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computeshader.cpp
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computeshader.cpp
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/*
* Vulkan Example - Compute shader image processing
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <vulkanExampleBase.h>
const std::vector<std::string> shaderNames{ "sharpen", "edgedetect", "emboss" };
// Vertex layout for this example
struct Vertex {
float pos[3];
float uv[2];
};
class ComputeImage : public vkx::Compute {
using Parent = vkx::Compute;
public:
ComputeImage(const vks::Context& context, vks::Image& textureColorMap)
: Parent(context)
, textureColorMap(textureColorMap) {}
vks::Image& textureColorMap;
vks::Image textureTarget;
vk::DescriptorPool descriptorPool;
vk::PipelineLayout pipelineLayout;
vk::DescriptorSetLayout descriptorSetLayout;
vk::DescriptorSet descriptorSet;
std::vector<vk::Pipeline> pipelines;
std::vector<vk::CommandBuffer> commandBuffers;
int32_t pipelineIndex{ 0 };
void destroy() override {
queue.waitIdle();
textureTarget.destroy();
device.freeCommandBuffers(commandPool, commandBuffers);
device.destroyDescriptorPool(descriptorPool);
// Clean up used Vulkan resources
device.destroyPipelineLayout(pipelineLayout);
device.destroyDescriptorSetLayout(descriptorSetLayout);
for (auto& pipeline : pipelines) {
device.destroyPipeline(pipeline);
}
Parent::destroy();
}
void prepare() override {
Parent::prepare();
textureTarget = prepareTextureTarget(vk::ImageLayout::eGeneral, textureColorMap.extent, vk::Format::eR8G8B8A8Unorm);
prepareDescriptors();
preparePipelines();
}
void prepareDescriptors() {
std::vector<vk::DescriptorPoolSize> poolSizes{
// Compute pipelines uses storage images for reading and writing
{ vk::DescriptorType::eStorageImage, 2 },
};
descriptorPool = device.createDescriptorPool({ {}, 3, (uint32_t)poolSizes.size(), poolSizes.data() });
// Create compute pipeline
// Compute pipelines are created separate from graphics pipelines
// even if they use the same queue
std::vector<vk::DescriptorSetLayoutBinding> setLayoutBindings{
// Binding 0 : Sampled image (read)
{ 0, vk::DescriptorType::eStorageImage, 1, vk::ShaderStageFlagBits::eCompute },
// Binding 1 : Sampled image (write)
{ 1, vk::DescriptorType::eStorageImage, 1, vk::ShaderStageFlagBits::eCompute },
};
descriptorSetLayout = device.createDescriptorSetLayout({ {}, (uint32_t)setLayoutBindings.size(), setLayoutBindings.data() });
vk::DescriptorSetAllocateInfo allocInfo{ descriptorPool, 1, &descriptorSetLayout };
descriptorSet = device.allocateDescriptorSets(allocInfo)[0];
std::vector<vk::DescriptorImageInfo> computeTexDescriptors{
{ {}, textureColorMap.view, vk::ImageLayout::eGeneral },
{ {}, textureTarget.view, vk::ImageLayout::eGeneral },
};
std::vector<vk::WriteDescriptorSet> computeWriteDescriptorSets{
// Binding 0 : Sampled image (read)
{ descriptorSet, 0, 0, 1, vk::DescriptorType::eStorageImage, &computeTexDescriptors[0] },
// Binding 1 : Sampled image (write)
{ descriptorSet, 1, 0, 1, vk::DescriptorType::eStorageImage, &computeTexDescriptors[1] },
};
device.updateDescriptorSets(computeWriteDescriptorSets, nullptr);
}
void preparePipelines() {
// Create compute shader pipelines
pipelineLayout = device.createPipelineLayout({ {}, 1, &descriptorSetLayout });
vk::ComputePipelineCreateInfo computePipelineCreateInfo{ {}, {}, pipelineLayout };
// One pipeline for each effect
for (auto& shaderName : shaderNames) {
std::string fileName = vkx::getAssetPath() + "shaders/computeshader/" + shaderName + ".comp.spv";
