void Shutdown() override { ILOG("AndroidJavaEGLGraphicsContext::Shutdown"); delete draw_; draw_ = nullptr; NativeShutdownGraphics(); finalize_glslang(); }
void AndroidVulkanContext::Shutdown() { g_Vulkan->WaitUntilQueueIdle(); g_Vulkan->DestroyObjects(); g_Vulkan->DestroyDebugMsgCallback(); g_Vulkan->DestroyDevice(); delete g_Vulkan; g_Vulkan = nullptr; finalize_glslang(); }
void AndroidEGLGraphicsContext::Shutdown() { delete draw_; draw_ = nullptr; NativeShutdownGraphics(); gl->ClearCurrent(); gl->Shutdown(); delete gl; ANativeWindow_release(wnd_); finalize_glslang(); }
void AndroidVulkanContext::Shutdown() { ILOG("AndroidVulkanContext::Shutdown"); delete draw_; draw_ = nullptr; NativeShutdownGraphics(); g_Vulkan->WaitUntilQueueIdle(); g_Vulkan->DestroyObjects(); g_Vulkan->DestroyDebugMsgCallback(); g_Vulkan->DestroyDevice(); delete g_Vulkan; g_Vulkan = nullptr; finalize_glslang(); }
void WindowsVulkanContext::Shutdown() { if (draw_) draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight()); delete draw_; draw_ = nullptr; g_Vulkan->WaitUntilQueueIdle(); g_Vulkan->DestroyObjects(); g_Vulkan->DestroyDevice(); g_Vulkan->DestroyDebugUtilsCallback(); g_Vulkan->DestroyDebugMsgCallback(); g_Vulkan->DestroyInstance(); delete g_Vulkan; g_Vulkan = nullptr; finalize_glslang(); }
int sample_main(int argc, char *argv[]) { VkResult U_ASSERT_ONLY res; struct sample_info info = {}; char sample_title[] = "SPIR-V Specialization"; 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_texture(info); init_uniform_buffer(info); init_descriptor_and_pipeline_layouts(info, true); init_renderpass(info, depthPresent); /* VULKAN_KEY_START */ // Pass in nullptr for fragment shader so we can setup specialization init_shaders(info, vertShaderText, nullptr); // This structure maps constant ids to data locations. // NOTE: Padding bool to 32-bits for simplicity const VkSpecializationMapEntry entries[] = // id, offset, size {{5, 0, sizeof(uint32_t)}, {7, 1 * sizeof(uint32_t), sizeof(uint32_t)}, {8, 2 * sizeof(uint32_t), sizeof(uint32_t)}, {9, 3 * sizeof(uint32_t), sizeof(uint32_t)}}; // Initialize the values we want our mini-ubershader to use const bool drawUserColor = true; const float userColor[] = {0.0f, 0.0f, 1.0f}; // Populate our data entry uint32_t data[4] = {}; data[0] = drawUserColor ? 1 : 0; ((float *)data)[1] = userColor[0]; ((float *)data)[2] = userColor[1]; ((float *)data)[3] = userColor[2]; // Set up the info describing our spec map and data const VkSpecializationInfo specInfo = { 4, // mapEntryCount entries, // pMapEntries 4 * sizeof(float), // dataSize data, // pData }; // Provide the specialization data to fragment stage info.shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; info.shaderStages[1].pNext = NULL; info.shaderStages[1].pSpecializationInfo = &specInfo; info.shaderStages[1].flags = 0; info.shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; info.shaderStages[1].pName = "main"; VkShaderModuleCreateInfo moduleCreateInfo; moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; moduleCreateInfo.pNext = NULL; moduleCreateInfo.flags = 0; if (use_SPIRV_asm) { // Use the hand edited SPIR-V assembly spv_context spvContext = spvContextCreate(SPV_ENV_VULKAN_1_0); spv_binary fragmentBinary = {}; spv_diagnostic fragmentDiag = {}; spv_result_t fragmentResult = spvTextToBinary(spvContext, fragmentSPIRV_specialized.c_str(), fragmentSPIRV_specialized.length(), &fragmentBinary, &fragmentDiag); if (fragmentDiag) { printf("Diagnostic info from fragment shader:\n"); spvDiagnosticPrint(fragmentDiag); } assert(fragmentResult == SPV_SUCCESS); moduleCreateInfo.codeSize = fragmentBinary->wordCount * sizeof(unsigned int); moduleCreateInfo.pCode = fragmentBinary->code; spvDiagnosticDestroy(fragmentDiag); spvContextDestroy(spvContext); } else { // Convert GLSL to SPIR-V init_glslang(); std::vector<unsigned int> fragSpv; bool U_ASSERT_ONLY retVal = GLSLtoSPV(VK_SHADER_STAGE_FRAGMENT_BIT, fragShaderText, fragSpv); assert(retVal); finalize_glslang(); moduleCreateInfo.codeSize = fragSpv.size() * sizeof(unsigned int); moduleCreateInfo.pCode = fragSpv.data(); } res = vkCreateShaderModule(info.device, &moduleCreateInfo, NULL, &info.shaderStages[1].module); assert(res == VK_SUCCESS); /* VULKAN_KEY_END */ init_framebuffers(info, depthPresent); init_vertex_buffer(info, g_vb_texture_Data, sizeof(g_vb_texture_Data), sizeof(g_vb_texture_Data[0]), true); init_descriptor_pool(info, true); init_descriptor_set(info, true); 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, info.desc_set.data(), 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, "spirv_specialization"); vkDestroyFence(info.device, drawFence, NULL); vkDestroySemaphore(info.device, info.imageAcquiredSemaphore, NULL); destroy_pipeline(info); destroy_pipeline_cache(info); destroy_textures(info); destroy_descriptor_pool(info); destroy_vertex_buffer(info); destroy_framebuffers(info); destroy_shaders(info); destroy_renderpass(info); destroy_descriptor_and_pipeline_layouts(info); 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; }
void TriangleVK::OnCreate(DeviceVK* pDevice, DynamicBufferRingVK *pConstantBufferRing, StaticBufferPoolVK *pStaticGeom, VkRenderPass renderPass) { m_pDevice = pDevice; m_pConstantBufferRing = pConstantBufferRing; VkResult res; struct Vertex { float posX, posY, posZ, posW; // Position data float r, g, b, a; // Color }; #define XYZ1(_x_, _y_, _z_) (_x_), (_y_), (_z_), 1.f const Vertex g_vb_solid_face_colors_Data[] = { // red face { XYZ1(-1, -1, 1), XYZ1(1.f, 0.f, 0.f) }, { XYZ1(-1, 1, 1), XYZ1(1.f, 0.f, 0.f) }, { XYZ1(1, -1, 1), XYZ1(1.f, 0.f, 0.f) }, { XYZ1(1, -1, 1), XYZ1(1.f, 0.f, 0.f) }, { XYZ1(-1, 1, 1), XYZ1(1.f, 0.f, 0.f) }, { XYZ1(1, 1, 1), XYZ1(1.f, 0.f, 0.f) }, // green face { XYZ1(-1, -1, -1), XYZ1(0.f, 1.f, 0.f) }, { XYZ1(1, -1, -1), XYZ1(0.f, 1.f, 0.f) }, { XYZ1(-1, 1, -1), XYZ1(0.f, 1.f, 0.f) }, { XYZ1(-1, 1, -1), XYZ1(0.f, 1.f, 0.f) }, { XYZ1(1, -1, -1), XYZ1(0.f, 1.f, 0.f) }, { XYZ1(1, 1, -1), XYZ1(0.f, 1.f, 0.f) }, // blue face { XYZ1(-1, 1, 1), XYZ1(0.f, 0.f, 1.f) }, { XYZ1(-1, -1, 1), XYZ1(0.f, 0.f, 1.f) }, { XYZ1(-1, 1, -1), XYZ1(0.f, 0.f, 1.f) }, { XYZ1(-1, 1, -1), XYZ1(0.f, 0.f, 1.f) }, { XYZ1(-1, -1, 1), XYZ1(0.f, 0.f, 1.f) }, { XYZ1(-1, -1, -1), XYZ1(0.f, 0.f, 1.f) }, // yellow face { XYZ1(1, 1, 1), XYZ1(1.f, 1.f, 0.f) }, { XYZ1(1, 1, -1), XYZ1(1.f, 1.f, 0.f) }, { XYZ1(1, -1, 1), XYZ1(1.f, 1.f, 0.f) }, { XYZ1(1, -1, 1), XYZ1(1.f, 1.f, 0.f) }, { XYZ1(1, 1, -1), XYZ1(1.f, 1.f, 0.f) }, { XYZ1(1, -1, -1), XYZ1(1.f, 1.f, 0.f) }, // magenta face { XYZ1(1, 1, 1), XYZ1(1.f, 0.f, 1.f) }, { XYZ1(-1, 1, 1), XYZ1(1.f, 0.f, 1.f) }, { XYZ1(1, 1, -1), XYZ1(1.f, 0.f, 1.f) }, { XYZ1(1, 1, -1), XYZ1(1.f, 0.f, 1.f) }, { XYZ1(-1, 1, 1), XYZ1(1.f, 0.f, 1.f) }, { XYZ1(-1, 1, -1), XYZ1(1.f, 0.f, 1.f) }, // cyan face { XYZ1(1, -1, 1), XYZ1(0.f, 1.f, 1.f) }, { XYZ1(1, -1, -1), XYZ1(0.f, 1.f, 1.f) }, { XYZ1(-1, -1, 1), XYZ1(0.f, 1.f, 1.f) }, { XYZ1(-1, -1, 1), XYZ1(0.f, 1.f, 1.f) }, { XYZ1(1, -1, -1), XYZ1(0.f, 1.f, 1.f) }, { XYZ1(-1, -1, -1), XYZ1(0.f, 1.f, 1.f) }, }; int vertices = 6 * 6; int vertexSize = 8 * sizeof(float); void *pData; pStaticGeom->AllocVertexBuffer(vertices, vertexSize, &pData, &m_geometry); memcpy(pData, g_vb_solid_face_colors_Data, sizeof(g_vb_solid_face_colors_Data)); /////////////////////////////////////////////// // shaders