434 lines
17 KiB
C++
434 lines
17 KiB
C++
// =============================================
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// Aster: triangle.cpp
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// Copyright (c) 2020-2024 Anish Bhobe
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// =============================================
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#include "constants.h"
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#include "context.h"
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#include "device.h"
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#include "physical_device.h"
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#include "window.h"
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#include "global.h"
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#include "pipeline.h"
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#include "swapchain.h"
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#include "helpers.h"
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#include <EASTL/array.h>
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constexpr u32 MAX_FRAMES_IN_FLIGHT = 3;
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constexpr auto VERTEX_SHADER_FILE = "shader/triangle.vs.hlsl.spv";
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constexpr auto FRAGMENT_SHADER_FILE = "shader/triangle.frag.glsl.spv";
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vk::ShaderModule CreateShader(const Device *device, cstr shaderFile);
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Pipeline CreatePipeline(const Device *device, const Swapchain *swapchain);
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struct Frame
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{
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const Device *m_Device;
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vk::CommandPool m_Pool;
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vk::Fence m_FrameAvailableFence;
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vk::Semaphore m_ImageAcquireSem;
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vk::Semaphore m_RenderFinishSem;
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Frame(const Device *device, u32 queueFamilyIndex, u32 frameCount);
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~Frame();
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[[nodiscard]] vk::CommandBuffer AllocateCommandBuffer() const;
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};
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int
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main(int, char **)
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{
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MIN_LOG_LEVEL(Logger::LogType::eInfo);
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Context context = {"Triangle", VERSION};
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Window window = {"Triangle (Aster)", &context, {640, 480}};
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PhysicalDevices physicalDevices = {&window, &context};
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PhysicalDevice deviceToUse = FindSuitableDevice(physicalDevices);
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INFO("Using {} as the primary device.", deviceToUse.m_DeviceProperties.deviceName.data());
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Features enabledDeviceFeatures = {.m_Vulkan13Features = {.dynamicRendering = vk::True}};
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QueueAllocation queueAllocation = FindAppropriateQueueAllocation(&deviceToUse);
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Device device = {&context, &deviceToUse, &enabledDeviceFeatures, {queueAllocation}, "Primary Device"};
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vk::Queue commandQueue = device.GetQueue(queueAllocation.m_Family, 1);
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Swapchain swapchain = {&window, &device, "Primary Chain"};
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Pipeline pipeline = CreatePipeline(&device, &swapchain);
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// Persistent variables
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vk::Viewport viewport = {
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.x = 0,
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.y = Cast<f32>(swapchain.m_Extent.height),
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.width = Cast<f32>(swapchain.m_Extent.width),
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.height = -Cast<f32>(swapchain.m_Extent.height),
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.minDepth = 0.0,
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.maxDepth = 1.0,
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};
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vk::Rect2D scissor = {
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.offset = {0, 0},
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.extent = swapchain.m_Extent,
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};
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vk::ImageSubresourceRange subresourceRange = {
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.aspectMask = vk::ImageAspectFlagBits::eColor,
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.baseMipLevel = 0,
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.levelCount = 1,
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.baseArrayLayer = 0,
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.layerCount = 1,
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};
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vk::ImageMemoryBarrier topOfThePipeBarrier = {
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.oldLayout = vk::ImageLayout::eUndefined,
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.newLayout = vk::ImageLayout::eColorAttachmentOptimal,
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.srcQueueFamilyIndex = queueAllocation.m_Family,
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.dstQueueFamilyIndex = queueAllocation.m_Family,
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.subresourceRange = subresourceRange,
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};
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vk::ImageMemoryBarrier renderToPresentBarrier = {
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.oldLayout = vk::ImageLayout::eColorAttachmentOptimal,
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.newLayout = vk::ImageLayout::ePresentSrcKHR,
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.srcQueueFamilyIndex = queueAllocation.m_Family,
