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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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "trianglerenderer.h" #include #include // Note that the vertex data and the projection matrix assume OpenGL. With // Vulkan Y is negated in clip space and the near/far plane is at 0/1 instead // of -1/1. These will be corrected for by an extra transformation when // calculating the modelview-projection matrix. static float vertexData[] = { 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f }; static const int UNIFORM_DATA_SIZE = 16 * sizeof(float); static inline VkDeviceSize aligned(VkDeviceSize v, VkDeviceSize byteAlign) { return (v + byteAlign - 1) & ~(byteAlign - 1); } TriangleRenderer::TriangleRenderer(QVulkanWindow *w, bool msaa) : m_window(w) { if (msaa) { const QVector counts = w->supportedSampleCounts(); qDebug() << "Supported sample counts:" << counts; for (int s = 16; s >= 4; s /= 2) { if (counts.contains(s)) { qDebug("Requesting sample count %d", s); m_window->setSampleCount(s); break; } } } } VkShaderModule TriangleRenderer::createShader(const QString &name) { QFile file(name); if (!file.open(QIODevice::ReadOnly)) { qWarning("Failed to read shader %s", qPrintable(name)); return VK_NULL_HANDLE; } QByteArray blob = file.readAll(); file.close(); VkShaderModuleCreateInfo shaderInfo; memset(&shaderInfo, 0, sizeof(shaderInfo)); shaderInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; shaderInfo.codeSize = blob.size(); shaderInfo.pCode = reinterpret_cast(blob.constData()); VkShaderModule shaderModule; VkResult err = m_devFuncs->vkCreateShaderModule(m_window->device(), &shaderInfo, nullptr, &shaderModule); if (err != VK_SUCCESS) { qWarning("Failed to create shader module: %d", err); return VK_NULL_HANDLE; } return shaderModule; } void TriangleRenderer::initResources() { qDebug("initResources"); VkDevice dev = m_window->device(); m_devFuncs = m_window->vulkanInstance()->deviceFunctions(dev); // Prepare the vertex and uniform data. The vertex data will never // change so one buffer is sufficient regardless of the value of // QVulkanWindow::CONCURRENT_FRAME_COUNT. Uniform data is changing per // frame however so active frames have to have a dedicated copy. // Use just one memory allocation and one buffer. We will then specify the // appropriate offsets for uniform buffers in the VkDescriptorBufferInfo. // Have to watch out for // VkPhysicalDeviceLimits::minUniformBufferOffsetAlignment, though. // The uniform buffer is not strictly required in this example, we could // have used push constants as well since our single matrix (64 bytes) fits // into the spec mandated minimum limit of 128 bytes. However, once that // limit is not sufficient, the per-frame buffers, as shown below, will // become necessary. const int concurrentFrameCount = m_window->concurrentFrameCount(); const VkPhysicalDeviceLimits *pdevLimits = &m_window->physicalDeviceProperties()->limits; const VkDeviceSize uniAlign = pdevLimits->minUniformBufferOffsetAlignment; qDebug("uniform buffer offset alignment is %u", (uint) uniAlign); VkBufferCreateInfo bufInfo; memset(&bufInfo, 0, sizeof(bufInfo)); bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; // Our internal layout is vertex, uniform, uniform, ... with each uniform buffer start offset aligned to uniAlign. const VkDeviceSize vertexAllocSize = aligned(sizeof(vertexData), uniAlign); const VkDeviceSize uniformAllocSize = aligned(UNIFORM_DATA_SIZE, uniAlign); bufInfo.size = vertexAllocSize + concurrentFrameCount * uniformAllocSize; bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT; VkResult err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_buf); if (err != VK_SUCCESS) qFatal("Failed to create buffer: %d", err); VkMemoryRequirements