a transfer source for the buffer copy
buffer_create_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
buffer_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
VK_CHECK(vkCreateBuffer(get_device().get_handle(), &buffer_create_info, nullptr, &staging_buffer));
VkMemoryAllocateInfo memory_allocate_info = vkb::initializers::memory_allocate_info();
VkMemoryRequirements memory_requirements = {};
vkGetBufferMemoryRequirements(get_device().get_handle(), staging_buffer, &memory_requirements);
memory_allocate_info.allocationSize = memory_requirements.size;
memory_allocate_info.memoryTypeIndex =
get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &staging_memory));
VK_CHECK(vkBindBufferMemory(get_device().get_handle(), staging_buffer, staging_memory, 0));
// Copy texture data into host local staging buffer
uint8_t *data;
VK_CHECK(vkMapMemory(get_device().get_handle(), staging_memory, 0, memory_requirements.size, 0, (void **) &data));
memcpy(data, ktx_texture->pData, ktx_texture->dataSize);
vkUnmapMemory(get_device().get_handle(), staging_memory);
// Setup buffer copy regions for each mip level
std::vector<VkBufferImageCopy> buffer_copy_regions;
for (uint32_t mip_level = 0; mip_level < texture.mip_levels; mip_level++)
{
ktx_size_t offset;
KTX_error_code result = ktxTexture_GetImageOffset((ktxTexture *) ktx_texture, mip_level, 0, 0, &offset);
VkBufferImageCopy buffer_copy_region = {};
buffer_copy_region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
buffer_copy_region.imageSubresource.mipLevel = mip_level;
buffer_copy_region.imageSubresource.baseArrayLayer = 0;
buffer_copy_region.imageSubresource.layerCount = 1;
buffer_copy_region.imageExtent.width = ktx_texture->baseWidth >> mip_level;
buffer_copy_region.imageExtent.height = ktx_texture->baseHeight >> mip_level;
buffer_copy_region.imageExtent.depth = 1;
buffer_copy_region.bufferOffset = offset;
buffer_copy_regions.push_back(buffer_copy_region);
}
// Create optimal tiled target image on the device
VkImageCreateInfo image_create_info = vkb::initializers::image_create_info();
image_create_info.imageType = VK_IMAGE_TYPE_2D;
image_create_info.format = format;
image_create_info.mipLevels = texture.mip_levels;
image_create_info.arrayLayers = 1;
image_create_info.samples = VK_SAMPLE_COUNT_1_BIT;
image_create_info.tiling = VK_IMAGE_TILING_OPTIMAL;
image_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
// Set initial layout of the image to undefined
image_create_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
image_create_info.extent = {texture.width, texture.height, 1};
image_create_info.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
VK_CHECK(vkCreateImage(get_device().get_handle(), &image_create_info, nullptr, &texture.image));
vkGetImageMemoryRequirements(get_device().get_handle(), texture.image, &memory_requirements);
memory_allocate_info.allocationSize = memory_requirements.size;
memory_allocate_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_allocate_info, nullptr, &texture.device_memory));
VK_CHECK(vkBindImageMemory(get_device().get_handle(), texture.image, texture.device_memory, 0));
VkCommandBuffer copy_command = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
// Image memory barriers for the texture image
// The sub resource range describes the regions of the image that will be transitioned using the memory barriers below
VkImageSubresourceRange subresource_range = {};
subresource_range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
subresource_range.baseMipLevel = 0;
subresource_range.levelCount = texture.mip_levels;
subresource_range.layerCount = 1;
// Transition the texture image layout to transfer target, so we can safely copy our buffer data to it.
// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
vkb::image_layout_transition(copy_command, texture.image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, subresource_range);
// Copy mip levels from staging buffer
vkCmdCopyBufferToImage(
copy_command,
staging_buffer,
texture.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
static_cast<uint32_t>(buffer_copy_regions.size()),
buffer_copy_regions.data());
// Once the data has been uploaded we transfer to the texture image to the shader read layout, so it can be sampled from
// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
vkb::image_layout_transition(
copy_command, texture.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, subresource_range);
// Store current layout for later reuse
texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
get_device().flush_command_buffer(copy_command, queue, true);
// Clean up staging resources
vkFreeMemory(get_device().get_handle(), staging_memory, nullptr);
vkDestroyBuffer(get_device().get_handle(), staging_buffer, nullptr);
// Calculate valid filter and mipmap modes
VkFilter filter = VK_FILTER_LINEAR;
VkSamplerMipmapMode mipmap_mode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
vkb::make_filters_valid(get_device().get_gpu().get_handle(), format, &filter, &mipmap_mode);
// Create a texture sampler
VkSamplerCreateInfo sampler = vkb::initializers::sampler_create_info();
sampler.magFilter = filter;
sampler.minFilter = filter;
sampler.mipmapMode = mipmap_mode;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler.mipLodBias = 0.0f;
sampler.compareOp = VK_COMPARE_OP_NEVER;
sampler.minLod = 0.0f;
sampler.maxLod = static_cast<float>(texture.mip_levels);
if (get_device().get_gpu().get_features().samplerAnisotropy)
{
// Use max. level of anisotropy for this example
sampler.maxAnisotropy = get_device().get_gpu().get_properties().limits.maxSamplerAnisotropy;
sampler.anisotropyEnable = VK_TRUE;
}
else
{
// The device does not support anisotropic filtering
sampler.maxAnisotropy = 1.0;
sampler.anisotropyEnable = VK_FALSE;
}
VK_CHECK(vkCreateSampler(get_device().get_handle(), &sampler, nullptr, &texture.sampler));
// Create image view
VkImageViewCreateInfo view = vkb::initializers::image_view_create_info();
view.viewType = VK_IMAGE_VIEW_TYPE_2D;
view.format = format;
view.components = {VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A};
view.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
view.subresourceRange.baseMipLevel = 0;
view.subresourceRange.baseArrayLayer = 0;
view.subresourceRange.layerCount = 1;
view.subresourceRange.levelCount = texture.mip_levels;
view.image = texture.image;
VK_CHECK(vkCreateImageView(get_device().get_handle(), &view, nullptr, &texture.view));
}
// Free all Vulkan resources used by a texture object
void TextureCompressionBasisu::destroy_texture(Texture texture)
{
vkDestroyImageView(get_device().get_handle(), texture.view, nullptr);
vkDestroyImage(get_device().get_handle(), texture.image, nullptr);
vkDestroySampler(get_device().get_handle(), texture.sampler, nullptr);
vkFreeMemory(get_device().get_handle(), texture.device_memory, nullptr);
texture.image = VK_NULL_HANDLE;
}
void TextureCompressionBasisu::update_image_descriptor()
{
VkDescriptorImageInfo image_descriptor = {texture.sampler, texture.view, texture.image_layout};
VkWriteDescriptorSet write_descriptor_set = vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &image_descriptor);
vkUpdateDescriptorSets(get_device().get_handle(), 1, &write_descriptor_set, 0, nullptr);
}
void TextureCompressionBasisu::build_command_buffers()
{
VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info();
VkClearValue clear_values[2];
clear_values[0].color = {{0.05f, 0.05f, 0.05f, 1.0f}};
clear_values[1].depthStencil = {0.0f, 0};
VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
render_pass_begin_info.renderPass = render_pass;
render_pass_begin_info.renderArea.offset.x = 0;
render_pass_begin_info.renderArea.offset.y = 0;
render_pass_begin_info.renderArea.extent.width = width;
render_pass_begin_info.renderArea.extent.height = height;
render_pass_begin_info.clearValueCount = 2;
render_pass_begin_info.pClearValues = clear_values;
for (int32_t i = 0; i < draw_cmd_buffers.size(); ++i)
{
render_pass_begin_info.framebuffer = framebuffers[i];
VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffers[i], &command_buffer_begin_info));
vkCmdBeginRenderPass(draw_cmd_buffers[i], &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_buffers[i], 0, 1, &viewport);