computePipelineCreateInfo.stage = vks::shaders::loadShader(device, fileName.c_str(), vk::ShaderStageFlagBits::eCompute);
pipelines.push_back(device.createComputePipeline(context.pipelineCache, computePipelineCreateInfo, nullptr).value);
device.destroyShaderModule(computePipelineCreateInfo.stage.module);
}
commandBuffers = device.allocateCommandBuffers({ commandPool, vk::CommandBufferLevel::ePrimary, (uint32_t)shaderNames.size() });
buildCommandBuffers();
}
void buildCommandBuffers() {
for (size_t i = 0; i < pipelines.size(); ++i) {
const auto& commandBuffer = commandBuffers[i];
const auto& pipeline = pipelines[i];
// FIXME find a better way to block on re-using the compute command, or build multiple command buffers
commandBuffer.begin({ vk::CommandBufferUsageFlagBits::eSimultaneousUse });
commandBuffer.bindPipeline(vk::PipelineBindPoint::eCompute, pipeline);
commandBuffer.bindDescriptorSets(vk::PipelineBindPoint::eCompute, pipelineLayout, 0, descriptorSet, nullptr);
commandBuffer.dispatch(textureTarget.extent.width / 16, textureTarget.extent.height / 16, 1);
commandBuffer.end();
}
}
void switchPipeline(int32_t dir) {
if ((dir < 0) && (pipelineIndex > 0)) {
pipelineIndex--;
}
if ((dir > 0) && (pipelineIndex < pipelines.size() - 1)) {
pipelineIndex++;
}
}
vks::Image prepareTextureTarget(vk::ImageLayout targetLayout, const vk::Extent3D& extent, vk::Format format) {
vk::FormatProperties formatProperties;
// Get device properties for the requested texture format
formatProperties = context.physicalDevice.getFormatProperties(format);
// Check if requested image format supports image storage operations
assert(formatProperties.optimalTilingFeatures & vk::FormatFeatureFlagBits::eStorageImage);
// Prepare blit target texture
vk::ImageCreateInfo imageCreateInfo;
imageCreateInfo.imageType = vk::ImageType::e2D;
imageCreateInfo.format = format;
imageCreateInfo.extent = extent;
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
// vk::Image will be sampled in the fragment shader and used as storage target in the compute shader
imageCreateInfo.usage = vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eStorage;
vks::Image result = context.createImage(imageCreateInfo, vk::MemoryPropertyFlagBits::eDeviceLocal);
// result.extent = extent;
context.setImageLayout(result.image, vk::ImageAspectFlagBits::eColor, vk::ImageLayout::eUndefined, targetLayout);
// Create sampler
vk::SamplerCreateInfo sampler;
sampler.magFilter = vk::Filter::eLinear;
sampler.minFilter = vk::Filter::eLinear;
sampler.mipmapMode = vk::SamplerMipmapMode::eLinear;
sampler.addressModeU = vk::SamplerAddressMode::eClampToBorder;
sampler.addressModeV = sampler.addressModeU;
sampler.addressModeW = sampler.addressModeU;
sampler.mipLodBias = 0.0f;
sampler.maxAnisotropy = 0;
sampler.compareOp = vk::CompareOp::eNever;
sampler.minLod = 0.0f;
sampler.maxLod = 0.0f;
sampler.borderColor = vk::BorderColor::eFloatOpaqueWhite;
result.sampler = device.createSampler(sampler);
// Create image view
vk::ImageViewCreateInfo view;
view.viewType = vk::ImageViewType::e2D;
view.format = format;
view.subresourceRange = { vk::ImageAspectFlagBits::eColor, 0, 1, 0, 1 };
view.image = result.image;
result.view = device.createImageView(view);
return result;
}
void submit() { Parent::submit(commandBuffers[pipelineIndex]); }
};
class VulkanExample : public vkx::ExampleBase {
private:
vks::texture::Texture2D textureColorMap;
public:
struct {
vks::model::Model quad;
} meshes;
vks::Buffer uniformDataVS;
struct {
glm::mat4 projection;
glm::mat4 model;
} uboVS;
struct Graphics {
vk::PipelineLayout pipelineLayout;
vk::DescriptorSet descriptorSetPreCompute;