const char *vertShaderText = "#version 400\n" "#extension GL_ARB_separate_shader_objects : enable\n" "#extension GL_ARB_shading_language_420pack : enable\n" "layout (std140, binding = 0) uniform bufferVals {\n" " mat4 mvp;\n" "} myBufferVals;\n" "layout (location = 0) in vec4 pos;\n" "layout (location = 1) in vec4 inColor;\n" "layout (location = 0) out vec4 outColor;\n" "void main() {\n" " outColor = inColor;\n" " gl_Position = myBufferVals.mvp * pos;\n" "}\n"; const char *fragShaderText = "#version 400\n" "#extension GL_ARB_separate_shader_objects : enable\n" "#extension GL_ARB_shading_language_420pack : enable\n" "layout (location = 0) in vec4 color;\n" "layout (location = 0) out vec4 outColor;\n" "void main() {\n" " outColor = color;\n" "}\n"; ///////////////////////////////////////////// // Compile and create shaders init_glslang(); std::map<std::string, std::string> attributeDefines; VkPipelineShaderStageCreateInfo m_vertexShader; res = VKCompile(pDevice->GetDevice(), SST_GLSL, VK_SHADER_STAGE_VERTEX_BIT, vertShaderText, "main", attributeDefines, &m_vertexShader); assert(res == VK_SUCCESS); VkPipelineShaderStageCreateInfo m_fragmentShader; res = VKCompile(pDevice->GetDevice(), SST_GLSL, VK_SHADER_STAGE_FRAGMENT_BIT, fragShaderText, "main", attributeDefines, &m_fragmentShader); assert(res == VK_SUCCESS); finalize_glslang(); std::vector<VkPipelineShaderStageCreateInfo> shaderStages = { m_vertexShader, m_fragmentShader }; ///////////////////////////////////////////// // Create descriptor pool std::vector<VkDescriptorPoolSize> type_count = { { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1} }; VkDescriptorPoolCreateInfo descriptor_pool = {}; descriptor_pool.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; descriptor_pool.pNext = NULL; descriptor_pool.maxSets = 1; descriptor_pool.poolSizeCount = (uint32_t)type_count.size(); descriptor_pool.pPoolSizes = type_count.data(); res = vkCreateDescriptorPool(pDevice->GetDevice(), &descriptor_pool, NULL, &m_descriptorPool); assert(res == VK_SUCCESS); ///////////////////////////////////////////// // Create pipeline layout VkDescriptorSetLayoutBinding layout_bindings[1]; layout_bindings[0].binding = 0; layout_bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; layout_bindings[0].descriptorCount = 1; layout_bindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; layout_bindings[0].pImmutableSamplers = NULL; /* Next take layout bindings and use them to create a descriptor set layout */ VkDescriptorSetLayoutCreateInfo descriptor_layout = {}; descriptor_layout.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; descriptor_layout.pNext = NULL; descriptor_layout.flags = 0; descriptor_layout.bindingCount = 1; descriptor_layout.pBindings = layout_bindings; std::vector<VkDescriptorSetLayout> desc_layout; desc_layout.resize(1); res = vkCreateDescriptorSetLayout(pDevice->GetDevice(), &descriptor_layout, NULL, desc_layout.data()); assert(res == VK_SUCCESS); /* Now use the descriptor layout to create a pipeline layout */ VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = {}; pPipelineLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; pPipelineLayoutCreateInfo.pNext = NULL; pPipelineLayoutCreateInfo.pushConstantRangeCount = 0; pPipelineLayoutCreateInfo.pPushConstantRanges = NULL; pPipelineLayoutCreateInfo.setLayoutCount = (uint32_t)desc_layout.size(); pPipelineLayoutCreateInfo.pSetLayouts = desc_layout.data(); res = vkCreatePipelineLayout(pDevice->GetDevice(), &pPipelineLayoutCreateInfo, NULL, &m_pipelineLayout); assert(res == VK_SUCCESS); ///////////////////////////////////////////// // Create descriptor sets VkDescriptorSetAllocateInfo alloc_info[1]; alloc_info[0].sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; alloc_info[0].pNext = NULL; alloc_info[0].descriptorPool = m_descriptorPool; alloc_info[0].descriptorSetCount = (uint32_t)desc_layout.size(); alloc_info[0].pSetLayouts = desc_layout.data(); m_descriptorSets.resize(desc_layout.size()); res = vkAllocateDescriptorSets(pDevice->GetDevice(), alloc_info, m_descriptorSets.data()); assert(res == VK_SUCCESS); ///////////////////////////////////////////// // Create pipeline // vertex input state VkVertexInputBindingDescription vi_binding = {}; vi_binding.binding = 0; vi_binding.stride = sizeof(float) * 8; vi_binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX; std::vector<VkVertexInputAttributeDescription> vi_attrs(2); // Position vi_attrs[0].location = 0; vi_attrs[0].binding = 0; vi_attrs[0].format = VK_FORMAT_R32G32B32A32_SFLOAT; vi_attrs[0].offset = 0; // Normal vi_attrs[1].location = 1; vi_attrs[1].binding = 0; vi_attrs[1].format = VK_FORMAT_R32G32B32A32_SFLOAT; vi_attrs[1].offset = sizeof(float) * 4; VkPipelineVertexInputStateCreateInfo vi = {}; vi.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vi.pNext = NULL; vi.flags = 0; vi.vertexBindingDescriptionCount = 1; vi.pVertexBindingDescriptions = &vi_binding; vi.vertexAttributeDescriptionCount = (uint32_t)vi_attrs.size(); vi.pVertexAttributeDescriptions = vi_attrs.data(); // input assembly state VkPipelineInputAssemblyStateCreateInfo ia; ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; ia.pNext = NULL; ia.flags = 0; ia.primitiveRestartEnable = VK_FALSE; ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; // rasterizer state VkPipelineRasterizationStateCreateInfo rs; rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; rs.pNext = NULL; rs.flags = 0; rs.polygonMode = VK_POLYGON_MODE_FILL; rs.cullMode = VK_CULL_MODE_BACK_BIT; rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; rs.depthClampEnable = VK_FALSE; rs.rasterizerDiscardEnable = VK_FALSE; rs.depthBiasEnable = VK_FALSE; rs.depthBiasConstantFactor = 0; rs.depthBiasClamp = 0; rs.depthBiasSlopeFactor = 0; rs.lineWidth = 1.0f; VkPipelineColorBlendAttachmentState att_state[1]; att_state[0].colorWriteMask = 0xf; att_state[0].blendEnable = VK_FALSE; att_state[0].alphaBlendOp = VK_BLEND_OP_ADD; att_state[0].colorBlendOp = VK_BLEND_OP_ADD; att_state[0].srcColorBlendFactor = VK_BLEND_FACTOR_ZERO; att_state[0].dstColorBlendFactor = VK_BLEND_FACTOR_ZERO; att_state[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; att_state[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; // Color blend state VkPipelineColorBlendStateCreateInfo cb; cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; cb.flags = 0; cb.pNext = NULL; cb.attachmentCount = 1; cb.pAttachments = att_state; cb.logicOpEnable = VK_FALSE; cb.logicOp = VK_LOGIC_OP_NO_OP; cb.blendConstants[0] = 1.0f; cb.blendConstants[1] = 1.0f; cb.blendConstants[2] = 1.0f; cb.blendConstants[3] = 1.0f; std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicState = {}; dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; dynamicState.pNext = NULL; dynamicState.pDynamicStates = dynamicStateEnables.data(); dynamicState.dynamicStateCount = (uint32_t)dynamicStateEnables.size(); // view port state VkPipelineViewportStateCreateInfo vp = {}; vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; vp.pNext = NULL; vp.flags = 0; vp.viewportCount = 1; vp.scissorCount = 1; vp.pScissors = NULL; vp.pViewports = NULL; // depth