VkRect2D scissor = vkb::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 0, NULL);
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
VkDeviceSize offsets[1] = {0};
vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, vertex_buffer->get(), offsets);
vkCmdBindIndexBuffer(draw_cmd_buffers[i], index_buffer->get_handle(), 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(draw_cmd_buffers[i], index_count, 1, 0, 0, 0);
draw_ui(draw_cmd_buffers[i]);
vkCmdEndRenderPass(draw_cmd_buffers[i]);
VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i]));
}
}
void TextureCompressionBasisu::draw()
{
ApiVulkanSample::prepare_frame();
// Command buffer to be submitted to the queue
submit_info.commandBufferCount = 1;
submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];
// Submit to queue
VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE));
ApiVulkanSample::submit_frame();
}
void TextureCompressionBasisu::generate_quad()
{
// Setup vertices for a single uv-mapped quad made from two triangles
std::vector<VertexStructure> vertices =
{
{{1.5f, 1.0f, 0.0f}, {1.0f, 1.0f}},
{{-1.5f, 1.0f, 0.0f}, {0.0f, 1.0f}},
{{-1.5f, -1.0f, 0.0f}, {0.0f, 0.0f}},
{{1.5f, -1.0f, 0.0f}, {1.0f, 0.0f}}};
// Setup indices
std::vector<uint32_t> indices = {0, 1, 2, 2, 3, 0};
index_count = static_cast<uint32_t>(indices.size());
auto vertex_buffer_size = vkb::to_u32(vertices.size() * sizeof(VertexStructure));
auto index_buffer_size = vkb::to_u32(indices.size() * sizeof(uint32_t));
// Create buffers
// For the sake of simplicity we won't stage the vertex data to the gpu memory
// Vertex buffer
vertex_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
vertex_buffer_size,
VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
vertex_buffer->update(vertices.data(), vertex_buffer_size);
index_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
index_buffer_size,
VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
index_buffer->update(indices.data(), index_buffer_size);
}
void TextureCompressionBasisu::setup_descriptor_pool()
{
// Example uses one ubo and one image sampler
std::vector<VkDescriptorPoolSize> pool_sizes =
{
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)};
VkDescriptorPoolCreateInfo descriptor_pool_create_info =
vkb::initializers::descriptor_pool_create_info(
static_cast<uint32_t>(pool_sizes.size()),
pool_sizes.data(),
2);
VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
}
void TextureCompressionBasisu::setup_descriptor_set_layout()
{
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings =
{
// Binding 0 : Vertex shader uniform buffer
vkb::initializers::descriptor_set_layout_binding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
// Binding 1 : Fragment shader image sampler
vkb::initializers::descriptor_set_layout_binding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1)};
VkDescriptorSetLayoutCreateInfo descriptor_layout =
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, 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));
}
void TextureCompressionBasisu::setup_descriptor_set()
{
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 buffer_descriptor = create_descriptor(*uniform_buffer_vs);
// Setup a descriptor image info for the current texture to be used as a combined image sampler
VkDescriptorImageInfo image_descriptor = {texture.sampler, texture.view, texture.image_layout};
std::vector<VkWriteDescriptorSet> write_descriptor_sets =
{
// Binding 0 : Vertex shader uniform buffer
vkb::initializers::write_descriptor_set(
descriptor_set,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&buffer_descriptor),
// Binding 1 : Fragment shader texture sampler
// Fragment shader: layout (binding = 1) uniform sampler2D samplerColor;
vkb::initializers::write_descriptor_set(
descriptor_set,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, // The descriptor set will use a combined image sampler (sampler and image could be split)
1, // Shader binding point 1
&image_descriptor) // Pointer to the descriptor image for our texture
};
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
}
void TextureCompressionBasisu::prepare_pipelines()
{
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_NONE,
VK_FRONT_FACE_COUNTER_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);
// 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_TRUE,
VK_TRUE,
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.data(),
