95 lines
3.2 KiB
C++
95 lines
3.2 KiB
C++
/* Copyright (c) 2023-2024, Sascha Willems
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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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* Graphics pipeline libraries
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*
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* Note: Requires a device that supports the VK_EXT_graphics_pipeline_library
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*
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* Creates a pipeline library for shared pipeline parts like vertex input and fragment output interfaces. These pre-built pipeline
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* "building blocks" are then used for runtime pipeline creation, which will be faster than always creating a full pipeline
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*/
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#pragma once
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#include "api_vulkan_sample.h"
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class GraphicsPipelineLibrary : public ApiVulkanSample
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{
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public:
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bool link_time_optimization = true;
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std::unique_ptr<vkb::sg::SubMesh> scene;
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struct UBOVS
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{
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glm::mat4 projection = glm::mat4(1.0f);
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glm::mat4 modelview = glm::mat4(1.0f);
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glm::vec4 lightPos = glm::vec4(-10.0f, -5.0f, 15.0f, 0.0f);
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} ubo_vs;
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std::unique_ptr<vkb::core::BufferC> uniform_buffer{nullptr};
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struct
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{
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VkPipeline vertex_input_interface{VK_NULL_HANDLE};
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VkPipeline pre_rasterization_shaders{VK_NULL_HANDLE};
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VkPipeline fragment_output_interface{VK_NULL_HANDLE};
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std::vector<VkPipeline> fragment_shaders;
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} pipeline_library;
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// Will be dynamically created at runtime from pipeline library
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std::vector<VkPipeline> pipelines{};
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VkPipelineLayout pipeline_layout{VK_NULL_HANDLE};
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VkDescriptorSet descriptor_set{VK_NULL_HANDLE};
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VkDescriptorSetLayout descriptor_set_layout{VK_NULL_HANDLE};
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std::mutex mutex;
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VkPipelineCache thread_pipeline_cache{VK_NULL_HANDLE};
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bool new_pipeline_created = false;
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float accumulated_time{};
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uint32_t split_x = 3;
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uint32_t split_y = 3;
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std::vector<glm::vec3> colors{};
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GraphicsPipelineLibrary();
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~GraphicsPipelineLibrary();
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virtual void request_gpu_features(vkb::PhysicalDevice &gpu) override;
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void build_command_buffers() override;
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void load_assets();
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void setup_descriptor_pool();
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void setup_descriptor_set_layout();
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void setup_descriptor_sets();
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void load_shader(const std::string filename, VkShaderStageFlagBits shader_stage, std::vector<uint32_t> &spirv);
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void prepare_pipeline_library();
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void prepare_new_pipeline();
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void pipeline_creation_threadfn();
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void prepare_uniform_buffers();
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void update_uniform_buffers();
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void draw();
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bool prepare(const vkb::ApplicationOptions &options) override;
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virtual void render(float delta_time) override;
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virtual void on_update_ui_overlay(vkb::Drawer &drawer) override;
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virtual bool resize(const uint32_t width, const uint32_t height) override;
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};
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std::unique_ptr<vkb::Application> create_graphics_pipeline_library();
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