stencil state VkPipelineDepthStencilStateCreateInfo ds; ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; ds.pNext = NULL; ds.flags = 0; ds.depthTestEnable = true; ds.depthWriteEnable = true; ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL; ds.depthBoundsTestEnable = VK_FALSE; ds.stencilTestEnable = VK_FALSE; ds.back.failOp = VK_STENCIL_OP_KEEP; ds.back.passOp = VK_STENCIL_OP_KEEP; ds.back.compareOp = VK_COMPARE_OP_ALWAYS; ds.back.compareMask = 0; ds.back.reference = 0; ds.back.depthFailOp = VK_STENCIL_OP_KEEP; ds.back.writeMask = 0; ds.minDepthBounds = 0; ds.maxDepthBounds = 0; ds.stencilTestEnable = VK_FALSE; ds.front = ds.back; // multi sample state VkPipelineMultisampleStateCreateInfo ms; ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; ms.pNext = NULL; ms.flags = 0; ms.pSampleMask = NULL; ms.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; ms.sampleShadingEnable = VK_FALSE; ms.alphaToCoverageEnable = VK_FALSE; ms.alphaToOneEnable = VK_FALSE; ms.minSampleShading = 0.0; // create pipeline cache VkPipelineCacheCreateInfo pipelineCache; pipelineCache.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO; pipelineCache.pNext = NULL; pipelineCache.initialDataSize = 0; pipelineCache.pInitialData = NULL; pipelineCache.flags = 0; res = vkCreatePipelineCache(pDevice->GetDevice(), &pipelineCache, NULL, &m_pipelineCache); assert(res == VK_SUCCESS); // create pipeline VkGraphicsPipelineCreateInfo pipeline = {}; pipeline.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; pipeline.pNext = NULL; pipeline.layout = m_pipelineLayout; pipeline.basePipelineHandle = VK_NULL_HANDLE; pipeline.basePipelineIndex = 0; pipeline.flags = 0; pipeline.pVertexInputState = &vi; pipeline.pInputAssemblyState = &ia; pipeline.pRasterizationState = &rs; pipeline.pColorBlendState = &cb; pipeline.pTessellationState = NULL; pipeline.pMultisampleState = &ms; pipeline.pDynamicState = &dynamicState; pipeline.pViewportState = &vp; pipeline.pDepthStencilState = &ds; pipeline.pStages = shaderStages.data(); pipeline.stageCount = (uint32_t)shaderStages.size(); pipeline.renderPass = renderPass; pipeline.subpass = 0; res = vkCreateGraphicsPipelines(pDevice->GetDevice(), m_pipelineCache, 1, &pipeline, NULL, &m_pipeline); assert(res == VK_SUCCESS); }
int main(int argc, char *argv[]) { VkResult U_ASSERT_ONLY res; struct sample_info info = {}; char sample_title[] = "Pipeline Derivative"; 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_texture(info); init_uniform_buffer(info); init_descriptor_and_pipeline_layouts(info, true); init_renderpass(info, depthPresent); init_shaders(info, vertShaderText, fragShaderText); init_framebuffers(info, depthPresent); init_vertex_buffer(info, g_vb_texture_Data, sizeof(g_vb_texture_Data), sizeof(g_vb_texture_Data[0]), true); init_descriptor_pool(info, true); init_descriptor_set(info, true); init_pipeline_cache(info); /* VULKAN_KEY_START */ // // Create two pipelines. // // First pipeline is the same as that generated by init_pipeline(), // but with VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT set. // // Second pipeline has a modified fragment shader and sets the // VK_PIPELINE_CREATE_DERIVATIVE_BIT flag. // bool include_depth = true; bool include_vi = true; VkDynamicState dynamicStateEnables[VK_DYNAMIC_STATE_RANGE_SIZE]; VkPipelineDynamicStateCreateInfo dynamicState = {}; memset(dynamicStateEnables, 0, sizeof dynamicStateEnables); dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; dynamicState.pNext = NULL; dynamicState.pDynamicStates = dynamicStateEnables; dynamicState.dynamicStateCount = 0; VkPipelineVertexInputStateCreateInfo vi; vi.