forked from nvpro-samples/gl_vk_supersampled
/
renderer_vulkan.cpp
704 lines (635 loc) · 28.2 KB
/
renderer_vulkan.cpp
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/*-----------------------------------------------------------------------
Copyright (c) 2016, NVIDIA. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Neither the name of its contributors may be used to endorse
or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
feedback to tlorach@nvidia.com (Tristan Lorach)
Note: this section of the code is showing a basic implementation of
Command-lists using a binary format called bk3d.
This format has no value for command-list. However you will see that
it allows to use pre-baked art asset without too parsing: all is
available from structures in the file (after pointer resolution)
*/ //--------------------------------------------------------------------
#define USE_vkCmdBindVertexBuffers_Offset
#ifdef USE_vkCmdBindVertexBuffers_Offset
# define VBOIDX userPtr
# define EBOIDX userPtr
#endif
#define EXTERNSVCUI
#define WINDOWINERTIACAMERA_EXTERN
#include "renderer_base.h"
#include "NVK.h"
#include "NVFBOBoxVK.h"
//
// NVIDIA Extension to merge Vulkan with OpenGL
//
//typedef GLVULKANPROCNV (GLAPIENTRY* PFNGLGETVKINSTANCEPROCADDRNVPROC) (const GLchar *name);
typedef void (GLAPIENTRY* PFNGLWAITVKSEMAPHORENVPROC) (GLuint64 vkSemaphore);
typedef void (GLAPIENTRY* PFNGLSIGNALVKSEMAPHORENVPROC) (GLuint64 vkSemaphore);
typedef void (GLAPIENTRY* PFNGLSIGNALVKFENCENVPROC) (GLuint64 vkFence);
typedef void (GLAPIENTRY* PFNGLDRAWVKIMAGENVPROC) (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1);
//PFNGLGETVKINSTANCEPROCADDRNVPROC glGetVkInstanceProcAddrNV;
PFNGLWAITVKSEMAPHORENVPROC glWaitVkSemaphoreNV;
PFNGLSIGNALVKSEMAPHORENVPROC glSignalVkSemaphoreNV;
PFNGLSIGNALVKFENCENVPROC glSignalVkFenceNV;
PFNGLDRAWVKIMAGENVPROC glDrawVkImageNV;
///////////////////////////////////////////////////////////////////////////////
// renderer
//
namespace vk
{
static NVK nvk;
//------------------------------------------------------------------------------
// Buffer Object
//------------------------------------------------------------------------------
struct BufO {
VkBuffer buffer;
VkBufferView bufferView;
VkDeviceMemory bufferMem;
size_t Sz;
void release() {
if(buffer) nvk.vkDestroyBuffer(buffer);
if(bufferView) nvk.vkDestroyBufferView(bufferView);
if(bufferMem)
nvk.vkFreeMemory(bufferMem);
memset(this, 0, sizeof(BufO));
}
};
//------------------------------------------------------------------------------
// Renderer: can be OpenGL or other
//------------------------------------------------------------------------------
class RendererVk : public Renderer, public nv_helpers::Profiler::GPUInterface
{
private:
bool m_bValid;
//
// Vulkan stuff
//
VkCommandPool m_cmdPool;
VkDescriptorPool m_descPool;
VkDescriptorSetLayout m_descriptorSetLayouts[DSET_TOTALAMOUNT]; // general layout and objects layout
VkDescriptorSet m_descriptorSetGlobal; // descriptor set for general part
VkPipelineLayout m_pipelineLayout;
VkPipeline m_pipelinefur;
NVFBOBoxVK m_nvFBOBox; // the super-sampled render-target
NVFBOBoxVK::DownSamplingTechnique downsamplingMode;
VkCommandBuffer m_cmdScene[2];
VkFence m_sceneFence[2];
int m_cmdSceneIdx;
// Used for merging Vulkan image to OpenGL backbuffer
VkSemaphore m_semOpenGLReadDone;
VkSemaphore m_semVKRenderingDone;
GLuint m_nElmts;
BufO m_furBuffer;
BufO m_matrix;
VkQueryPool m_timePool;
uint64_t m_timeStampFrequency;
VkBool32 m_timeStampsSupported;
public:
RendererVk() {
m_bValid = false;
m_timeStampsSupported = false;
g_renderers[g_numRenderers++] = this;
m_cmdSceneIdx = 0;
}
virtual ~RendererVk() {}
virtual const char *getName() { return "Vulkan"; }
virtual bool valid() { return m_bValid; };
virtual bool initGraphics(int w, int h, float SSScale, int MSAA);
virtual bool terminateGraphics();
virtual void waitForGPUIdle();
virtual void display(const InertiaCamera& camera, const mat4f& projection);
virtual void updateViewport(GLint x, GLint y, GLsizei width, GLsizei height, float SSFactor);