vk::DescriptorSet descriptorSetPostCompute;
vk::Pipeline pipeline;
vk::DescriptorSetLayout descriptorSetLayout;
} graphics;
ComputeImage compute{ context, textureColorMap };
VulkanExample() {
camera.dolly(-2.0f);
title = "Vulkan Example - Compute shader image processing";
}
~VulkanExample() {
compute.destroy();
queue.waitIdle();
device.destroyPipeline(graphics.pipeline);
device.destroyPipelineLayout(graphics.pipelineLayout);
device.destroyDescriptorSetLayout(graphics.descriptorSetLayout);
meshes.quad.destroy();
uniformDataVS.destroy();
textureColorMap.destroy();
}
void loadAssets() override {
textureColorMap.loadFromFile(context, getAssetPath() + "textures/het_kanonschot_rgba8.ktx", vk::Format::eR8G8B8A8Unorm,
vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eStorage);
}
void updateDrawCommandBuffer(const vk::CommandBuffer& cmdBuffer) override {
cmdBuffer.setScissor(0, vks::util::rect2D(size));
cmdBuffer.bindVertexBuffers(0, meshes.quad.vertices.buffer, { 0 });
cmdBuffer.bindIndexBuffer(meshes.quad.indices.buffer, 0, vk::IndexType::eUint32);
// Left (pre compute)
cmdBuffer.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, graphics.pipelineLayout, 0, graphics.descriptorSetPreCompute, nullptr);
cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, graphics.pipeline);
vk::Viewport viewport = vks::util::viewport((float)size.width / 2, (float)size.height, 0.0f, 1.0f);
cmdBuffer.setViewport(0, viewport);
cmdBuffer.drawIndexed(meshes.quad.indexCount, 1, 0, 0, 0);
// Right (post compute)
cmdBuffer.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, graphics.pipelineLayout, 0, graphics.descriptorSetPostCompute, nullptr);
cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, graphics.pipeline);
viewport.x = viewport.width;
cmdBuffer.setViewport(0, viewport);
cmdBuffer.drawIndexed(meshes.quad.indexCount, 1, 0, 0, 0);
}
// Setup vertices for a single uv-mapped quad
void generateQuad() {
#define dim 1.0f
std::vector<Vertex> vertexBuffer = { { { dim, dim, 0.0f }, { 1.0f, 1.0f } },
{ { -dim, dim, 0.0f }, { 0.0f, 1.0f } },
{ { -dim, -dim, 0.0f }, { 0.0f, 0.0f } },
{ { dim, -dim, 0.0f }, { 1.0f, 0.0f } } };
#undef dim
meshes.quad.vertices = context.stageToDeviceBuffer(vk::BufferUsageFlagBits::eVertexBuffer, vertexBuffer);
// Setup indices
std::vector<uint32_t> indexBuffer = { 0, 1, 2, 2, 3, 0 };
meshes.quad.indexCount = (uint32_t)indexBuffer.size();
meshes.quad.indices = context.stageToDeviceBuffer(vk::BufferUsageFlagBits::eIndexBuffer, indexBuffer);
}
void setupDescriptorPool() {
std::vector<vk::DescriptorPoolSize> poolSizes{
{ vk::DescriptorType::eUniformBuffer, 2 },
// Graphics pipeline uses image samplers for display
{ vk::DescriptorType::eCombinedImageSampler, 4 },
};
descriptorPool = device.createDescriptorPool({ {}, 3, (uint32_t)poolSizes.size(), poolSizes.data() });
}
void setupDescriptorSetLayout() {
std::vector<vk::DescriptorSetLayoutBinding> setLayoutBindings{
// Binding 0 : Vertex shader uniform buffer
{ 0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex },
// Binding 1 : Fragment shader image sampler
{ 1, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment },
};
graphics.descriptorSetLayout = device.createDescriptorSetLayout({ {}, (uint32_t)setLayoutBindings.size(), setLayoutBindings.data() });
graphics.pipelineLayout = device.createPipelineLayout({ {}, 1, &graphics.descriptorSetLayout });
}
void setupDescriptorSet() {
vk::DescriptorSetAllocateInfo allocInfo{ descriptorPool, 1, &graphics.descriptorSetLayout };
graphics.descriptorSetPostCompute = device.allocateDescriptorSets(allocInfo)[0];
// vk::Image descriptor for the color map texture
