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

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/* Copyright (c) 2024-2025, 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 "gshader_to_mshader.h"
GshaderToMshader::GshaderToMshader()
{
title = "task_mesh_migration";
set_api_version(VK_API_VERSION_1_1);
add_device_extension(VK_EXT_MESH_SHADER_EXTENSION_NAME);
add_device_extension(VK_KHR_SPIRV_1_4_EXTENSION_NAME);
add_device_extension(VK_KHR_SHADER_FLOAT_CONTROLS_EXTENSION_NAME);
}
GshaderToMshader::~GshaderToMshader()
{
if (has_device())
{
uniform_buffer_vs.reset();
uniform_buffer_gs.reset();
uniform_buffer_ms.reset();
object.reset();
storage_buffer_object.reset();
vkDestroyPipeline(get_device().get_handle(), model_pipeline, nullptr);
vkDestroyPipeline(get_device().get_handle(), geometry_pipeline, nullptr);
vkDestroyPipeline(get_device().get_handle(), mesh_pipeline, nullptr);
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr);
vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, nullptr);
}
}
bool GshaderToMshader::prepare(const vkb::ApplicationOptions &options)
{
if (!ApiVulkanSample::prepare(options))
{
return false;
}
camera.type = vkb::CameraType::LookAt;
camera.set_position({0.0f, 0.0f, -10.0f});
camera.set_rotation({0.0f, 0.0f, 0.0f});
camera.set_perspective(60.0f, static_cast<float>(width) / static_cast<float>(height), 256.f, 0.1f);
camera.translation_speed = 20.0f;
load_assets();
prepare_uniform_buffers();
setup_descriptor_set_layout();
prepare_pipelines();
setup_descriptor_pool();
setup_descriptor_sets();
build_command_buffers();
prepared = true;
return true;
}
/**
* @fn void VertexDynamicState::load_assets()
* @brief Loading extra models, textures from assets
*/
void GshaderToMshader::load_assets()
{
/* Models */
object = load_model("scenes/teapot.gltf");
storage_buffer_object = load_model("scenes/teapot.gltf", 0, true);
}
/**
* @fn void VertexDynamicState::draw()
* @brief Preparing frame and submitting it to the present queue
*/
void GshaderToMshader::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 GshaderToMshader::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 GshaderToMshader::prepare_uniform_buffers()
{
uniform_buffer_vs = std::make_unique<vkb::core::BufferC>(get_device(), sizeof(ubos[0]), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU);
uniform_buffer_gs = std::make_unique<vkb::core::BufferC>(get_device(), sizeof(ubos[1]), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU);
uniform_buffer_ms = std::make_unique<vkb::core::BufferC>(get_device(), sizeof(ubos[2]), 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 GshaderToMshader::update_uniform_buffers()
{
for (auto &ubo : ubos)
{
ubo.proj = camera.matrices.perspective;
ubo.view = camera.matrices.view;
ubo.model = glm::mat4(1.f);
ubo.model = glm::rotate(ubo.model, glm::pi<float>(), glm::vec3(0, 0, 1));
}
uniform_buffer_vs->convert_and_update(ubos[0]);
uniform_buffer_gs->convert_and_update(ubos[1]);
uniform_buffer_ms->convert_and_update(ubos[2]);
}
void GshaderToMshader::prepare_pipelines()
{
std::array<VkPipelineShaderStageCreateInfo, 2> model_stages;
model_stages[0] = load_shader("gshader_to_mshader/gshader_to_mshader.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
model_stages[1] = load_shader("gshader_to_mshader/gshader_to_mshader.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
std::array<VkPipelineShaderStageCreateInfo, 3> geometry_stages;
geometry_stages[0] = load_shader("gshader_to_mshader/gshader_to_mshader_base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
geometry_stages[1] = load_shader("gshader_to_mshader/gshader_to_mshader_base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
geometry_stages[2] = load_shader("gshader_to_mshader/gshader_to_mshader.geom.spv", VK_SHADER_STAGE_GEOMETRY_BIT);
// task shader is not used, the amount of spawned mesh shaders is determined by amount of meshlets stored in the storage_buffer_object->vertex_indices
std::array<VkPipelineShaderStageCreateInfo, 2> mesh_stages;