virtual bool bFlipViewport() { return true; }
virtual void setDownSamplingMode(int i) {
downsamplingMode = (NVFBOBoxVK::DownSamplingTechnique)i;
}
//
// Timer methods
//
virtual nv_helpers::Profiler::GPUInterface* getTimerInterface();
virtual void initTimers(unsigned int n);
virtual void deinitTimers();
//
// from nv_helpers::Profiler::GPUInterface
//
virtual const char* TimerTypeName();
virtual bool TimerAvailable(nv_helpers::Profiler::TimerIdx idx);
virtual void TimerSetup(nv_helpers::Profiler::TimerIdx idx);
virtual unsigned long long TimerResult(nv_helpers::Profiler::TimerIdx idxBegin, nv_helpers::Profiler::TimerIdx idxEnd);
virtual void TimerEnsureSize(unsigned int slots);
virtual void TimerFlush();
};
RendererVk s_renderer;
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// TIMER method for GPUInterface
//------------------------------------------------------------------------------
nv_helpers::Profiler::GPUInterface* RendererVk::getTimerInterface()
{
if (m_timeStampsSupported)
return this;
return 0;
}
//------------------------------------------------------------------------------
// method for GPUInterface
//------------------------------------------------------------------------------
const char* RendererVk::TimerTypeName()
{
return "VK ";
}
//------------------------------------------------------------------------------
// method for GPUInterface
//------------------------------------------------------------------------------
bool RendererVk::TimerAvailable(nv_helpers::Profiler::TimerIdx idx)
{
return true;
}
//------------------------------------------------------------------------------
// method for GPUInterface
//------------------------------------------------------------------------------
void RendererVk::TimerSetup(nv_helpers::Profiler::TimerIdx idx)
{
VkResult result = VK_ERROR_INITIALIZATION_FAILED;
if(m_bValid == false) return;
::VkCommandBuffer timerCmd;
timerCmd = nvk.vkAllocateCommandBuffer(m_cmdPool, true);
nvk.vkBeginCommandBuffer(timerCmd, true);
vkCmdResetQueryPool(timerCmd, m_timePool, idx, 1); // not ideal to do this per query
vkCmdWriteTimestamp(timerCmd, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, m_timePool, idx);
nvk.vkEndCommandBuffer(timerCmd);
nvk.vkQueueSubmit(NVK::VkSubmitInfo(0, NULL, NULL, 1, &timerCmd, 0, NULL), NULL);
}
//------------------------------------------------------------------------------
// method for GPUInterface
//------------------------------------------------------------------------------
unsigned long long RendererVk::TimerResult(nv_helpers::Profiler::TimerIdx idxBegin, nv_helpers::Profiler::TimerIdx idxEnd)
{
if(m_bValid == false) return 0;
uint64_t end = 0;
uint64_t begin = 0;
vkGetQueryPoolResults(nvk.m_device, m_timePool, idxEnd, 1, sizeof(uint64_t), &end, 0, VK_QUERY_RESULT_WAIT_BIT | VK_QUERY_RESULT_64_BIT);
vkGetQueryPoolResults(nvk.m_device, m_timePool, idxBegin, 1, sizeof(uint64_t), &begin, 0, VK_QUERY_RESULT_WAIT_BIT | VK_QUERY_RESULT_64_BIT);
return uint64_t(double(end - begin) * m_timeStampFrequency);
}
//------------------------------------------------------------------------------
// method for GPUInterface
//------------------------------------------------------------------------------
void RendererVk::TimerEnsureSize(unsigned int slots)
{
}
//------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------
void RendererVk::initTimers(unsigned int n)
{
if(m_bValid == false) return;
VkResult result = VK_ERROR_INITIALIZATION_FAILED;
m_timeStampsSupported = nvk.m_gpu.queueProperties[0].timestampValidBits;
if (m_timeStampsSupported)
{
m_timeStampFrequency = nvk.m_gpu.properties.limits.timestampPeriod;
}
else
{
return;
}
if (m_timePool){
deinitTimers();
}
VkQueryPoolCreateInfo queryInfo = { VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO };
queryInfo.queryCount = n;
queryInfo.queryType = VK_QUERY_TYPE_TIMESTAMP;
result = vkCreateQueryPool(nvk.m_device, &queryInfo, NULL, &m_timePool);
}
//------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------
