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immutable_sampler.cpp
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/*
* Vulkan Samples
*
* Copyright (C) 2015-2020 Valve Corporation
* Copyright (C) 2015-2020 LunarG, Inc.
* Copyright (C) 2015-2020 Google, Inc.
*
* 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.
*/
/*
VULKAN_SAMPLE_SHORT_DESCRIPTION
Use an immutable sampler to texture a cube.
*/
#include <util_init.hpp>
#include <assert.h>
#include <string.h>
#include <cstdlib>
#include "cube_data.h"
// This sample is based on template and uses an immutable sampler,
// along with a sampled image. It should render the LunarG textured cube.
/* We've setup cmake to process immutable_sampler.vert and immutable_sampler.frag */
/* files containing the glsl shader code for this sample. The generate-spirv script uses */
/* glslangValidator to compile the glsl into spir-v and places the spir-v into a struct */
/* into a generated header file */
int sample_main(int argc, char *argv[]) {
VkResult U_ASSERT_ONLY res;
struct sample_info info = {};
char sample_title[] = "Simple Immutable Sampler";
const bool depthPresent = true;
process_command_line_args(info, argc, argv);
init_global_layer_properties(info);
init_instance_extension_names(info);
init_device_extension_names(info);
init_instance(info, sample_title);
init_enumerate_device(info);
init_window_size(info, 500, 500);
init_connection(info);
init_window(info);
init_swapchain_extension(info);
init_device(info);
init_command_pool(info);
init_command_buffer(info);
execute_begin_command_buffer(info);
init_device_queue(info);
init_swap_chain(info);
init_depth_buffer(info);
init_uniform_buffer(info);
init_renderpass(info, depthPresent);
#include "immutable_sampler.vert.h"
#include "immutable_sampler.frag.h"
VkShaderModuleCreateInfo vert_info = {};
VkShaderModuleCreateInfo frag_info = {};
vert_info.sType = frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
vert_info.codeSize = sizeof(immutable_sampler_vert);
vert_info.pCode = immutable_sampler_vert;
frag_info.codeSize = sizeof(immutable_sampler_frag);
frag_info.pCode = immutable_sampler_frag;
init_shaders(info, &vert_info, &frag_info);
init_framebuffers(info, depthPresent);
init_vertex_buffer(info, g_vb_texture_Data, sizeof(g_vb_texture_Data), sizeof(g_vb_texture_Data[0]), true);
/* VULKAN_KEY_START */
// Create the sampler we'll be using immutably
VkSampler immutableSampler = {};
init_sampler(info, immutableSampler);
// Call helper that inits image withouth attaching sampler
struct texture_object texObj;
const char *textureName = "lunarg.ppm";
init_image(info, texObj, textureName);
info.textures.push_back(texObj);
info.texture_data.image_info.sampler = 0;
info.texture_data.image_info.imageView = info.textures[0].view;
info.texture_data.image_info.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Set up one descriptor sets
static const unsigned descriptor_set_count = 1;
static const unsigned resource_count = 2;
static const unsigned resource_type_count = 2;
// Create binding and layout for the following, matching contents of shader
// binding 0 = uniform buffer (MVP)
// binding 1 = combined image and immutable sampler
VkDescriptorSetLayoutBinding resource_binding[resource_count] = {};
resource_binding[0].binding = 0;
resource_binding[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
resource_binding[0].descriptorCount = 1;
resource_binding[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
resource_binding[0].pImmutableSamplers = NULL;
resource_binding[1].binding = 1;
resource_binding[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
resource_binding[1].descriptorCount = 1;
resource_binding[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
resource_binding[1].pImmutableSamplers = &immutableSampler;
VkDescriptorSetLayoutCreateInfo resource_layout_info[1] = {};
resource_layout_info[0].sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
resource_layout_info[0].pNext = NULL;
resource_layout_info[0].bindingCount = resource_count;
resource_layout_info[0].pBindings = resource_binding;
VkDescriptorSetLayout descriptor_layouts[1] = {};
res = vkCreateDescriptorSetLayout(info.device, resource_layout_info, NULL, &descriptor_layouts[0]);
assert(res == VK_SUCCESS);
// Create pipeline layout
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo[1] = {};
pipelineLayoutCreateInfo[0].sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutCreateInfo[0].pNext = NULL;
pipelineLayoutCreateInfo[0].pushConstantRangeCount = 0;
pipelineLayoutCreateInfo[0].pPushConstantRanges = NULL;
pipelineLayoutCreateInfo[0].setLayoutCount = descriptor_set_count;
pipelineLayoutCreateInfo[0].pSetLayouts = descriptor_layouts;
res = vkCreatePipelineLayout(info.device, pipelineLayoutCreateInfo, NULL, &info.pipeline_layout);
assert(res == VK_SUCCESS);
// Create a single pool to contain data for our descriptor set
VkDescriptorPoolSize pool_sizes[2] = {};
pool_sizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
pool_sizes[0].descriptorCount = 1;
pool_sizes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
pool_sizes[1].descriptorCount = 1;
VkDescriptorPoolCreateInfo pool_info[1] = {};