static_cast<uint32_t>(dynamic_state_enables.size()),
0);
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages;
shader_stages[0] = load_shader("texture_compression_basisu", "texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shader_stages[1] = load_shader("texture_compression_basisu", "texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Vertex bindings and attributes
const std::vector<VkVertexInputBindingDescription> vertex_input_bindings = {
vkb::initializers::vertex_input_binding_description(0, sizeof(VertexStructure), VK_VERTEX_INPUT_RATE_VERTEX),
};
const std::vector<VkVertexInputAttributeDescription> vertex_input_attributes = {
vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(VertexStructure, pos)),
vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32_SFLOAT, offsetof(VertexStructure, uv)),
};
VkPipelineVertexInputStateCreateInfo vertex_input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
vertex_input_state.vertexBindingDescriptionCount = static_cast<uint32_t>(vertex_input_bindings.size());
vertex_input_state.pVertexBindingDescriptions = vertex_input_bindings.data();
vertex_input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertex_input_attributes.size());
vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data();
VkGraphicsPipelineCreateInfo pipeline_create_info =
vkb::initializers::pipeline_create_info(
pipeline_layout,
render_pass,
0);
pipeline_create_info.pVertexInputState = &vertex_input_state;
pipeline_create_info.pInputAssemblyState = &input_assembly_state;
pipeline_create_info.pRasterizationState = &rasterization_state;
pipeline_create_info.pColorBlendState = &color_blend_state;
pipeline_create_info.pMultisampleState = &multisample_state;
pipeline_create_info.pViewportState = &viewport_state;
pipeline_create_info.pDepthStencilState = &depth_stencil_state;
pipeline_create_info.pDynamicState = &dynamic_state;
pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
pipeline_create_info.pStages = shader_stages.data();
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipeline));
}
// Prepare and initialize uniform buffer containing shader uniforms
void TextureCompressionBasisu::prepare_uniform_buffers()
{
// Vertex shader uniform buffer block
uniform_buffer_vs = 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();
}
void TextureCompressionBasisu::update_uniform_buffers()
{
// Vertex shader
ubo_vs.projection = glm::perspective(glm::radians(60.0f), static_cast<float>(width) / static_cast<float>(height), 0.001f, 256.0f);
glm::mat4 view_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
ubo_vs.model = view_matrix * glm::translate(glm::mat4(1.0f), camera_pos);
ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
uniform_buffer_vs->convert_and_update(ubo_vs);
}
bool TextureCompressionBasisu::prepare(const vkb::ApplicationOptions &options)
{
if (!ApiVulkanSample::prepare(options))
{
return false;
}
get_available_target_formats();
texture_file_names = {"kodim23_UASTC.ktx2",
"kodim23_ETC1S.ktx2",
"kodim20_UASTC.ktx2",
"kodim20_ETC1S.ktx2",
"kodim05_UASTC.ktx2",
"kodim05_ETC1S.ktx2",
"kodim03_UASTC.ktx2",
"kodim03_ETC1S.ktx2"};
transcode_texture(texture_file_names[selected_input_texture], available_target_formats[selected_transcode_target_format]);
generate_quad();
prepare_uniform_buffers();
setup_descriptor_set_layout();
prepare_pipelines();
setup_descriptor_pool();
setup_descriptor_set();
build_command_buffers();
prepared = true;
return true;
}
void TextureCompressionBasisu::render(float delta_time)
{
if (!prepared)
{
return;
}
draw();
}
void TextureCompressionBasisu::view_changed()
{
update_uniform_buffers();
}
void TextureCompressionBasisu::on_update_ui_overlay(vkb::Drawer &drawer)
{
if (drawer.header("Input"))
{
drawer.text("Input image:");
ImGui::PushItemWidth(180);
drawer.combo_box("##img", &selected_input_texture, texture_file_names);
ImGui::PopItemWidth();
drawer.text("Transcode target:");
ImGui::PushItemWidth(180);
drawer.combo_box("##tt", &selected_transcode_target_format, available_target_formats_names);
ImGui::PopItemWidth();
if (drawer.button("Transcode"))
{
vkQueueWaitIdle(queue);
transcode_texture(texture_file_names[selected_input_texture], available_target_formats[selected_transcode_target_format]);
update_image_descriptor();
}
drawer.text("Transcoded in %.2f ms", last_transcode_time);
}
}
std::unique_ptr<vkb::Application> create_texture_compression_basisu()
{
return std::make_unique<TextureCompressionBasisu>();
}