void RendererVk::deinitTimers()
{
if (!m_timeStampsSupported) return;
vkDestroyQueryPool(nvk.m_device, m_timePool, NULL);
m_timePool = NULL;
}
//------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------
void RendererVk::TimerFlush()
{
}
//------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------
bool load_binary(std::string &name, std::string &data)
{
FILE *fd = NULL;
std::vector<std::string> paths;
paths.push_back(name);
paths.push_back(std::string(PROJECT_RELDIRECTORY) + name);
paths.push_back(std::string(PROJECT_ABSDIRECTORY) + name);
for(int i=0; i<paths.size(); i++)
{
if(fd = fopen(paths[i].c_str(), "rb") )
{
break;
}
}
if(fd == NULL)
{
//LOGE("error in loading %s\n", name.c_str());
return false;
}
fseek(fd, 0, SEEK_END);
long realsize = ftell(fd);
char *p = new char[realsize];
fseek(fd, 0, SEEK_SET);
fread(p, 1, realsize, fd);
data = std::string(p, realsize);
delete [] p;
return true;
}
//------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------
bool RendererVk::initGraphics(int w, int h, float SSScale, int MSAA)
{
bool bRes;
if(m_bValid)
return true;
m_bValid = true;
//--------------------------------------------------------------------------
// Create the Vulkan device
//
bRes = nvk.CreateDevice();
assert(bRes);
//--------------------------------------------------------------------------
// Get the OpenGL extension for merging VULKAN with OpenGL
//
#ifdef WIN32
//glGetVkInstanceProcAddrNV = (PFNGLGETVKINSTANCEPROCADDRNVPROC)GetProcAddress(hlib, "glGetVkInstanceProcAddrNV");
glWaitVkSemaphoreNV = (PFNGLWAITVKSEMAPHORENVPROC)NVPWindow::sysGetProcAddress("glWaitVkSemaphoreNV");
glSignalVkSemaphoreNV = (PFNGLSIGNALVKSEMAPHORENVPROC)NVPWindow::sysGetProcAddress("glSignalVkSemaphoreNV");
glSignalVkFenceNV = (PFNGLSIGNALVKFENCENVPROC)NVPWindow::sysGetProcAddress("glSignalVkFenceNV");
glDrawVkImageNV = (PFNGLDRAWVKIMAGENVPROC)NVPWindow::sysGetProcAddress("glDrawVkImageNV");
if(glDrawVkImageNV == NULL)
{
LOGE("couldn't find entry points to blit Vulkan to OpenGL back-buffer (glDrawVkImageNV...)");
nvk.DestroyDevice();
m_bValid = false;
return false;
}
#else //ellif (__linux__)
// TODO
#endif
VkSemaphoreCreateInfo semCreateInfo = { VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO };
m_semOpenGLReadDone = nvk.vkCreateSemaphore();
// Signal Semaphore by default to avoid being stuck
glSignalVkSemaphoreNV((GLuint64)m_semOpenGLReadDone);
m_semVKRenderingDone = nvk.vkCreateSemaphore();
//--------------------------------------------------------------------------
// Command pool for the main thread
//
VkCommandPoolCreateInfo cmdPoolInfo = { VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO };
cmdPoolInfo.queueFamilyIndex = 0;
cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
CHECK(vkCreateCommandPool(nvk.m_device, &cmdPoolInfo, NULL, &m_cmdPool));
//--------------------------------------------------------------------------
// TODO
initTimers(nv_helpers::Profiler::START_TIMERS);
//--------------------------------------------------------------------------
// Load SpirV shaders
//
std::string spv_GLSL_fur_frag;
std::string spv_GLSL_fur_vert;
bRes = true;
if(!load_binary(std::string("GLSL/GLSL_fur_frag.spv"), spv_GLSL_fur_frag)) bRes = false;
if(!load_binary(std::string("GLSL/GLSL_fur_vert.spv"), spv_GLSL_fur_vert)) bRes = false;
if (bRes == false)
{
LOGE("Failed loading some SPV files\n");
nvk.DestroyDevice();
m_bValid = false;
return false;
}
//--------------------------------------------------------------------------
// Buffers for general UBOs
//
m_matrix.Sz = sizeof(vec4f)*4*2;
m_matrix.buffer = nvk.createAndFillBuffer(m_cmdPool, m_matrix.Sz, NULL, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, m_matrix.bufferMem);
m_matrix.bufferView = nvk.vkCreateBufferView(m_matrix.buffer, VK_FORMAT_UNDEFINED, m_matrix.Sz);
//--------------------------------------------------------------------------
// descriptor set
//
// descriptor layout for general things (projection matrix; view matrix...)