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.dstQueueFamilyIndex = queueAllocation.m_Family,
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.subresourceRange = subresourceRange,
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};
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// Frames
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eastl::fixed_vector<Frame, MAX_FRAMES_IN_FLIGHT> frames;
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for (int i = 0; i < MAX_FRAMES_IN_FLIGHT; ++i)
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{
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frames.emplace_back(&device, queueAllocation.m_Family, i);
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}
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u32 frameIndex = 0;
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while (window.Poll())
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{
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Frame *currentFrame = &frames[frameIndex];
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auto result = device.m_Device.waitForFences(1, ¤tFrame->m_FrameAvailableFence, vk::True, MaxValue<u64>);
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ERROR_IF(Failed(result), "Waiting for fence {} failed. Cause: {}", frameIndex, result)
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THEN_ABORT(result);
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u32 imageIndex;
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result = device.m_Device.acquireNextImageKHR(swapchain.m_Swapchain, MaxValue<u64>,
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currentFrame->m_ImageAcquireSem, nullptr, &imageIndex);
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if (Failed(result))
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{
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switch (result)
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{
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case vk::Result::eErrorOutOfDateKHR:
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case vk::Result::eSuboptimalKHR:
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INFO("Recreating Swapchain. Cause: {}", result);
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swapchain.Create(&window);
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viewport.y = Cast<f32>(swapchain.m_Extent.height);
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viewport.width = Cast<f32>(swapchain.m_Extent.width);
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viewport.height = -Cast<f32>(swapchain.m_Extent.height);
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scissor.extent = swapchain.m_Extent;
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continue; // Image acquire has failed. We move to the next frame.
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default:
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ERROR("Waiting for swapchain image {} failed. Cause: {}", frameIndex, result)
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THEN_ABORT(result);
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}
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}
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// Reset fences here. In case swapchain was out of date, we leave the fences signalled.
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result = device.m_Device.resetFences(1, ¤tFrame->m_FrameAvailableFence);
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ERROR_IF(Failed(result), "Fence {} reset failed. Cause: {}", frameIndex, result)
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THEN_ABORT(result);
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result = device.m_Device.resetCommandPool(currentFrame->m_Pool, {});
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ERROR_IF(Failed(result), "Command pool {} reset failed. Cause: {}", frameIndex, result)
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THEN_ABORT(result);
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vk::ImageView currentImageView = swapchain.m_ImageViews[imageIndex];
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vk::Image currentImage = swapchain.m_Images[imageIndex];
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vk::CommandBuffer cmd = currentFrame->AllocateCommandBuffer();
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topOfThePipeBarrier.image = currentImage;
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renderToPresentBarrier.image = currentImage;
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vk::CommandBufferBeginInfo beginInfo = {.flags = vk::CommandBufferUsageFlagBits::eOneTimeSubmit};
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result = cmd.begin(&beginInfo);
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ERROR_IF(Failed(result), "Command buffer begin failed. Cause: {}", result)
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THEN_ABORT(result);
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cmd.pipelineBarrier(vk::PipelineStageFlagBits::eTopOfPipe, vk::PipelineStageFlagBits::eColorAttachmentOutput,
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{}, 0, nullptr, 0, nullptr, 1, &topOfThePipeBarrier);
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// Render
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vk::RenderingAttachmentInfo attachmentInfo = {
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.imageView = currentImageView,
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.imageLayout = vk::ImageLayout::eColorAttachmentOptimal,
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.resolveMode = vk::ResolveModeFlagBits::eNone,
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.loadOp = vk::AttachmentLoadOp::eClear,
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.storeOp = vk::AttachmentStoreOp::eStore,
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.clearValue = vk::ClearColorValue{0.0f, 0.0f, 0.0f, 1.0f},
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};
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vk::RenderingInfo renderingInfo = {
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.renderArea = {.extent = swapchain.m_Extent},
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.layerCount = 1,
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.colorAttachmentCount = 1,
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.pColorAttachments = &attachmentInfo,
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};
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cmd.beginRendering(&renderingInfo);
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cmd.setViewport(0, 1, &viewport);
