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

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/* Copyright (c) 2022-2025, Sascha Willems
* Copyright (c) 2024-2025, 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.
*/
/*
* Using Vulkan profiles from the LunarG SDK for device and instance setup
*/
#include "profiles.h"
#include "common/error.h"
#include "common/vk_common.h"
#include "core/command_pool.h"
#include "core/queue.h"
#include "fence_pool.h"
// The Vulkan Profiles library is part of the SDK and has been copied to the sample's folder for convenience
#include "vulkan_profiles.hpp"
// This sample will use the Khronos roadmap 2022 profile which requires Vulkan 1.3
// For details on what this profile requires/enables, see https://docs.vulkan.org/spec/latest/appendices/roadmap.html#roadmap-2022
const VpProfileProperties profile_properties = {VP_KHR_ROADMAP_2022_NAME, VP_KHR_ROADMAP_2022_SPEC_VERSION};
Profiles::Profiles()
{
title = "Vulkan Profiles";
}
Profiles::~Profiles()
{
if (has_device())
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
for (auto &tex : textures)
vkFreeMemory(get_device().get_handle(), tex.memory, nullptr);
vkDestroyPipeline(get_device().get_handle(), pipeline, nullptr);
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr);
vkDestroyDescriptorSetLayout(get_device().get_handle(), base_descriptor_set_layout, nullptr);
vkDestroyDescriptorSetLayout(get_device().get_handle(), sampler_descriptor_set_layout, nullptr);
}
}
// This sample overrides the device creation part of the framework
// Instead of manually setting up all extensions, features, etc. we use the Vulkan Profiles library to simplify device setup
std::unique_ptr<vkb::core::DeviceC> Profiles::create_device(vkb::PhysicalDevice &gpu)
{
// Check if the profile is supported at device level
VkBool32 profile_supported;
vpGetPhysicalDeviceProfileSupport(get_instance().get_handle(), gpu.get_handle(), &profile_properties, &profile_supported);
if (!profile_supported)
{
throw std::runtime_error{"The selected profile is not supported (error at creating the device)!"};
}
// If the profile is supported, we can start setting things up and use the profiles library for that
// Simplified queue setup (only graphics)
uint32_t selected_queue_family = 0;
const auto &queue_family_properties = gpu.get_queue_family_properties();
const float default_queue_priority{0.0f};
VkDeviceQueueCreateInfo queue_create_info{};
queue_create_info.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queue_create_info.queueCount = 1;
queue_create_info.pQueuePriorities = &default_queue_priority;
for (uint32_t i = 0; i < static_cast<uint32_t>(queue_family_properties.size()); i++)
{
if (queue_family_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
{
queue_create_info.queueFamilyIndex = i;
selected_queue_family = i;
break;
}
}
std::vector<const char *> enabled_extensions;
enabled_extensions.push_back(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
VkDeviceCreateInfo create_info{VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO};
create_info.pNext = gpu.get_extension_feature_chain();
create_info.pQueueCreateInfos = &queue_create_info;
create_info.queueCreateInfoCount = 1;
create_info.enabledExtensionCount = static_cast<uint32_t>(enabled_extensions.size());
create_info.ppEnabledExtensionNames = enabled_extensions.data();
// Create the device using the profiles library
VpDeviceCreateInfo deviceCreateInfo{};
deviceCreateInfo.pCreateInfo = &create_info;
deviceCreateInfo.pEnabledFullProfiles = &profile_properties;
deviceCreateInfo.enabledFullProfileCount = 1;
VkDevice vulkan_device;
VkResult result = vpCreateDevice(gpu.get_handle(), &deviceCreateInfo, nullptr, &vulkan_device);
if (result != VK_SUCCESS)
{