m_descriptorSetLayouts[DSET_GLOBAL] = nvk.vkCreateDescriptorSetLayout(
NVK::VkDescriptorSetLayoutCreateInfo(NVK::VkDescriptorSetLayoutBinding
(BINDING_MATRIX, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT) // BINDING_MATRIX
//(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT) // BINDING_LIGHT
) );
// descriptor layout for object level: buffers related to the object (objec-matrix; material colors...)
// This part will use the offsets to adjust buffer data
m_descriptorSetLayouts[DSET_OBJECT] = nvk.vkCreateDescriptorSetLayout(
NVK::VkDescriptorSetLayoutCreateInfo(NVK::VkDescriptorSetLayoutBinding
(BINDING_MATRIXOBJ, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT) // BINDING_MATRIXOBJ
(BINDING_MATERIAL , VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_FRAGMENT_BIT) // BINDING_MATERIAL
) );
//
// PipelineLayout
//
m_pipelineLayout = nvk.vkCreatePipelineLayout(m_descriptorSetLayouts, DSET_TOTALAMOUNT);
//--------------------------------------------------------------------------
// Init 'pipelines'
//
//
// what is needed to tell which states are dynamic
//
NVK::VkPipelineDynamicStateCreateInfo dynamicStateCreateInfo(
NVK::VkDynamicState
(VK_DYNAMIC_STATE_VIEWPORT)
(VK_DYNAMIC_STATE_SCISSOR)
);
NVK::VkPipelineViewportStateCreateInfo vkPipelineViewportStateCreateInfo(
NVK::VkViewport(0.0f,0.0f,(float)w, (float)h,0.0f,1.0f),
NVK::VkRect2DArray(0.0f,0.0f,(float)w, (float)h)
);
NVK::VkPipelineRasterizationStateCreateInfo vkPipelineRasterStateCreateInfo(
VK_TRUE, //depthClipEnable
VK_FALSE, //rasterizerDiscardEnable
VK_POLYGON_MODE_FILL, //fillMode
VK_CULL_MODE_NONE, //cullMode
VK_FRONT_FACE_COUNTER_CLOCKWISE, //frontFace
VK_TRUE, //depthBiasEnable
0.0, //depthBias
0.0, //depthBiasClamp
0.0, //slopeScaledDepthBias
1.0 //lineWidth
);
NVK::VkPipelineColorBlendStateCreateInfo vkPipelineColorBlendStateCreateInfo(
VK_FALSE/*logicOpEnable*/,
VK_LOGIC_OP_NO_OP,
NVK::VkPipelineColorBlendAttachmentState(
VK_FALSE/*blendEnable*/,
VK_BLEND_FACTOR_ZERO /*srcBlendColor*/,
VK_BLEND_FACTOR_ZERO /*destBlendColor*/,
VK_BLEND_OP_ADD /*blendOpColor*/,
VK_BLEND_FACTOR_ZERO /*srcBlendAlpha*/,
VK_BLEND_FACTOR_ZERO /*destBlendAlpha*/,
VK_BLEND_OP_ADD /*blendOpAlpha*/,
VK_COLOR_COMPONENT_R_BIT|VK_COLOR_COMPONENT_G_BIT|VK_COLOR_COMPONENT_B_BIT|VK_COLOR_COMPONENT_A_BIT/*colorWriteMask*/),
NVK::Float4() //blendConst[4]
);
NVK::VkPipelineDepthStencilStateCreateInfo vkPipelineDepthStencilStateCreateInfo(
VK_TRUE, //depthTestEnable
VK_TRUE, //depthWriteEnable
VK_COMPARE_OP_LESS_OR_EQUAL, //depthCompareOp
VK_FALSE, //depthBoundsTestEnable
VK_FALSE, //stencilTestEnable
NVK::VkStencilOpState(), NVK::VkStencilOpState(), //front, back
0.0f, 1.0f //minDepthBounds, maxDepthBounds
);
::VkSampleMask sampleMask = 0xFFFF;
NVK::VkPipelineMultisampleStateCreateInfo vkPipelineMultisampleStateCreateInfo(