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cmd.setScissor(0, 1, &scissor);
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cmd.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline.m_Pipeline);
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cmd.draw(3, 1, 0, 0);
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cmd.endRendering();
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cmd.pipelineBarrier(vk::PipelineStageFlagBits::eColorAttachmentOutput, vk::PipelineStageFlagBits::eBottomOfPipe,
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{}, 0, nullptr, 0, nullptr, 1, &renderToPresentBarrier);
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result = cmd.end();
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ERROR_IF(Failed(result), "Command buffer end failed. Cause: {}", result)
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THEN_ABORT(result);
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vk::PipelineStageFlags waitDstStage = vk::PipelineStageFlagBits::eColorAttachmentOutput;
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vk::SubmitInfo submitInfo = {
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.waitSemaphoreCount = 1,
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.pWaitSemaphores = ¤tFrame->m_ImageAcquireSem,
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.pWaitDstStageMask = &waitDstStage,
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.commandBufferCount = 1,
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.pCommandBuffers = &cmd,
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.signalSemaphoreCount = 1,
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.pSignalSemaphores = ¤tFrame->m_RenderFinishSem,
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};
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result = commandQueue.submit(1, &submitInfo, currentFrame->m_FrameAvailableFence);
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ERROR_IF(Failed(result), "Command queue submit failed. Cause: {}", result)
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THEN_ABORT(result);
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vk::PresentInfoKHR presentInfo = {
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.waitSemaphoreCount = 1,
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.pWaitSemaphores = ¤tFrame->m_RenderFinishSem,
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.swapchainCount = 1,
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.pSwapchains = &swapchain.m_Swapchain,
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.pImageIndices = &imageIndex,
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.pResults = nullptr,
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};
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result = commandQueue.presentKHR(&presentInfo);
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if (Failed(result))
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{
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switch (result)
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{
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case vk::Result::eErrorOutOfDateKHR:
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case vk::Result::eSuboptimalKHR:
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INFO("Recreating Swapchain. Cause: {}", result);
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swapchain.Create(&window);
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viewport.y = Cast<f32>(swapchain.m_Extent.height);
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viewport.width = Cast<f32>(swapchain.m_Extent.width);
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viewport.height = -Cast<f32>(swapchain.m_Extent.height);
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scissor.extent = swapchain.m_Extent;
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break; // Present failed. We redo the frame.
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default:
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ERROR("Command queue present failed. Cause: {}", result)
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THEN_ABORT(result);
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}
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}
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frameIndex = (frameIndex + 1) % MAX_FRAMES_IN_FLIGHT;
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}
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auto result = device.m_Device.waitIdle();
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ERROR_IF(Failed(result), "Wait idle failed. Cause: {}", result);
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return 0;
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}
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Frame::Frame(const Device *device, const u32 queueFamilyIndex, const u32 frameCount)
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{
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m_Device = device;
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const vk::CommandPoolCreateInfo commandPoolCreateInfo = {
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.flags = vk::CommandPoolCreateFlagBits::eTransient,
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.queueFamilyIndex = queueFamilyIndex,
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};
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vk::Result result = device->m_Device.createCommandPool(&commandPoolCreateInfo, nullptr, &m_Pool);
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ERROR_IF(Failed(result), "Could not command pool for frame {}. Cause: {}", frameCount, result)
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THEN_ABORT(result);
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constexpr vk::FenceCreateInfo fenceCreateInfo = {.flags = vk::FenceCreateFlagBits::eSignaled};
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result = device->m_Device.createFence(&fenceCreateInfo, nullptr, &m_FrameAvailableFence);
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ERROR_IF(Failed(result), "Could not create a fence for frame {}. Cause: {}", frameCount, result)
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THEN_ABORT(result);
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constexpr vk::SemaphoreCreateInfo semaphoreCreateInfo = {};
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result = device->m_Device.createSemaphore(&semaphoreCreateInfo, nullptr, &m_ImageAcquireSem);
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ERROR_IF(Failed(result), "Could not create IA semaphore for frame {}. Cause: {}", frameCount, result)
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THEN_ABORT(result);