memReq; m_devFuncs->vkGetBufferMemoryRequirements(dev, m_buf, &memReq); VkMemoryAllocateInfo memAllocInfo = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, nullptr, memReq.size, m_window->hostVisibleMemoryIndex() }; err = m_devFuncs->vkAllocateMemory(dev, &memAllocInfo, nullptr, &m_bufMem); if (err != VK_SUCCESS) qFatal("Failed to allocate memory: %d", err); err = m_devFuncs->vkBindBufferMemory(dev, m_buf, m_bufMem, 0); if (err != VK_SUCCESS) qFatal("Failed to bind buffer memory: %d", err); quint8 *p; err = m_devFuncs->vkMapMemory(dev, m_bufMem, 0, memReq.size, 0, reinterpret_cast(&p)); if (err != VK_SUCCESS) qFatal("Failed to map memory: %d", err); memcpy(p, vertexData, sizeof(vertexData)); QMatrix4x4 ident; memset(m_uniformBufInfo, 0, sizeof(m_uniformBufInfo)); for (int i = 0; i < concurrentFrameCount; ++i) { const VkDeviceSize offset = vertexAllocSize + i * uniformAllocSize; memcpy(p + offset, ident.constData(), 16 * sizeof(float)); m_uniformBufInfo[i].buffer = m_buf; m_uniformBufInfo[i].offset = offset; m_uniformBufInfo[i].range = uniformAllocSize; } m_devFuncs->vkUnmapMemory(dev, m_bufMem); VkVertexInputBindingDescription vertexBindingDesc = { 0, // binding 5 * sizeof(float), VK_VERTEX_INPUT_RATE_VERTEX }; VkVertexInputAttributeDescription vertexAttrDesc[] = { { // position 0, // location 0, // binding VK_FORMAT_R32G32_SFLOAT, 0 }, { // color 1, 0, VK_FORMAT_R32G32B32_SFLOAT, 2 * sizeof(float) } }; VkPipelineVertexInputStateCreateInfo vertexInputInfo; vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vertexInputInfo.pNext = nullptr; vertexInputInfo.flags = 0; vertexInputInfo.vertexBindingDescriptionCount = 1; vertexInputInfo.pVertexBindingDescriptions = &vertexBindingDesc; vertexInputInfo.vertexAttributeDescriptionCount = 2; vertexInputInfo.pVertexAttributeDescriptions = vertexAttrDesc; // Set up descriptor set and its layout. VkDescriptorPoolSize descPoolSizes = { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uint32_t(concurrentFrameCount) }; VkDescriptorPoolCreateInfo descPoolInfo; memset(&descPoolInfo, 0, sizeof(descPoolInfo)); descPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; descPoolInfo.maxSets = concurrentFrameCount; descPoolInfo.poolSizeCount = 1; descPoolInfo.pPoolSizes = &descPoolSizes; err = m_devFuncs->vkCreateDescriptorPool(dev, &descPoolInfo, nullptr, &m_descPool); if (err != VK_SUCCESS) qFatal("Failed to create descriptor pool: %d", err); VkDescriptorSetLayoutBinding layoutBinding = { 0, // binding VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT, nullptr }; VkDescriptorSetLayoutCreateInfo descLayoutInfo = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, nullptr, 0, 1, &layoutBinding }; err = m_devFuncs->vkCreateDescriptorSetLayout(dev, &descLayoutInfo, nullptr, &m_descSetLayout); if (err != VK_SUCCESS) qFatal("Failed to create descriptor set layout: %d", err); for (int i = 0; i < concurrentFrameCount; ++i) { VkDescriptorSetAllocateInfo descSetAllocInfo = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO, nullptr, m_descPool, 1, &m_descSetLayout }; err = m_devFuncs->vkAllocateDescriptorSets(dev, &descSetAllocInfo, &m_descSet[i]); if (err != VK_SUCCESS) qFatal("Failed to allocate descriptor set: %d", err); VkWriteDescriptorSet descWrite; memset(&descWrite, 0, sizeof(descWrite)); descWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; descWrite.dstSet = m_descSet[i]; descWrite.descriptorCount = 1; descWrite.