(VkSampleCountFlagBits)MSAA /*rasterSamples*/, VK_FALSE /*sampleShadingEnable*/, 1.0 /*minSampleShading*/, &sampleMask /*sampleMask*/, VK_FALSE, VK_FALSE);
//
// Fur gfx pipeline
//
m_pipelinefur = nvk.vkCreateGraphicsPipeline(NVK::VkGraphicsPipelineCreateInfo
(m_pipelineLayout,0)
(NVK::VkPipelineVertexInputStateCreateInfo(
NVK::VkVertexInputBindingDescription (0/*binding*/, sizeof(Vertex)/*stride*/, VK_VERTEX_INPUT_RATE_VERTEX),
NVK::VkVertexInputAttributeDescription (0/*location*/, 0/*binding*/, VK_FORMAT_R32G32B32_SFLOAT, 0) // pos
(1/*location*/, 0/*binding*/, VK_FORMAT_R32G32B32_SFLOAT, sizeof(vec3f)) // normal
(2/*location*/, 0/*binding*/, VK_FORMAT_R32G32B32A32_SFLOAT, 2*sizeof(vec3f)) // color
) )
(NVK::VkPipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_FALSE) )
(NVK::VkPipelineShaderStageCreateInfo(
VK_SHADER_STAGE_VERTEX_BIT, nvk.vkCreateShaderModule(spv_GLSL_fur_vert.c_str(), spv_GLSL_fur_vert.size()), "main") )
(vkPipelineViewportStateCreateInfo)
(vkPipelineRasterStateCreateInfo)
(vkPipelineMultisampleStateCreateInfo)
(NVK::VkPipelineShaderStageCreateInfo(
VK_SHADER_STAGE_FRAGMENT_BIT, nvk.vkCreateShaderModule(spv_GLSL_fur_frag.c_str(), spv_GLSL_fur_frag.size()), "main") )
(vkPipelineColorBlendStateCreateInfo)
(vkPipelineDepthStencilStateCreateInfo)
(dynamicStateCreateInfo)
);
//
// Create the buffer with these data
//
std::vector<Vertex> data;
buildFur(data);
m_nElmts = data.size();
GLuint vbofurSz = data.size() * sizeof(Vertex);
m_furBuffer.buffer = nvk.createAndFillBuffer(m_cmdPool, vbofurSz, &(data[0]), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, m_furBuffer.bufferMem);
//
// Descriptor Pool: size is 4 to have enough for global; object and ...
// TODO: try other VkDescriptorType
//
m_descPool = nvk.vkCreateDescriptorPool(NVK::VkDescriptorPoolCreateInfo(
3, NVK::VkDescriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3)
(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 3) )
);
//
// DescriptorSet allocation
// Here we allocate only the global descriptor set
// Objects will do their own allocation later
//
nvk.vkAllocateDescriptorSets(NVK::VkDescriptorSetAllocateInfo
(m_descPool, 1, m_descriptorSetLayouts + DSET_GLOBAL),
&m_descriptorSetGlobal);
//
// update the descriptorset used for Global
// later we will update the ones local to objects
//
NVK::VkDescriptorBufferInfo descBuffer = NVK::VkDescriptorBufferInfo(m_matrix.buffer, 0, m_matrix.Sz);
nvk.vkUpdateDescriptorSets(NVK::VkWriteDescriptorSet
(m_descriptorSetGlobal, BINDING_MATRIX, 0, descBuffer, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER)
);
//
// Create a Fence for the primary command-buffer
//
m_sceneFence[0] = nvk.vkCreateFence();
m_sceneFence[1] = nvk.vkCreateFence(VK_FENCE_CREATE_SIGNALED_BIT);
nvk.vkResetFences(2, m_sceneFence);
//
// initialize the super-sampled render-target. But at this stage we don't know the viewport size...