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result = device->m_Device.createSemaphore(&semaphoreCreateInfo, nullptr, &m_RenderFinishSem);
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ERROR_IF(Failed(result), "Could not create RF semaphore for frame {}. Cause: {}", frameCount, result)
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THEN_ABORT(result);
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DEBUG("Frame {} created successfully.", frameCount);
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}
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vk::CommandBuffer
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Frame::AllocateCommandBuffer() const
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{
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const vk::CommandBufferAllocateInfo allocateInfo = {
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.commandPool = m_Pool, .level = vk::CommandBufferLevel::ePrimary, .commandBufferCount = 1};
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vk::CommandBuffer commandBuffer;
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vk::Result result = m_Device->m_Device.allocateCommandBuffers(&allocateInfo, &commandBuffer);
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ERROR_IF(Failed(result), "Command buffer allocation failed. Cause: {}", result)
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THEN_ABORT(result);
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return commandBuffer;
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}
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Pipeline
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CreatePipeline(const Device *device, const Swapchain *swapchain)
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{
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// Pipeline Setup
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auto vertexShaderModule = CreateShader(device, VERTEX_SHADER_FILE);
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auto fragmentShaderModule = CreateShader(device, FRAGMENT_SHADER_FILE);
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eastl::array<vk::PipelineShaderStageCreateInfo, 2> shaderStages = {{
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{
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.stage = vk::ShaderStageFlagBits::eVertex,
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.module = vertexShaderModule,
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.pName = "main",
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},
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{
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.stage = vk::ShaderStageFlagBits::eFragment,
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.module = fragmentShaderModule,
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.pName = "main",
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},
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}};
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vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo = {
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.setLayoutCount = 0,
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.pSetLayouts = nullptr,
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.pushConstantRangeCount = 0,
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.pPushConstantRanges = nullptr,
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};
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vk::PipelineLayout pipelineLayout;
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vk::Result result = device->m_Device.createPipelineLayout(&pipelineLayoutCreateInfo, nullptr, &pipelineLayout);
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ERROR_IF(Failed(result), "Could not create a pipeline layout. Cause: {}", result) THEN_ABORT(result);
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device->SetName(pipelineLayout, "Triangle Layout");
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vk::PipelineVertexInputStateCreateInfo vertexInputStateCreateInfo = {
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.vertexBindingDescriptionCount = 0,
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.pVertexBindingDescriptions = nullptr,
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.vertexAttributeDescriptionCount = 0,
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.pVertexAttributeDescriptions = nullptr,
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};
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vk::PipelineInputAssemblyStateCreateInfo inputAssemblyStateCreateInfo = {
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.topology = vk::PrimitiveTopology::eTriangleList,
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.primitiveRestartEnable = vk::False,
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};
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vk::PipelineViewportStateCreateInfo viewportStateCreateInfo = {
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.viewportCount = 1,
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.scissorCount = 1,
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};
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vk::PipelineRasterizationStateCreateInfo rasterizationStateCreateInfo = {
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.depthClampEnable = vk::False,
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.rasterizerDiscardEnable = vk::False,
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.polygonMode = vk::PolygonMode::eFill,
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.cullMode = vk::CullModeFlagBits::eNone,
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.frontFace = vk::FrontFace::eCounterClockwise,
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.depthBiasEnable = vk::False,
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.lineWidth = 1.0,
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};
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vk::PipelineMultisampleStateCreateInfo multisampleStateCreateInfo = {
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.rasterizationSamples = vk::SampleCountFlagBits::e1,
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.sampleShadingEnable = vk::False,
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};
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vk::PipelineDepthStencilStateCreateInfo depthStencilStateCreateInfo = {
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.depthTestEnable = vk::False,
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.depthWriteEnable = vk::False,
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};