throw vkb::VulkanException{result, "Could not create device with the selected profile. The device may not support all features required by this profile!"};
}
// Post device setup required for the framework
auto device = std::make_unique<vkb::core::DeviceC>(gpu, vulkan_device, get_surface());
device->add_queue(0, queue_create_info.queueFamilyIndex, queue_family_properties[selected_queue_family], true);
vkb::allocated::init(*device); // prepare the memory allocator
device->create_internal_command_pool();
device->create_internal_fence_pool();
return device;
}
// This sample overrides the instance creation part of the framework
// Instead of manually setting up all properties we use the Vulkan Profiles library to simplify instance setup
std::unique_ptr<vkb::core::InstanceC> Profiles::create_instance()
{
// Initialize Volk Vulkan Loader
VkResult result = volkInitialize();
if (result)
{
throw vkb::VulkanException(result, "Failed to initialize volk.");
}
// Check if the profile is supported at instance level
VkBool32 profile_supported;
vpGetInstanceProfileSupport(nullptr, &profile_properties, &profile_supported);
if (!profile_supported)
{
throw std::runtime_error{"The selected profile is not supported (error at creating the instance)!"};
}
// Even when using profiles we still need to provide the platform specific get_surface() extension
std::vector<const char *> enabled_extensions;
enabled_extensions.push_back(VK_KHR_SURFACE_EXTENSION_NAME);
for (const char *extension_name : window->get_required_surface_extensions())
{
enabled_extensions.push_back(extension_name);
}
VkInstanceCreateInfo create_info{};
#if (defined(VKB_ENABLE_PORTABILITY))
uint32_t instance_extension_count;
VK_CHECK(vkEnumerateInstanceExtensionProperties(nullptr, &instance_extension_count, nullptr));
std::vector<VkExtensionProperties> available_instance_extensions(instance_extension_count);
VK_CHECK(vkEnumerateInstanceExtensionProperties(nullptr, &instance_extension_count, available_instance_extensions.data()));
// If VK_KHR_portability_enumeration is available at runtime, enable the extension and flag for instance creation
if (std::ranges::any_of(available_instance_extensions,
[](VkExtensionProperties const &extension) { return strcmp(extension.extensionName, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME) == 0; }))
{
enabled_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
}
#endif
#if defined(PLATFORM__MACOS)
// On Apple use layer setting to enable MoltenVK's Metal argument buffers - needed for descriptor indexing/scaling
enabled_extensions.push_back(VK_EXT_LAYER_SETTINGS_EXTENSION_NAME);
VkLayerSettingEXT layerSetting{};
layerSetting.pLayerName = "MoltenVK";
layerSetting.pSettingName = "MVK_CONFIG_USE_METAL_ARGUMENT_BUFFERS";
layerSetting.type = VK_LAYER_SETTING_TYPE_INT32_EXT;
layerSetting.valueCount = 1;
const int32_t useMetalArgumentBuffers = 1;
layerSetting.pValues = &useMetalArgumentBuffers;
VkLayerSettingsCreateInfoEXT layerSettingsCreateInfo{};
layerSettingsCreateInfo.sType = VK_STRUCTURE_TYPE_LAYER_SETTINGS_CREATE_INFO_EXT;
layerSettingsCreateInfo.settingCount = 1;
layerSettingsCreateInfo.pSettings = &layerSetting;
create_info.pNext = &layerSettingsCreateInfo;
#endif
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
create_info.ppEnabledExtensionNames = enabled_extensions.data();
create_info.enabledExtensionCount = static_cast<uint32_t>(enabled_extensions.size());
// Note: We don't explicitly set an application info here so the one from the profile is used
// This also defines the api version to be used
// Create the instance using the profiles library
VpInstanceCreateInfo instance_create_info{};
instance_create_info.pEnabledFullProfiles = &profile_properties;
instance_create_info.enabledFullProfileCount = 1;