// TODO: put it somewhere else
//
downsamplingMode = NVFBOBoxVK::DS2;
m_nvFBOBox.Initialize(nvk, w, h, SSScale, MSAA);
return true;
}
//------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------
void RendererVk::display(const InertiaCamera& camera, const mat4f& projection)
{
PROFILE_SECTION("RendererVk::display");
if(m_bValid == false) return;
//NXPROFILEFUNC(__FUNCTION__);
//
// Update general params for all sub-sequent operations IN CMD BUFFER #1
//
g_globalMatrices.mV = camera.m4_view;
g_globalMatrices.mP = projection;
float w = (float)m_nvFBOBox.getBufferWidth();
float h = (float)m_nvFBOBox.getBufferHeight();
VkRenderPass renderPass = m_nvFBOBox.getScenePass();
VkFramebuffer framebuffer = m_nvFBOBox.getFramebuffer();
NVK::VkRect2D viewRect = m_nvFBOBox.getViewRect();
//
// Create the primary command buffer
//
//
// pingpong between 2 cmd-buffers to avoid waiting for them to be done
//
m_cmdSceneIdx ^= 1;
if(m_cmdScene[m_cmdSceneIdx])
{
while(nvk.vkWaitForFences(1, &m_sceneFence[m_cmdSceneIdx], VK_TRUE, 100000000) == false) { }
nvk.vkResetFences(1, &m_sceneFence[m_cmdSceneIdx]);
nvk.vkFreeCommandBuffer(m_cmdPool, m_cmdScene[m_cmdSceneIdx]);
m_cmdScene[m_cmdSceneIdx] = NULL;
}
m_cmdScene[m_cmdSceneIdx] = nvk.vkAllocateCommandBuffer(m_cmdPool, true);
nvk.vkBeginCommandBuffer(m_cmdScene[m_cmdSceneIdx], false, NVK::VkCommandBufferInheritanceInfo(renderPass, 0, framebuffer, VK_FALSE, 0, 0) );
vkCmdBeginRenderPass(m_cmdScene[m_cmdSceneIdx],
NVK::VkRenderPassBeginInfo(
renderPass, framebuffer, viewRect,
NVK::VkClearValue(NVK::VkClearColorValue(0.0f, 0.1f, 0.15f, 1.0f))
(NVK::VkClearDepthStencilValue(1.0, 0))),
VK_SUBPASS_CONTENTS_INLINE );
vkCmdUpdateBuffer (m_cmdScene[m_cmdSceneIdx], m_matrix.buffer, 0, sizeof(g_globalMatrices), (uint32_t*)&g_globalMatrices);
//
// render the mesh
//
vkCmdBindPipeline(m_cmdScene[m_cmdSceneIdx], VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelinefur);
vkCmdSetViewport( m_cmdScene[m_cmdSceneIdx], 0, 1, NVK::VkViewport(0.0, 0.0, w, h, 0.0f, 1.0f) );
vkCmdSetScissor( m_cmdScene[m_cmdSceneIdx], 0, 1, NVK::VkRect2D(0.0, 0.0, w, h) );
VkDeviceSize vboffsets[1] = {0};
vkCmdBindVertexBuffers(m_cmdScene[m_cmdSceneIdx], 0, 1, &m_furBuffer.buffer, vboffsets);
//
// bind the descriptor set for global stuff
//
vkCmdBindDescriptorSets(m_cmdScene[m_cmdSceneIdx], VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout, DSET_GLOBAL, 1, &m_descriptorSetGlobal, 0, NULL);
vkCmdDraw(m_cmdScene[m_cmdSceneIdx], m_nElmts, 1, 0, 0);
//
//
//
vkCmdEndRenderPass(m_cmdScene[m_cmdSceneIdx]);
vkEndCommandBuffer(m_cmdScene[m_cmdSceneIdx]);
const VkPipelineStageFlags waitStages = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
nvk.vkQueueSubmit( NVK::VkSubmitInfo(
1, &m_semOpenGLReadDone, &waitStages,
1, &m_cmdScene[m_cmdSceneIdx],
1, &m_semVKRenderingDone),
m_sceneFence[m_cmdSceneIdx]
);
//
// this is going to issue another command-buffer
//
m_nvFBOBox.Draw(downsamplingMode);