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vk::PipelineColorBlendAttachmentState colorBlendAttachmentState = {
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.blendEnable = vk::False,
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.srcColorBlendFactor = vk::BlendFactor::eSrcColor,
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.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcColor,
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.colorBlendOp = vk::BlendOp::eAdd,
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.srcAlphaBlendFactor = vk::BlendFactor::eSrcAlpha,
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.dstAlphaBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
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.alphaBlendOp = vk::BlendOp::eAdd,
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.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG |
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vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
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};
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vk::PipelineColorBlendStateCreateInfo colorBlendStateCreateInfo = {
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.logicOpEnable = vk::False,
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.attachmentCount = 1,
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.pAttachments = &colorBlendAttachmentState,
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};
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eastl::array dynamicStates = {
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vk::DynamicState::eScissor,
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vk::DynamicState::eViewport,
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};
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vk::PipelineDynamicStateCreateInfo dynamicStateCreateInfo = {
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.dynamicStateCount = Cast<u32>(dynamicStates.size()),
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.pDynamicStates = dynamicStates.data(),
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};
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vk::PipelineRenderingCreateInfo renderingCreateInfo = {
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.viewMask = 0,
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.colorAttachmentCount = 1,
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.pColorAttachmentFormats = &swapchain->m_Format,
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};
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vk::GraphicsPipelineCreateInfo pipelineCreateInfo = {
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.pNext = &renderingCreateInfo,
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.stageCount = Cast<u32>(shaderStages.size()),
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.pStages = shaderStages.data(),
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.pVertexInputState = &vertexInputStateCreateInfo,
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.pInputAssemblyState = &inputAssemblyStateCreateInfo,
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.pViewportState = &viewportStateCreateInfo,
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.pRasterizationState = &rasterizationStateCreateInfo,
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.pMultisampleState = &multisampleStateCreateInfo,
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.pDepthStencilState = &depthStencilStateCreateInfo,
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.pColorBlendState = &colorBlendStateCreateInfo,
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.pDynamicState = &dynamicStateCreateInfo,
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.layout = pipelineLayout,
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};
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vk::Pipeline pipeline;
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result = device->m_Device.createGraphicsPipelines(nullptr, 1, &pipelineCreateInfo, nullptr, &pipeline);
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ERROR_IF(Failed(result), "Could not create a graphics pipeline. Cause: {}", result)
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THEN_ABORT(result);
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device->SetName(pipeline, "Triangle Pipeline");
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device->m_Device.destroy(vertexShaderModule, nullptr);
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device->m_Device.destroy(fragmentShaderModule, nullptr);
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return {device, pipelineLayout, pipeline};
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}
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vk::ShaderModule
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CreateShader(const Device *device, cstr shaderFile)
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{
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eastl::vector<u32> shaderCode = ReadFile(shaderFile);
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const vk::ShaderModuleCreateInfo shaderModuleCreateInfo = {
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.codeSize = shaderCode.size() * sizeof(u32),
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.pCode = shaderCode.data(),
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};
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vk::ShaderModule shaderModule;
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vk::Result result = device->m_Device.createShaderModule(&shaderModuleCreateInfo, nullptr, &shaderModule);
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ERROR_IF(Failed(result), "Shader {} could not be created. Cause: {}", shaderFile, result)
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THEN_ABORT(result);
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return shaderModule;
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}
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Frame::~Frame()
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{
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m_Device->m_Device.destroy(m_RenderFinishSem, nullptr);
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m_Device->m_Device.destroy(m_ImageAcquireSem, nullptr);
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m_Device->m_Device.destroy(m_FrameAvailableFence, nullptr);
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m_Device->m_Device.destroy(m_Pool, nullptr);
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DEBUG("Destoryed Frame");
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} |