vk::DescriptorImageInfo texDescriptor{ compute.textureTarget.sampler, compute.textureTarget.view, vk::ImageLayout::eGeneral };
std::vector<vk::WriteDescriptorSet> writeDescriptorSets{
// Binding 0 : Vertex shader uniform buffer
{ graphics.descriptorSetPostCompute, 0, 0, 1, vk::DescriptorType::eUniformBuffer, nullptr, &uniformDataVS.descriptor },
// Binding 1 : Fragment shader texture sampler
{ graphics.descriptorSetPostCompute, 1, 0, 1, vk::DescriptorType::eCombinedImageSampler, &texDescriptor },
};
device.updateDescriptorSets(writeDescriptorSets, nullptr);
// Base image (before compute post process)
graphics.descriptorSetPreCompute = device.allocateDescriptorSets(allocInfo)[0];
vk::DescriptorImageInfo texDescriptorBaseImage{ textureColorMap.sampler, textureColorMap.view, vk::ImageLayout::eGeneral };
writeDescriptorSets = {
// Binding 0 : Vertex shader uniform buffer
{ graphics.descriptorSetPreCompute, 0, 0, 1, vk::DescriptorType::eUniformBuffer, nullptr, &uniformDataVS.descriptor },
// Binding 1 : Fragment shader texture sampler
{ graphics.descriptorSetPreCompute, 1, 0, 1, vk::DescriptorType::eCombinedImageSampler, &texDescriptorBaseImage, &uniformDataVS.descriptor },
};
device.updateDescriptorSets(writeDescriptorSets, nullptr);
}
void preparePipelines() {
// Rendering pipeline
vks::pipelines::GraphicsPipelineBuilder pipelineBuilder{ device, graphics.pipelineLayout, renderPass };
pipelineBuilder.rasterizationState.cullMode = vk::CullModeFlagBits::eNone;
pipelineBuilder.depthStencilState = { false };
// Load shaders
pipelineBuilder.loadShader(getAssetPath() + "shaders/computeshader/texture.vert.spv", vk::ShaderStageFlagBits::eVertex);
pipelineBuilder.loadShader(getAssetPath() + "shaders/computeshader/texture.frag.spv", vk::ShaderStageFlagBits::eFragment);
// Binding description
pipelineBuilder.vertexInputState.bindingDescriptions = { { 0, sizeof(Vertex), vk::VertexInputRate::eVertex } };
// Attribute descriptions
// Describes memory layout and shader positions
pipelineBuilder.vertexInputState.attributeDescriptions = {
// Location 0 : Position
{ 0, 0, vk::Format::eR32G32B32Sfloat, 0 },
// Location 1 : Texture coordinates
{ 1, 0, vk::Format::eR32G32Sfloat, offsetof(Vertex, uv) },
};
graphics.pipeline = pipelineBuilder.create(context.pipelineCache);
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers() {
// Vertex shader uniform buffer block
uniformDataVS = context.createUniformBuffer(uboVS);
updateUniformBuffers();
}
void updateUniformBuffers() {
// Vertex shader uniform buffer block
uboVS.projection = glm::perspective(glm::radians(60.0f), (float)(size.width / 2) / size.height, 0.1f, 256.0f);
uboVS.model = camera.matrices.view;
uniformDataVS.copy(uboVS);
}
void prepare() override {
ExampleBase::prepare();
compute.prepare();
generateQuad();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
renderSignalSemaphores.push_back(compute.semaphores.ready);
buildCommandBuffers();
prepared = true;
}
void draw() override {
ExampleBase::draw();
static std::once_flag once;
std::call_once(once, [&] { addRenderWaitSemaphore(compute.semaphores.complete, vk::PipelineStageFlagBits::eComputeShader); });
compute.submit();
}
void viewChanged() override { updateUniformBuffers(); }
void keyPressed(uint32_t keyCode) override {
switch (keyCode) {
case KEY_KPADD:
case GAMEPAD_BUTTON_R1:
compute.switchPipeline(1);
break;
case KEY_KPSUB:
case GAMEPAD_BUTTON_L1:
compute.switchPipeline(-1);
break;
}
}
void OnUpdateUIOverlay() override {
if (ui.header("Settings")) {
ui.comboBox("Shader", &compute.pipelineIndex, shaderNames);
}
}
};
VULKAN_EXAMPLE_MAIN()