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

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/* Copyright (c) 2024-2025, NVIDIA CORPORATION. All rights reserved.
*
* 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.
*/
/*
* Basic example for VK_EXT_mesh_shader, using Vulkan-Hpp.
* There is only a mesh shader and a fragment shader. The mesh shader creates the vertices for a single triangle.
*/
#include "hpp_mesh_shading.h"
HPPMeshShading::HPPMeshShading()
{
title = "Mesh shading";
// VK_EXT_mesh_shader depends on VK_KHR_spirv_1_4, which in turn depends on Vulkan 1.1 and VK_KHR_shader_float_controls
set_api_version(VK_API_VERSION_1_1);
add_device_extension(VK_EXT_MESH_SHADER_EXTENSION_NAME);
add_device_extension(VK_KHR_SHADER_FLOAT_CONTROLS_EXTENSION_NAME);
add_device_extension(VK_KHR_SPIRV_1_4_EXTENSION_NAME);
}
HPPMeshShading::~HPPMeshShading()
{
if (has_device() && get_device().get_handle())
{
vk::Device const &device = get_device().get_handle();
device.destroyPipeline(pipeline);
device.destroyPipelineLayout(pipeline_layout);
device.destroyDescriptorSetLayout(descriptor_set_layout);
}
}
bool HPPMeshShading::prepare(const vkb::ApplicationOptions &options)
{
assert(!prepared);
if (HPPApiVulkanSample::prepare(options))
{
vk::Device device = get_device().get_handle();
descriptor_pool = device.createDescriptorPool({.maxSets = 2});
descriptor_set_layout = device.createDescriptorSetLayout({});
descriptor_set =
device.allocateDescriptorSets({.descriptorPool = descriptor_pool, .descriptorSetCount = 1, .pSetLayouts = &descriptor_set_layout}).front();
// Create a blank pipeline layout.
// We are not binding any resources to the pipeline in this first sample.
pipeline_layout = device.createPipelineLayout({.setLayoutCount = 1, .pSetLayouts = &descriptor_set_layout});
pipeline = create_pipeline();
build_command_buffers();
prepared = true;
}
return prepared;
}
void HPPMeshShading::request_gpu_features(vkb::core::HPPPhysicalDevice &gpu)
{
// Enable extension features required by this sample
// These are passed to device creation via a pNext structure chain
HPP_REQUEST_REQUIRED_FEATURE(gpu, vk::PhysicalDeviceMeshShaderFeaturesEXT, meshShader);
}
/*
Command buffer generation
*/
void HPPMeshShading::build_command_buffers()
{
vk::CommandBufferBeginInfo command_buffer_begin_info;
std::array<vk::ClearValue, 2> clear_values = {{default_clear_color, vk::ClearDepthStencilValue{0.0f, 0}}};
vk::RenderPassBeginInfo render_pass_begin_info{.renderPass = render_pass,
.renderArea = {{0, 0}, extent},
.clearValueCount = static_cast<uint32_t>(clear_values.size()),
.pClearValues = clear_values.data()};
for (size_t i = 0; i < draw_cmd_buffers.size(); ++i)
{
render_pass_begin_info.framebuffer = framebuffers[i];
vk::CommandBuffer command_buffer = draw_cmd_buffers[i];
command_buffer.begin(command_buffer_begin_info);
command_buffer.beginRenderPass(render_pass_begin_info, vk::SubpassContents::eInline);
command_buffer.setViewport(0, {{0.0f, 0.0f, static_cast<float>(extent.width), static_cast<float>(extent.height), 0.0f, 1.0f}});
command_buffer.setScissor(0, {{{0, 0}, extent}});
command_buffer.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipeline_layout, 0, descriptor_set, {});
command_buffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline);
// Mesh shaders need the vkCmdDrawMeshTasksExt
command_buffer.drawMeshTasksEXT(1, 1, 1);
draw_ui(command_buffer);
command_buffer.endRenderPass();
command_buffer.end();
}
}
void HPPMeshShading::render(float delta_time)
{
if (prepared)
{
draw();
}
}
vk::Pipeline HPPMeshShading::create_pipeline()
{
// Load our SPIR-V shaders.
std::vector<vk::PipelineShaderStageCreateInfo> shader_stages = {load_shader("mesh_shading", "ms.mesh.spv", vk::ShaderStageFlagBits::eMeshEXT),
load_shader("mesh_shading", "ps.frag.spv", vk::ShaderStageFlagBits::eFragment)};
// We will have one viewport and scissor box.
vk::PipelineViewportStateCreateInfo viewport_state{.viewportCount = 1, .scissorCount = 1};
vk::PipelineRasterizationStateCreateInfo rasterization_state{
.polygonMode = vk::PolygonMode::eFill, .cullMode = vk::CullModeFlagBits::eNone, .frontFace = vk::FrontFace::eCounterClockwise, .lineWidth = 1.0f};
// No multisampling.
vk::PipelineMultisampleStateCreateInfo multisample_state{.rasterizationSamples = vk::SampleCountFlagBits::e1};
vk::PipelineDepthStencilStateCreateInfo depth_stencil_state{
.depthTestEnable = false, .depthWriteEnable = true, .depthCompareOp = vk::CompareOp::eGreater, .back = {.compareOp = vk::CompareOp::eGreater}};
vk::PipelineColorBlendAttachmentState blend_attachment_state{.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG |
vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA};
vk::PipelineColorBlendStateCreateInfo color_blend_state{.attachmentCount = 1, .pAttachments = &blend_attachment_state};
// Specify that these states will be dynamic, i.e. not part of pipeline state object.
std::array<vk::DynamicState, 2> dynamic_state_enables = {vk::DynamicState::eViewport, vk::DynamicState::eScissor};
vk::PipelineDynamicStateCreateInfo dynamic_state{.dynamicStateCount = static_cast<uint32_t>(dynamic_state_enables.size()),
.pDynamicStates = dynamic_state_enables.data()};
vk::GraphicsPipelineCreateInfo graphics_pipeline_create_info{.stageCount = static_cast<uint32_t>(shader_stages.size()),
.pStages = shader_stages.data(),
.pViewportState = &viewport_state,
.pRasterizationState = &rasterization_state,
.pMultisampleState = &multisample_state,
.pDepthStencilState = &depth_stencil_state,
.pColorBlendState = &color_blend_state,
.pDynamicState = &dynamic_state,
.layout = pipeline_layout,
.renderPass = render_pass};
vk::Result result;
vk::Pipeline pipeline;
std::tie(result, pipeline) = get_device().get_handle().createGraphicsPipeline(pipeline_cache, graphics_pipeline_create_info);
assert(result == vk::Result::eSuccess);
return pipeline;
}
void HPPMeshShading::draw()
{
HPPApiVulkanSample::prepare_frame();
// Submit to queue
submit_info.setCommandBuffers(draw_cmd_buffers[current_buffer]);
queue.submit(submit_info);
HPPApiVulkanSample::submit_frame();
}
std::unique_ptr<vkb::VulkanSampleCpp> create_hpp_mesh_shading()
{
return std::make_unique<HPPMeshShading>();
}