w = m_nvFBOBox.getWidth();
h = m_nvFBOBox.getHeight();
// NO Depth test
glDisable(GL_DEPTH_TEST);
//
// Wait for the queue of Our VK rendering to signal m_semVKRenderingDone so we know the image is ready
//
glWaitVkSemaphoreNV((GLuint64)m_semVKRenderingDone);
//
// Blit the image
//
glDrawVkImageNV((GLuint64)m_nvFBOBox.getColorImage(), 0, 0,0,w,h, 0, 0,1,1,0);
//
// Signal m_semOpenGLReadDone to tell the VK rendering queue that it can render the next one
//
glSignalVkSemaphoreNV((GLuint64)m_semOpenGLReadDone);
//
// Depth test back to ON (assuming we needed to put it back)
//
glEnable(GL_DEPTH_TEST);
}
//------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------
void RendererVk::updateViewport(GLint x, GLint y, GLsizei width, GLsizei height, float SSFactor)
{
if(m_bValid == false) return;
int prevLineW = m_nvFBOBox.getSSFactor();
// resize the intermediate super-sampled render-target
m_nvFBOBox.resize(width, height, SSFactor);
}
//------------------------------------------------------------------------------
// release the command buffers
//------------------------------------------------------------------------------
void RendererVk::waitForGPUIdle()
{
vkQueueWaitIdle(nvk.m_queue); // need to wait: some command-buffers could be used by the GPU
}
//------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------
bool RendererVk::terminateGraphics()
{
if(!m_bValid)
return true;
// destroy the super-sampling pass system
m_nvFBOBox.Finish();
// destroys commandBuffers: but not really needed since m_cmdPool later gets destroyed
nvk.vkDestroyFence(m_sceneFence[0]);
m_sceneFence[0] = NULL;
nvk.vkDestroyFence(m_sceneFence[1]);
m_sceneFence[1] = NULL;
nvk.vkFreeCommandBuffer(m_cmdPool, m_cmdScene[0]);
m_cmdScene[0] = NULL;
nvk.vkFreeCommandBuffer(m_cmdPool, m_cmdScene[1]);
m_cmdScene[1] = NULL;
nvk.vkDestroyCommandPool(m_cmdPool); // destroys commands that are inside, obviously
for(int i=0; i<DSET_TOTALAMOUNT; i++)
{
vkDestroyDescriptorSetLayout(nvk.m_device, m_descriptorSetLayouts[i], NULL); // general layout and objects layout
m_descriptorSetLayouts[i] = 0;
}
//vkFreeDescriptorSets(nvk.m_device, m_descPool, 1, &m_descriptorSetGlobal); // no really necessary: we will destroy the pool after that
m_descriptorSetGlobal = NULL;
vkDestroyDescriptorPool(nvk.m_device, m_descPool, NULL);
m_descPool = NULL;
vkDestroyPipelineLayout(nvk.m_device, m_pipelineLayout, NULL);
m_pipelineLayout = NULL;
vkDestroyPipeline(nvk.m_device, m_pipelinefur, NULL);
m_pipelinefur = NULL;
m_furBuffer.release();
m_matrix.release();
deinitTimers();
nvk.vkDestroySemaphore(m_semOpenGLReadDone);
nvk.vkDestroySemaphore(m_semVKRenderingDone);
m_semOpenGLReadDone = NULL;
m_semVKRenderingDone = NULL;
//glGetVkInstanceProcAddrNV = NULL;
glWaitVkSemaphoreNV = NULL;
glSignalVkSemaphoreNV = NULL;
glSignalVkFenceNV = NULL;
glDrawVkImageNV = NULL;
nvk.DestroyDevice();
m_bValid = false;
return false;
}
} //namespace vk