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vi.pNext = NULL; vi.flags = 0; vi.vertexBindingDescriptionCount = 1; vi.pVertexBindingDescriptions = &info.vi_binding; vi.vertexAttributeDescriptionCount = 2; vi.pVertexAttributeDescriptions = info.vi_attribs; VkPipelineInputAssemblyStateCreateInfo ia; ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; ia.pNext = NULL; ia.flags = 0; ia.primitiveRestartEnable = VK_FALSE; ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; VkPipelineRasterizationStateCreateInfo rs; rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; rs.pNext = NULL; rs.flags = 0; rs.polygonMode = VK_POLYGON_MODE_FILL; rs.cullMode = VK_CULL_MODE_BACK_BIT; rs.frontFace = VK_FRONT_FACE_CLOCKWISE; rs.depthClampEnable = include_depth; rs.rasterizerDiscardEnable = VK_FALSE; rs.depthBiasEnable = VK_FALSE; rs.depthBiasConstantFactor = 0; rs.depthBiasClamp = 0; rs.depthBiasSlopeFactor = 0; rs.lineWidth = 0; VkPipelineColorBlendStateCreateInfo cb; cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; cb.flags = 0; cb.pNext = NULL; VkPipelineColorBlendAttachmentState att_state[1]; att_state[0].colorWriteMask = 0xf; att_state[0].blendEnable = VK_FALSE; att_state[0].alphaBlendOp = VK_BLEND_OP_ADD; att_state[0].colorBlendOp = VK_BLEND_OP_ADD; att_state[0].srcColorBlendFactor = VK_BLEND_FACTOR_ZERO; att_state[0].dstColorBlendFactor = VK_BLEND_FACTOR_ZERO; att_state[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; att_state[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; cb.attachmentCount = 1; cb.pAttachments = att_state; cb.logicOpEnable = VK_FALSE; cb.logicOp = VK_LOGIC_OP_NO_OP; cb.blendConstants[0] = 1.0f; cb.blendConstants[1] = 1.0f; cb.blendConstants[2] = 1.0f; cb.blendConstants[3] = 1.0f; VkPipelineViewportStateCreateInfo vp = {}; vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; vp.pNext = NULL; vp.flags = 0; vp.viewportCount = NUM_VIEWPORTS; dynamicStateEnables[dynamicState.dynamicStateCount++] = VK_DYNAMIC_STATE_VIEWPORT; vp.scissorCount = NUM_SCISSORS; dynamicStateEnables[dynamicState.dynamicStateCount++] = VK_DYNAMIC_STATE_SCISSOR; vp.pScissors = NULL; vp.pViewports = NULL; VkPipelineDepthStencilStateCreateInfo ds; ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; ds.pNext = NULL; ds.flags = 0; ds.depthTestEnable = include_depth; ds.depthWriteEnable = include_depth; ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL; ds.depthBoundsTestEnable = VK_FALSE; ds.stencilTestEnable = VK_FALSE; ds.back.failOp = VK_STENCIL_OP_KEEP; ds.back.passOp = VK_STENCIL_OP_KEEP; ds.back.compareOp = VK_COMPARE_OP_ALWAYS; ds.back.compareMask = 0; ds.back.reference = 0; ds.back.depthFailOp = VK_STENCIL_OP_KEEP; ds.back.writeMask = 0; ds.minDepthBounds = 0; ds.maxDepthBounds = 0; ds.stencilTestEnable = VK_FALSE; ds.front = ds.back; VkPipelineMultisampleStateCreateInfo ms; ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; ms.pNext = NULL; ms.flags = 0; ms.pSampleMask = NULL; ms.rasterizationSamples = NUM_SAMPLES; ms.sampleShadingEnable = VK_FALSE; ms.alphaToCoverageEnable = VK_FALSE; ms.alphaToOneEnable = VK_FALSE; ms.minSampleShading = 0.0; VkGraphicsPipelineCreateInfo pipeline; pipeline.