instance_create_info.pCreateInfo = &create_info;
VkInstance vulkan_instance;
result = vpCreateInstance(&instance_create_info, nullptr, &vulkan_instance);
if (result != VK_SUCCESS)
{
throw vkb::VulkanException{result, "Could not create instance with the selected profile. The instance may not support all features required by this profile!"};
}
volkLoadInstance(vulkan_instance);
return std::make_unique<vkb::core::InstanceC>(vulkan_instance);
}
void Profiles::generate_textures()
{
// Generate random textures to be sourced from a single descriptor
// Image info is same for all textures
const int32_t dim = 2;
VkImageCreateInfo image_info = vkb::initializers::image_create_info();
image_info.format = VK_FORMAT_R8G8B8A8_UNORM;
image_info.extent = {dim, dim, 1};
image_info.mipLevels = 1;
image_info.arrayLayers = 1;
image_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
image_info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
image_info.imageType = VK_IMAGE_TYPE_2D;
image_info.samples = VK_SAMPLE_COUNT_1_BIT;
image_info.tiling = VK_IMAGE_TILING_OPTIMAL;
image_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
VkImageViewCreateInfo image_view = vkb::initializers::image_view_create_info();
image_view.viewType = VK_IMAGE_VIEW_TYPE_2D;
image_view.format = VK_FORMAT_R8G8B8A8_UNORM;
image_view.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
image_view.subresourceRange.baseMipLevel = 0;
image_view.subresourceRange.levelCount = 1;
image_view.subresourceRange.baseArrayLayer = 0;
image_view.subresourceRange.layerCount = 1;
auto staging_buffer = vkb::core::BufferC::create_staging_buffer(get_device(), image_info.extent.width * image_info.extent.height * sizeof(uint32_t), nullptr);
textures.resize(32);
for (size_t i = 0; i < textures.size(); i++)
{
VK_CHECK(vkCreateImage(get_device().get_handle(), &image_info, nullptr, &textures[i].image));
VkMemoryAllocateInfo memory_allocation_info = vkb::initializers::memory_allocate_info();
VkMemoryRequirements memory_requirements;
vkGetImageMemoryRequirements(get_device().get_handle(), textures[i].image, &memory_requirements);
memory_allocation_info.allocationSize = memory_requirements.size;
memory_allocation_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_allocation_info, nullptr, &textures[i].memory));
VK_CHECK(vkBindImageMemory(get_device().get_handle(), textures[i].image, textures[i].memory, 0));
image_view.image = textures[i].image;
VK_CHECK(vkCreateImageView(get_device().get_handle(), &image_view, nullptr, &textures[i].image_view));
// Generate a random texture
std::random_device rnd_device;
std::default_random_engine rnd_engine(rnd_device());
std::uniform_int_distribution<short> rnd_dist(0, 255);
const size_t buffer_size = dim * dim * 4;
uint8_t *buffer = staging_buffer.map();
for (size_t i = 0; i < dim * dim; i++)
{
buffer[i * 4] = static_cast<uint8_t>(rnd_dist(rnd_engine));
buffer[i * 4 + 1] = static_cast<uint8_t>(rnd_dist(rnd_engine));
buffer[i * 4 + 2] = static_cast<uint8_t>(rnd_dist(rnd_engine));
buffer[i * 4 + 3] = 255;
}
staging_buffer.unmap();
staging_buffer.flush();
auto cmd = get_device().get_command_pool().request_command_buffer();
cmd->begin(VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT);
vkb::image_layout_transition(cmd->get_handle(), textures[i].image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
VkBufferImageCopy copy_info{};
copy_info.imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1};
copy_info.imageExtent = image_info.extent;
vkCmdCopyBufferToImage(cmd->get_handle(), staging_buffer.get_handle(), textures[i].image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy_info);
vkb::image_layout_transition(cmd->get_handle(), textures[i].image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
cmd->end();