pool_info[0].sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info[0].pNext = NULL;
pool_info[0].maxSets = descriptor_set_count;
pool_info[0].poolSizeCount = resource_type_count;
pool_info[0].pPoolSizes = pool_sizes;
VkDescriptorPool descriptor_pool[1] = {};
res = vkCreateDescriptorPool(info.device, pool_info, NULL, descriptor_pool);
assert(res == VK_SUCCESS);
VkDescriptorSetAllocateInfo alloc_info[1];
alloc_info[0].sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
alloc_info[0].pNext = NULL;
alloc_info[0].descriptorPool = descriptor_pool[0];
alloc_info[0].descriptorSetCount = descriptor_set_count;
alloc_info[0].pSetLayouts = descriptor_layouts;
// Populate descriptor sets
VkDescriptorSet descriptor_sets[descriptor_set_count] = {};
res = vkAllocateDescriptorSets(info.device, alloc_info, descriptor_sets);
assert(res == VK_SUCCESS);
// Using empty brace initializer on the next line triggers a bug in older
// versions of gcc, so memset instead
VkWriteDescriptorSet descriptor_writes[resource_count];
memset(descriptor_writes, 0, sizeof(descriptor_writes));
// Populate with info about our uniform buffer for MVP
descriptor_writes[0] = {};
descriptor_writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptor_writes[0].pNext = NULL;
descriptor_writes[0].dstSet = descriptor_sets[0];
descriptor_writes[0].descriptorCount = 1;
descriptor_writes[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
descriptor_writes[0].pBufferInfo = &info.uniform_data.buffer_info; // populated by init_uniform_buffer()
descriptor_writes[0].dstArrayElement = 0;
descriptor_writes[0].dstBinding = 0;
// Populate with info about our sampled image
descriptor_writes[1] = {};
descriptor_writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptor_writes[1].pNext = NULL;
descriptor_writes[1].dstSet = descriptor_sets[0];
descriptor_writes[1].descriptorCount = 1;
descriptor_writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
descriptor_writes[1].pImageInfo = &info.texture_data.image_info; // populated by init_texture()
descriptor_writes[1].dstArrayElement = 0;
descriptor_writes[1].dstBinding = 1;
vkUpdateDescriptorSets(info.device, resource_count, descriptor_writes, 0, NULL);
/* VULKAN_KEY_END */
init_pipeline_cache(info);
init_pipeline(info, depthPresent);
init_presentable_image(info);
VkClearValue clear_values[2];
init_clear_color_and_depth(info, clear_values);
VkRenderPassBeginInfo rp_begin;
init_render_pass_begin_info(info, rp_begin);
rp_begin.clearValueCount = 2;
rp_begin.pClearValues = clear_values;
vkCmdBeginRenderPass(info.cmd, &rp_begin, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(info.cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, info.pipeline);
vkCmdBindDescriptorSets(info.cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, info.pipeline_layout, 0, NUM_DESCRIPTOR_SETS,
descriptor_sets, 0, NULL);
const VkDeviceSize offsets[1] = {0};
vkCmdBindVertexBuffers(info.cmd, 0, 1, &info.vertex_buffer.buf, offsets);
init_viewports(info);
init_scissors(info);
vkCmdDraw(info.cmd, 12 * 3, 1, 0, 0);
vkCmdEndRenderPass(info.cmd);
res = vkEndCommandBuffer(info.cmd);
assert(res == VK_SUCCESS);
VkFence drawFence = {};
init_fence(info, drawFence);
VkPipelineStageFlags pipe_stage_flags = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo submit_info = {};
init_submit_info(info, submit_info, pipe_stage_flags);
/* Queue the command buffer for execution */
res = vkQueueSubmit(info.graphics_queue, 1, &submit_info, drawFence);
assert(res == VK_SUCCESS);
/* Now present the image in the window */
VkPresentInfoKHR present = {};
init_present_info(info, present);
/* Make sure command buffer is finished before presenting */
do {
res = vkWaitForFences(info.device, 1, &drawFence, VK_TRUE, FENCE_TIMEOUT);
} while (res == VK_TIMEOUT);
assert(res == VK_SUCCESS);
res = vkQueuePresentKHR(info.present_queue, &present);
assert(res == VK_SUCCESS);
wait_seconds(1);
if (info.save_images) write_ppm(info, "immutable_sampler");
vkDestroyFence(info.device, drawFence, NULL);
vkDestroySemaphore(info.device, info.imageAcquiredSemaphore, NULL);
destroy_pipeline(info);
destroy_pipeline_cache(info);
vkDestroySampler(info.device, immutableSampler, NULL);
vkDestroyImageView(info.device, info.textures[0].view, NULL);
vkDestroyImage(info.device, info.textures[0].image, NULL);
vkFreeMemory(info.device, info.textures[0].image_memory, NULL);
if (info.textures[0].needs_staging) {
vkDestroyBuffer(info.device, info.textures[0].buffer, NULL);
vkFreeMemory(info.device, info.textures[0].buffer_memory, NULL);
}
// instead of destroy_descriptor_pool(info);
vkDestroyDescriptorPool(info.device, descriptor_pool[0], NULL);
destroy_vertex_buffer(info);
destroy_framebuffers(info);
destroy_shaders(info);
destroy_renderpass(info);
// instead of destroy_descriptor_and_pipeline_layouts(info);
for (int i = 0; i < descriptor_set_count; i++) vkDestroyDescriptorSetLayout(info.device, descriptor_layouts[i], NULL);
vkDestroyPipelineLayout(info.device, info.pipeline_layout, NULL);
destroy_uniform_buffer(info);
destroy_depth_buffer(info);
destroy_swap_chain(info);
destroy_command_buffer(info);
destroy_command_pool(info);
destroy_device(info);
destroy_window(info);
destroy_instance(info);
return 0;
}