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; pipeline.pNext = NULL; pipeline.layout = info.pipeline_layout; pipeline.basePipelineHandle = VK_NULL_HANDLE; pipeline.basePipelineIndex = 0; // Specify that we will be creating a derivative of this pipeline. pipeline.flags = VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT; pipeline.pVertexInputState = include_vi ? &vi : NULL; pipeline.pInputAssemblyState = &ia; pipeline.pRasterizationState = &rs; pipeline.pColorBlendState = &cb; pipeline.pTessellationState = NULL; pipeline.pMultisampleState = &ms; pipeline.pDynamicState = &dynamicState; pipeline.pViewportState = &vp; pipeline.pDepthStencilState = &ds; pipeline.pStages = info.shaderStages; pipeline.stageCount = 2; pipeline.renderPass = info.render_pass; pipeline.subpass = 0; // Create the base pipeline without storing it in the info struct // NOTE: If desired, we can add timing info around pipeline creation to // demonstrate any perf benefits to derivation. VkPipeline basePipeline; res = vkCreateGraphicsPipelines(info.device, info.pipelineCache, 1, &pipeline, NULL, &basePipeline); assert(res == VK_SUCCESS); // Now create the derivative pipeline, using a different fragment shader // This shader will shade the cube faces with interpolated colors // NOTE: If this step is too heavyweight to show any benefit of derivation, // then // create a pipeline that differs in some other, simpler way. const char *fragShaderText2 = "#version 450\n" "layout (location = 0) in vec2 texcoord;\n" "layout (location = 0) out vec4 outColor;\n" "void main() {\n" " outColor = vec4(texcoord.x, texcoord.y, " "1.0 - texcoord.x - texcoord.y, 1.0f);\n" "}\n"; // Convert GLSL to SPIR-V init_glslang(); std::vector<unsigned int> fragSpv; bool U_ASSERT_ONLY retVal = GLSLtoSPV(VK_SHADER_STAGE_FRAGMENT_BIT, fragShaderText2, fragSpv); assert(retVal); finalize_glslang(); // Replace the module entry of info.shaderStages to change the fragment // shader vkDestroyShaderModule(info.device, info.shaderStages[1].module, NULL); VkShaderModuleCreateInfo moduleCreateInfo = {}; moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; moduleCreateInfo.pNext = NULL; moduleCreateInfo.flags = 0; moduleCreateInfo.codeSize = fragSpv.size() * sizeof(unsigned int); moduleCreateInfo.pCode = fragSpv.data(); res = vkCreateShaderModule(info.device, &moduleCreateInfo, NULL, &info.shaderStages[1].module); assert(res == VK_SUCCESS); // Modify pipeline info to reflect derivation pipeline.flags = VK_PIPELINE_CREATE_DERIVATIVE_BIT; pipeline.basePipelineHandle = basePipeline; pipeline.basePipelineIndex = -1; // And create the derived pipeline, assigning to info.pipeline for use by // later helpers res = vkCreateGraphicsPipelines(info.device, info.pipelineCache, 1, &pipeline, NULL, &info.pipeline); assert(res == VK_SUCCESS); /* VULKAN_KEY_END */ 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, info.desc_set.data(), 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); execute_pre_present_barrier(info); res = vkEndCommandBuffer(info.cmd); assert(res == VK_SUCCESS); VkFence drawFence = {}; init_fence(info, drawFence); VkPipelineStageFlags pipe_stage_flags = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; VkSubmitInfo submit_info = {}; init_submit_info(info, submit_info, pipe_stage_flags); /* Queue the command buffer for execution */ res = vkQueueSubmit(info.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.queue, &present); assert(res == VK_SUCCESS); wait_seconds(1); if (info.save_images) write_ppm(info, "pipeline_derivative"); vkDestroyFence(info.device, drawFence, NULL); vkDestroySemaphore(info.device, info.presentCompleteSemaphore, NULL); vkDestroyPipeline(info.device, basePipeline, NULL); destroy_pipeline(info); destroy_pipeline_cache(info); destroy_textures(info); destroy_descriptor_pool(info); destroy_vertex_buffer(info); destroy_framebuffers(info); destroy_shaders(info); destroy_renderpass(info); destroy_descriptor_and_pipeline_layouts(info); 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; }