auto const &graphicsQueue = get_device().get_queue_by_flags(VK_QUEUE_GRAPHICS_BIT, 0);
graphicsQueue.submit(*cmd, VK_NULL_HANDLE);
graphicsQueue.wait_idle();
}
// Create immutable sampler for the textures
VkSamplerCreateInfo sampler_info = vkb::initializers::sampler_create_info();
sampler_info.magFilter = VK_FILTER_NEAREST;
sampler_info.minFilter = VK_FILTER_NEAREST;
sampler_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
sampler_info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler_info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler_info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler_info.mipLodBias = 0.0f;
sampler_info.compareOp = VK_COMPARE_OP_NEVER;
sampler_info.minLod = 0.0f;
sampler_info.maxLod = 0.0f;
sampler_info.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK(vkCreateSampler(get_device().get_handle(), &sampler_info, nullptr, &sampler));
}
void Profiles::generate_cubes()
{
// Generate cubes with randomized per-face texture indices (as base for descriptor indexing)
std::vector<VertexStructure> vertices;
std::vector<uint32_t> indices;
// Generate random per-face texture indices
std::random_device rndDevice;
std::default_random_engine rndEngine(rndDevice());
std::uniform_int_distribution<int32_t> rndDist(0, static_cast<uint32_t>(textures.size()) - 1);
// Generate cubes with random per-face texture indices
const uint32_t count = 6;
for (uint32_t i = 0; i < count; i++)
{
// Get a random texture index that the shader will sample from via the vertex attribute
const auto texture_index = [&rndDist, &rndEngine]() {
return rndDist(rndEngine);
};
// Push vertices to buffer
float pos = 2.5f * i - (count * 2.5f / 2.0f);
const std::vector<VertexStructure> cube = {
{{-1.0f + pos, -1.0f, 1.0f}, {0.0f, 0.0f}, texture_index()},
{{1.0f + pos, -1.0f, 1.0f}, {1.0f, 0.0f}, texture_index()},
{{1.0f + pos, 1.0f, 1.0f}, {1.0f, 1.0f}, texture_index()},
{{-1.0f + pos, 1.0f, 1.0f}, {0.0f, 1.0f}, texture_index()},
{{1.0f + pos, 1.0f, 1.0f}, {0.0f, 0.0f}, texture_index()},
{{1.0f + pos, 1.0f, -1.0f}, {1.0f, 0.0f}, texture_index()},
{{1.0f + pos, -1.0f, -1.0f}, {1.0f, 1.0f}, texture_index()},
{{1.0f + pos, -1.0f, 1.0f}, {0.0f, 1.0f}, texture_index()},
{{-1.0f + pos, -1.0f, -1.0f}, {0.0f, 0.0f}, texture_index()},
{{1.0f + pos, -1.0f, -1.0f}, {1.0f, 0.0f}, texture_index()},
{{1.0f + pos, 1.0f, -1.0f}, {1.0f, 1.0f}, texture_index()},
{{-1.0f + pos, 1.0f, -1.0f}, {0.0f, 1.0f}, texture_index()},
{{-1.0f + pos, -1.0f, -1.0f}, {0.0f, 0.0f}, texture_index()},
{{-1.0f + pos, -1.0f, 1.0f}, {1.0f, 0.0f}, texture_index()},
{{-1.0f + pos, 1.0f, 1.0f}, {1.0f, 1.0f}, texture_index()},
{{-1.0f + pos, 1.0f, -1.0f}, {0.0f, 1.0f}, texture_index()},
{{1.0f + pos, 1.0f, 1.0f}, {0.0f, 0.0f}, texture_index()},
{{-1.0f + pos, 1.0f, 1.0f}, {1.0f, 0.0f}, texture_index()},
{{-1.0f + pos, 1.0f, -1.0f}, {1.0f, 1.0f}, texture_index()},
{{1.0f + pos, 1.0f, -1.0f}, {0.0f, 1.0f}, texture_index()},
{{-1.0f + pos, -1.0f, -1.0f}, {0.0f, 0.0f}, texture_index()},
{{1.0f + pos, -1.0f, -1.0f}, {1.0f, 0.0f}, texture_index()},
{{1.0f + pos, -1.0f, 1.0f}, {1.0f, 1.0f}, texture_index()},
{{-1.0f + pos, -1.0f, 1.0f}, {0.0f, 1.0f}, texture_index()},
};
for (auto &vertex : cube)
{
vertices.push_back(vertex);
}
// Push indices to buffer
const std::vector<uint32_t> cubeIndices = {
0, 1, 2, 0, 2, 3,
4, 5, 6, 4, 6, 7,
8, 9, 10, 8, 10, 11,
12, 13, 14, 12, 14, 15,
16, 17, 18, 16, 18, 19,
20, 21, 22, 20, 22, 23};
for (auto &index : cubeIndices)
{
indices.push_back(index + static_cast<uint32_t>(vertices.size()));
}
}
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 = 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 Profiles::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 < 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<int32_t>(width), static_cast<int32_t>(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, &base_descriptor_set, 0, nullptr);