mesh_stages[0] = load_shader("gshader_to_mshader/gshader_to_mshader.mesh.spv", VK_SHADER_STAGE_MESH_BIT_EXT);
mesh_stages[1] = load_shader("gshader_to_mshader/gshader_to_mshader_mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Dynamic State
std::vector<VkDynamicState> dynamic_state_enables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
VK_DYNAMIC_STATE_LINE_WIDTH};
VkPipelineDynamicStateCreateInfo dynamic_state =
vkb::initializers::pipeline_dynamic_state_create_info(
dynamic_state_enables.data(),
static_cast<uint32_t>(dynamic_state_enables.size()),
0);
// Vertex bindings an attributes for model rendering
// Binding description
// Vertex structure is used here for binding description, AlignedVertex is used only in the context of a mesh shader operations
std::vector<VkVertexInputBindingDescription> vertex_input_bindings = {
vkb::initializers::vertex_input_binding_description(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX)};
// Attribute descriptions
std::vector<VkVertexInputAttributeDescription> vertex_input_attributes = {
vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, pos)),
vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, normal))};
// Vertex Input
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();
// Input assembly
VkPipelineInputAssemblyStateCreateInfo input_assembly_state =
vkb::initializers::pipeline_input_assembly_state_create_info(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
// Viewwport and scissors
VkPipelineViewportStateCreateInfo viewport_state =
vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0);
// Rasterizer
VkPipelineRasterizationStateCreateInfo rasterization_state =
vkb::initializers::pipeline_rasterization_state_create_info(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
VK_FRONT_FACE_CLOCKWISE,
0);
rasterization_state.depthBiasConstantFactor = 1.0f;
rasterization_state.depthBiasSlopeFactor = 1.0f;
// Multisampling
VkPipelineMultisampleStateCreateInfo multisample_state =
vkb::initializers::pipeline_multisample_state_create_info(
VK_SAMPLE_COUNT_1_BIT,
0);
multisample_state.minSampleShading = 1.0f;
// Color Blending
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);
// Depth Stencil
VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
vkb::initializers::pipeline_depth_stencil_state_create_info(
VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_GREATER);
// Pipeline layout made in descriptors layout
// Graphics Pipeline
VkGraphicsPipelineCreateInfo pipeline_create_info =
vkb::initializers::pipeline_create_info(
pipeline_layout,
render_pass,
0);
pipeline_create_info.pStages = model_stages.data();
pipeline_create_info.stageCount = static_cast<uint32_t>(model_stages.size());
pipeline_create_info.pVertexInputState = &vertex_input_state;
pipeline_create_info.pInputAssemblyState = &input_assembly_state;
pipeline_create_info.pViewportState = &viewport_state;
pipeline_create_info.pRasterizationState = &rasterization_state;
pipeline_create_info.pMultisampleState = &multisample_state;
pipeline_create_info.pDepthStencilState = &depth_stencil_state;
pipeline_create_info.pColorBlendState = &color_blend_state;
pipeline_create_info.pDynamicState = &dynamic_state;
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &model_pipeline));
pipeline_create_info.pStages = geometry_stages.data();
pipeline_create_info.stageCount = static_cast<uint32_t>(geometry_stages.size());
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &geometry_pipeline));
pipeline_create_info.pStages = mesh_stages.data();
pipeline_create_info.stageCount = static_cast<uint32_t>(mesh_stages.size());
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &mesh_pipeline));
}
void GshaderToMshader::build_command_buffers()
{
VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info();
VkClearValue clear_values[2];
clear_values[0].color = default_clear_color;
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 < static_cast<int32_t>(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(static_cast<int>(width), static_cast<int>(height), 0, 0);
vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
vkCmdSetLineWidth(draw_cmd_buffers[i], 1.0f);
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 0, nullptr);
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, model_pipeline);
draw_model(object, draw_cmd_buffers[i]);
if (showNormalsGeo)
{
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, geometry_pipeline);
draw_model(object, draw_cmd_buffers[i]);
}
if (showNormalsMesh)
{
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, mesh_pipeline);
uint32_t num_workgroups_x = storage_buffer_object->vertex_indices; // meshlets count
uint32_t num_workgroups_y = 1;
uint32_t num_workgroups_z = 1;
vkCmdDrawMeshTasksEXT(draw_cmd_buffers[i], num_workgroups_x, num_workgroups_y, num_workgroups_z);
}
draw_ui(draw_cmd_buffers[i]);
vkCmdEndRenderPass(draw_cmd_buffers[i]);
VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i]));
}
}
/**
* @fn void VertexDynamicState::create_descriptor_pool()
* @brief Creating descriptor pool with size adjusted to use uniform buffer and image sampler
*/
void GshaderToMshader::setup_descriptor_pool()
{
std::vector<VkDescriptorPoolSize> pool_sizes = {
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3),
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 2)};
VkDescriptorPoolCreateInfo descriptor_pool_create_info =
vkb::initializers::descriptor_pool_create_info(static_cast<uint32_t>(pool_sizes.size()), pool_sizes.data(), 1);
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 GshaderToMshader::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, 0),
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_GEOMETRY_BIT, 1),
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_MESH_BIT_EXT, 2),
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, VK_SHADER_STAGE_MESH_BIT_EXT, 3),
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, VK_SHADER_STAGE_MESH_BIT_EXT, 4)};
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()
*/
void GshaderToMshader::setup_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 vs_ubo_descriptor = create_descriptor(*uniform_buffer_vs);
VkDescriptorBufferInfo gs_ubo_descriptor = create_descriptor(*uniform_buffer_gs);
VkDescriptorBufferInfo ms_ubo_descriptor = create_descriptor(*uniform_buffer_ms);
VkDescriptorBufferInfo meshlet_descriptor = create_descriptor(*storage_buffer_object->index_buffer);
VkDescriptorBufferInfo vertices_descriptor = create_descriptor(storage_buffer_object->vertex_buffers.at("vertex_buffer"));
std::vector<VkWriteDescriptorSet> write_descriptor_sets = {
vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &vs_ubo_descriptor),
vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, &gs_ubo_descriptor),
vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2, &ms_ubo_descriptor),
vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 3, &meshlet_descriptor),
vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 4, &vertices_descriptor)};
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, nullptr);
}
bool GshaderToMshader::resize(const uint32_t width, const uint32_t height)
{
ApiVulkanSample::resize(width, height);
update_uniform_buffers();
return true;
}
void GshaderToMshader::on_update_ui_overlay(vkb::Drawer &drawer)
{
if (drawer.header("Settings"))
{
if (drawer.checkbox("Display normals - gshader", &showNormalsGeo))
{
showNormalsMesh = false;
rebuild_command_buffers();
}
if (drawer.checkbox("Display normals - mshader", &showNormalsMesh))
{
showNormalsGeo = false;
rebuild_command_buffers();
}
}
}
void GshaderToMshader::request_gpu_features(vkb::PhysicalDevice &gpu)
{
REQUEST_REQUIRED_FEATURE(gpu, VkPhysicalDeviceMeshShaderFeaturesEXT, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_EXT, meshShader);
if (gpu.get_features().geometryShader)
{
gpu.get_mutable_requested_features().geometryShader = VK_TRUE;
}
}
std::unique_ptr<vkb::Application> create_gshader_to_mshader()
{
return std::make_unique<GshaderToMshader>();
}