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; descWrite.pBufferInfo = &m_uniformBufInfo[i]; m_devFuncs->vkUpdateDescriptorSets(dev, 1, &descWrite, 0, nullptr); } // Pipeline cache VkPipelineCacheCreateInfo pipelineCacheInfo; memset(&pipelineCacheInfo, 0, sizeof(pipelineCacheInfo)); pipelineCacheInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO; err = m_devFuncs->vkCreatePipelineCache(dev, &pipelineCacheInfo, nullptr, &m_pipelineCache); if (err != VK_SUCCESS) qFatal("Failed to create pipeline cache: %d", err); // Pipeline layout VkPipelineLayoutCreateInfo pipelineLayoutInfo; memset(&pipelineLayoutInfo, 0, sizeof(pipelineLayoutInfo)); pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; pipelineLayoutInfo.setLayoutCount = 1; pipelineLayoutInfo.pSetLayouts = &m_descSetLayout; err = m_devFuncs->vkCreatePipelineLayout(dev, &pipelineLayoutInfo, nullptr, &m_pipelineLayout); if (err != VK_SUCCESS) qFatal("Failed to create pipeline layout: %d", err); // Shaders VkShaderModule vertShaderModule = createShader(QStringLiteral(":/color_vert.spv")); VkShaderModule fragShaderModule = createShader(QStringLiteral(":/color_frag.spv")); // Graphics pipeline VkGraphicsPipelineCreateInfo pipelineInfo; memset(&pipelineInfo, 0, sizeof(pipelineInfo)); pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; VkPipelineShaderStageCreateInfo shaderStages[2] = { { VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, nullptr, 0, VK_SHADER_STAGE_VERTEX_BIT, vertShaderModule, "main", nullptr }, { VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, nullptr, 0, VK_SHADER_STAGE_FRAGMENT_BIT, fragShaderModule, "main", nullptr } }; pipelineInfo.stageCount = 2; pipelineInfo.pStages = shaderStages; pipelineInfo.pVertexInputState = &vertexInputInfo; VkPipelineInputAssemblyStateCreateInfo ia; memset(&ia, 0, sizeof(ia)); ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pipelineInfo.pInputAssemblyState = &ia; // The viewport and scissor will be set dynamically via vkCmdSetViewport/Scissor. // This way the pipeline does not need to be touched when resizing the window. VkPipelineViewportStateCreateInfo vp; memset(&vp, 0, sizeof(vp)); vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; vp.viewportCount = 1; vp.scissorCount = 1; pipelineInfo.pViewportState = &vp; VkPipelineRasterizationStateCreateInfo rs; memset(&rs, 0, sizeof(rs)); rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; rs.polygonMode = VK_POLYGON_MODE_FILL; rs.cullMode = VK_CULL_MODE_NONE; // we want the back face as well rs.frontFace = VK_FRONT_FACE_CLOCKWISE; rs.lineWidth = 1.0f; pipelineInfo.pRasterizationState = &rs; VkPipelineMultisampleStateCreateInfo ms; memset(&ms, 0, sizeof(ms)); ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; // Enable multisampling. ms.rasterizationSamples = m_window->sampleCountFlagBits(); pipelineInfo.pMultisampleState = &ms; VkPipelineDepthStencilStateCreateInfo ds; memset(&ds, 0, sizeof(ds)); ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; ds.depthTestEnable = VK_TRUE; ds.depthWriteEnable = VK_TRUE; ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL; pipelineInfo.pDepthStencilState = &ds; VkPipelineColorBlendStateCreateInfo cb; memset(&cb, 0, sizeof(cb)); cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; // no blend, write out all of rgba VkPipelineColorBlendAttachmentState att; memset(&att, 0, sizeof(att)); att.colorWriteMask = 0xF; cb.attachmentCount = 1; cb.pAttachments = &att; pipelineInfo.pColorBlendState = &cb; VkDynamicState dynEnable[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dyn; memset(&dyn, 0, sizeof(dyn)); dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; dyn.dynamicStateCount = sizeof(dynEnable) / sizeof(VkDynamicState); dyn.pDynamicStates = dynEnable; pipelineInfo.pDynamicState = &dyn; pipelineInfo.layout = m_pipelineLayout; pipelineInfo.renderPass = m_window->defaultRenderPass(); err = m_devFuncs->vkCreateGraphicsPipelines(dev, m_pipelineCache, 1, &pipelineInfo, nullptr, &m_pipeline); if (err != VK_SUCCESS) qFatal("Failed to create graphics pipeline: %d", err); if (vertShaderModule) m_devFuncs->vkDestroyShaderModule(dev, vertShaderModule, nullptr); if (fragShaderModule) m_devFuncs->vkDestroyShaderModule(dev, fragShaderModule, nullptr); } void TriangleRenderer::initSwapChainResources() { qDebug("initSwapChainResources"); // Projection matrix m_proj = m_window->clipCorrectionMatrix(); // adjust for Vulkan-OpenGL clip space differences const QSize sz = m_window->swapChainImageSize(); m_proj.perspective(45.0f, sz.width() / (float) sz.height(), 0.01f, 100.0f); m_proj.translate(0, 0, -4); } void TriangleRenderer::releaseSwapChainResources() { qDebug("releaseSwapChainResources"); } void TriangleRenderer::releaseResources() { qDebug("releaseResources"); VkDevice dev = m_window->device(); if (m_pipeline) { m_devFuncs->vkDestroyPipeline(dev, m_pipeline, nullptr); m_pipeline = VK_NULL_HANDLE; } if (m_pipelineLayout) { m_devFuncs->vkDestroyPipelineLayout(dev, m_pipelineLayout, nullptr); m_pipelineLayout = VK_NULL_HANDLE; } if (m_pipelineCache) { m_devFuncs->vkDestroyPipelineCache(dev, m_pipelineCache, nullptr); m_pipelineCache = VK_NULL_HANDLE; } if (m_descSetLayout) { m_devFuncs->vkDestroyDescriptorSetLayout(dev, m_descSetLayout, nullptr); m_descSetLayout = VK_NULL_HANDLE; } if (m_descPool) { m_devFuncs->vkDestroyDescriptorPool(dev, m_descPool, nullptr); m_descPool = VK_NULL_HANDLE; } if (m_buf) { m_devFuncs->vkDestroyBuffer(dev, m_buf, nullptr); m_buf = VK_NULL_HANDLE; } if (m_bufMem) { m_devFuncs->vkFreeMemory(dev, m_bufMem, nullptr); m_bufMem = VK_NULL_HANDLE; } } void TriangleRenderer::startNextFrame() { VkDevice dev = m_window->device(); VkCommandBuffer cb = m_window->currentCommandBuffer(); const QSize sz = m_window->swapChainImageSize(); VkClearColorValue clearColor = {{ 0, 0, 0, 1 }}; VkClearDepthStencilValue clearDS = { 1, 0 }; VkClearValue clearValues[3]; memset(clearValues, 0, sizeof(clearValues)); clearValues[0].color = clearValues[2].color = clearColor; clearValues[1].depthStencil = clearDS; VkRenderPassBeginInfo rpBeginInfo; memset(&rpBeginInfo, 0, sizeof(rpBeginInfo)); rpBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; rpBeginInfo.renderPass = m_window->defaultRenderPass(); rpBeginInfo.framebuffer = m_window->currentFramebuffer(); rpBeginInfo.renderArea.extent.width = sz.width(); rpBeginInfo.renderArea.extent.height = sz.height(); rpBeginInfo.clearValueCount = m_window->sampleCountFlagBits() > VK_SAMPLE_COUNT_1_BIT ? 3 : 2; rpBeginInfo.pClearValues = clearValues; VkCommandBuffer cmdBuf = m_window->currentCommandBuffer(); m_devFuncs->vkCmdBeginRenderPass(cmdBuf, &rpBeginInfo, VK_SUBPASS_CONTENTS_INLINE); quint8 *p; VkResult err = m_devFuncs->vkMapMemory(dev, m_bufMem, m_uniformBufInfo[m_window->currentFrame()].offset, UNIFORM_DATA_SIZE, 0, reinterpret_cast(&p)); if (err != VK_SUCCESS) qFatal("Failed to map memory: %d", err); QMatrix4x4 m = m_proj; m.rotate(m_rotation, 0, 1, 0); memcpy(p, m.constData(), 16 * sizeof(float)); m_devFuncs->vkUnmapMemory(dev, m_bufMem); // Not exactly a real animation system, just advance on every frame for now. m_rotation += 1.0f; m_devFuncs->vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline); m_devFuncs->vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout, 0, 1, &m_descSet[m_window->currentFrame()], 0, nullptr); VkDeviceSize vbOffset = 0; m_devFuncs->vkCmdBindVertexBuffers(cb, 0, 1, &m_buf, &vbOffset); VkViewport viewport; viewport.x = viewport.y = 0; viewport.width = sz.width(); viewport.height = sz.height(); viewport.minDepth = 0; viewport.maxDepth = 1; m_devFuncs->vkCmdSetViewport(cb, 0, 1, &viewport); VkRect2D scissor; scissor.offset.x = scissor.offset.y = 0; scissor.extent.width = viewport.width; scissor.extent.height = viewport.height; m_devFuncs->vkCmdSetScissor(cb, 0, 1, &scissor); m_devFuncs->vkCmdDraw(cb, 3, 1, 0, 0); m_devFuncs->vkCmdEndRenderPass(cmdBuf); m_window->frameReady(); m_window->requestUpdate(); // render continuously, throttled by the presentation rate }