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 Profiles::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 Profiles::setup_descriptor_pool()
{
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, static_cast<uint32_t>(textures.size()))};
VkDescriptorPoolCreateInfo descriptor_pool_create_info =
vkb::initializers::descriptor_pool_create_info(
static_cast<uint32_t>(pool_sizes.size()),
pool_sizes.data(),
3);
VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
}
void Profiles::setup_descriptor_set_layout()
{
// We separate the descriptor sets for the uniform buffer + image and samplers, so we don't need to duplicate the descriptors for the former
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings{};
VkDescriptorSetLayoutCreateInfo descriptor_layout_create_info{};
descriptor_layout_create_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
// Mark second slot as variable for descriptor indexing
VkDescriptorSetLayoutBindingFlagsCreateInfoEXT descriptor_set_layout_binding_flags{};
descriptor_set_layout_binding_flags.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO_EXT;
descriptor_set_layout_binding_flags.bindingCount = 2;
std::vector<VkDescriptorBindingFlagsEXT> descriptor_binding_flags = {
0,
VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT_EXT};
descriptor_set_layout_binding_flags.pBindingFlags = descriptor_binding_flags.data();
descriptor_layout_create_info.pNext = &descriptor_set_layout_binding_flags;
// Set layout for the uniform buffer and the image
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 combined image and sampler
vkb::initializers::descriptor_set_layout_binding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1,
static_cast<uint32_t>(textures.size()))};
descriptor_layout_create_info.bindingCount = static_cast<uint32_t>(set_layout_bindings.size());
descriptor_layout_create_info.pBindings = set_layout_bindings.data();
VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout_create_info, nullptr, &base_descriptor_set_layout));
// Set layout for the samplers
set_layout_bindings = {
// Binding 0: Fragment shader sampler
vkb::initializers::descriptor_set_layout_binding(
VK_DESCRIPTOR_TYPE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
0,
static_cast<uint32_t>(textures.size()))};
descriptor_layout_create_info.bindingCount = static_cast<uint32_t>(set_layout_bindings.size());
descriptor_layout_create_info.pBindings = set_layout_bindings.data();
VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout_create_info, nullptr, &sampler_descriptor_set_layout));
// Pipeline layout
// Set layout for the base descriptors in set 0 and set layout for the sampler descriptors in set 1
std::vector<VkDescriptorSetLayout> set_layouts = {base_descriptor_set_layout, sampler_descriptor_set_layout};
VkPipelineLayoutCreateInfo pipeline_layout_create_info =
vkb::initializers::pipeline_layout_create_info(
set_layouts.data(),
static_cast<uint32_t>(set_layouts.size()));
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout));
}
void Profiles::setup_descriptor_set()
{
// We separate the descriptor sets for the uniform buffer + image and samplers, so we don't need to duplicate the descriptors for the former
VkDescriptorSetAllocateInfo descriptor_set_alloc_info{};
// Descriptors set for the uniform buffer and the image
descriptor_set_alloc_info =
vkb::initializers::descriptor_set_allocate_info(
descriptor_pool,
&base_descriptor_set_layout,
1);
VkDescriptorSetVariableDescriptorCountAllocateInfoEXT variableDescriptorCountAllocInfo = {};
uint32_t variableDescCounts[] = {static_cast<uint32_t>(textures.size())};
variableDescriptorCountAllocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_ALLOCATE_INFO_EXT;
variableDescriptorCountAllocInfo.descriptorSetCount = 1;
variableDescriptorCountAllocInfo.pDescriptorCounts = variableDescCounts;
descriptor_set_alloc_info.pNext = &variableDescriptorCountAllocInfo;
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &descriptor_set_alloc_info, &base_descriptor_set));
VkDescriptorBufferInfo buffer_descriptor = create_descriptor(*uniform_buffer_vs);
// Combined image descriptor for the texture
VkDescriptorImageInfo image_descriptor{};
image_descriptor.imageView = textures[0].image_view;
image_descriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
image_descriptor.sampler = sampler;
std::vector<VkWriteDescriptorSet> write_descriptor_sets(2);
// Binding 0 : Vertex shader uniform buffer
write_descriptor_sets[0] = vkb::initializers::write_descriptor_set(
base_descriptor_set,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&buffer_descriptor);
// Binding 1 : Fragment shader sampled image
// Put all images into a single array
std::vector<VkDescriptorImageInfo> texture_descriptors(textures.size());
for (size_t i = 0; i < textures.size(); i++)
{
texture_descriptors[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
texture_descriptors[i].sampler = sampler;
texture_descriptors[i].imageView = textures[i].image_view;
}
// Unlike an array texture, these are addressed like typical arrays
write_descriptor_sets[1] = {};
write_descriptor_sets[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write_descriptor_sets[1].dstBinding = 1;
write_descriptor_sets[1].dstArrayElement = 0;
write_descriptor_sets[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
write_descriptor_sets[1].descriptorCount = static_cast<uint32_t>(textures.size());
write_descriptor_sets[1].pBufferInfo = 0;
write_descriptor_sets[1].dstSet = base_descriptor_set;
write_descriptor_sets[1].pImageInfo = texture_descriptors.data();
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, nullptr);
}
void Profiles::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_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("profiles", "profiles.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shader_stages[1] = load_shader("profiles", "profiles.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)),
vkb::initializers::vertex_input_attribute_description(0, 2, VK_FORMAT_R32_SINT, offsetof(VertexStructure, texture_index)),
};
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 Profiles::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 Profiles::update_uniform_buffers()
{
// Fixed ubo with projection and view matrices
ubo_vs.projection = camera.matrices.perspective;
ubo_vs.view = camera.matrices.view;
uniform_buffer_vs->convert_and_update(ubo_vs);
}
bool Profiles::prepare(const vkb::ApplicationOptions &options)
{
if (!ApiVulkanSample::prepare(options))
{
return false;
}
camera.type = vkb::CameraType::LookAt;
camera.set_position(glm::vec3(0.0f, 0.0f, -10.0f));
camera.set_rotation(glm::vec3(0.0f));
// Note: Using reversed depth-buffer for increased precision, so Znear and Zfar are flipped
camera.set_perspective(60.0f, static_cast<float>(width) / static_cast<float>(height), 256.0f, 0.1f);
generate_textures();
generate_cubes();
prepare_uniform_buffers();
setup_descriptor_set_layout();
prepare_pipelines();
setup_descriptor_pool();
setup_descriptor_set();
build_command_buffers();
prepared = true;
return true;
}
void Profiles::render(float delta_time)
{
if (!prepared)
{
return;
}
draw();
}
void Profiles::view_changed()
{
update_uniform_buffers();
}
void Profiles::on_update_ui_overlay(vkb::Drawer &drawer)
{
drawer.text("Enabled profile: %s", profile_properties.profileName);
}
std::unique_ptr<vkb::Application> create_profiles()
{
return std::make_unique<Profiles>();
}