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computecullandlod.cpp
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computecullandlod.cpp
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/*
* Vulkan Example - Compute shader culling and LOD using indirect rendering
*
* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*
*/
#include "vulkanexamplebase.h"
#include "VulkanglTFModel.h"
#include "frustum.hpp"
// Total number of objects (^3) in the scene
#if defined(__ANDROID__)
#define OBJECT_COUNT 32
#else
#define OBJECT_COUNT 64
#endif
#define MAX_LOD_LEVEL 5
class VulkanExample : public VulkanExampleBase
{
public:
bool fixedFrustum = false;
// The model contains multiple versions of a single object with different levels of detail
vkglTF::Model lodModel;
// Per-instance data block
struct InstanceData {
glm::vec3 pos;
float scale;
};
// Contains the instanced data
vks::Buffer instanceBuffer;
// Contains the indirect drawing commands
vks::Buffer indirectCommandsBuffer;
vks::Buffer indirectDrawCountBuffer;
// Indirect draw statistics (updated via compute)
struct {
uint32_t drawCount; // Total number of indirect draw counts to be issued
uint32_t lodCount[MAX_LOD_LEVEL + 1]; // Statistics for number of draws per LOD level (written by compute shader)
} indirectStats;
// Store the indirect draw commands containing index offsets and instance count per object
std::vector<VkDrawIndexedIndirectCommand> indirectCommands;
struct {
glm::mat4 projection;
glm::mat4 modelview;
glm::vec4 cameraPos;
glm::vec4 frustumPlanes[6];
} uboScene;
struct {
vks::Buffer scene;
} uniformData;
struct {
VkPipeline plants;
} pipelines;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
// Resources for the compute part of the example
struct {
vks::Buffer lodLevelsBuffers; // Contains index start and counts for the different lod levels
VkQueue queue; // Separate queue for compute commands (queue family may differ from the one used for graphics)
VkCommandPool commandPool; // Use a separate command pool (queue family may differ from the one used for graphics)
VkCommandBuffer commandBuffer; // Command buffer storing the dispatch commands and barriers
VkFence fence; // Synchronization fence to avoid rewriting compute CB if still in use
VkSemaphore semaphore; // Used as a wait semaphore for graphics submission
VkDescriptorSetLayout descriptorSetLayout; // Compute shader binding layout
VkDescriptorSet descriptorSet; // Compute shader bindings
VkPipelineLayout pipelineLayout; // Layout of the compute pipeline
VkPipeline pipeline; // Compute pipeline for updating particle positions
} compute;
// View frustum for culling invisible objects
vks::Frustum frustum;
uint32_t objectCount = 0;
VulkanExample() : VulkanExampleBase()
{
title = "Vulkan Example - Compute cull and lod";
camera.type = Camera::CameraType::firstperson;
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
camera.setTranslation(glm::vec3(0.5f, 0.0f, 0.0f));
camera.movementSpeed = 5.0f;
memset(&indirectStats, 0, sizeof(indirectStats));
}
~VulkanExample()
{
if (device) {
vkDestroyPipeline(device, pipelines.plants, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
instanceBuffer.destroy();
indirectCommandsBuffer.destroy();
uniformData.scene.destroy();
indirectDrawCountBuffer.destroy();
compute.lodLevelsBuffers.destroy();
vkDestroyPipelineLayout(device, compute.pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, compute.descriptorSetLayout, nullptr);
vkDestroyPipeline(device, compute.pipeline, nullptr);
vkDestroyFence(device, compute.fence, nullptr);
vkDestroyCommandPool(device, compute.commandPool, nullptr);
vkDestroySemaphore(device, compute.semaphore, nullptr);
}
}
virtual void getEnabledFeatures()
{
// Enable multi draw indirect if supported
if (deviceFeatures.multiDrawIndirect) {
enabledFeatures.multiDrawIndirect = VK_TRUE;
}
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = { { 0.18f, 0.27f, 0.5f, 0.0f } };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
// Acquire barrier
if (vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute)
{
VkBufferMemoryBarrier buffer_barrier =
{
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
nullptr,
0,
VK_ACCESS_INDIRECT_COMMAND_READ_BIT,
vulkanDevice->queueFamilyIndices.compute,
vulkanDevice->queueFamilyIndices.graphics,
indirectCommandsBuffer.buffer,
0,
indirectCommandsBuffer.descriptor.range
};
vkCmdPipelineBarrier(
drawCmdBuffers[i],
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT,
0,
0, nullptr,
1, &buffer_barrier,
0, nullptr);
}
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
// Mesh containing the LODs
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.plants);
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &lodModel.vertices.buffer, offsets);
vkCmdBindVertexBuffers(drawCmdBuffers[i], 1, 1, &instanceBuffer.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], lodModel.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
if (vulkanDevice->features.multiDrawIndirect)
{
vkCmdDrawIndexedIndirect(drawCmdBuffers[i], indirectCommandsBuffer.buffer, 0, static_cast<uint32_t>(indirectCommands.size()), sizeof(VkDrawIndexedIndirectCommand));
}
else
{
// If multi draw is not available, we must issue separate draw commands
for (auto j = 0; j < indirectCommands.size(); j++)
{
vkCmdDrawIndexedIndirect(drawCmdBuffers[i], indirectCommandsBuffer.buffer, j * sizeof(VkDrawIndexedIndirectCommand), 1, sizeof(VkDrawIndexedIndirectCommand));
}
}
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
// Release barrier
if (vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute)
{
VkBufferMemoryBarrier buffer_barrier =
{
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
nullptr,
VK_ACCESS_INDIRECT_COMMAND_READ_BIT,
0,
vulkanDevice->queueFamilyIndices.graphics,
vulkanDevice->queueFamilyIndices.compute,
indirectCommandsBuffer.buffer,
0,
indirectCommandsBuffer.descriptor.range
};
vkCmdPipelineBarrier(
drawCmdBuffers[i],
VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
0,
0, nullptr,
1, &buffer_barrier,
0, nullptr);
}
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void loadAssets()
{
const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
lodModel.loadFromFile(getAssetPath() + "models/suzanne_lods.gltf", vulkanDevice, queue, glTFLoadingFlags);
}
void buildComputeCommandBuffer()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VK_CHECK_RESULT(vkBeginCommandBuffer(compute.commandBuffer, &cmdBufInfo));
// Acquire barrier
// Add memory barrier to ensure that the indirect commands have been consumed before the compute shader updates them
if (vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute)
{
VkBufferMemoryBarrier buffer_barrier =
{
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
nullptr,
0,
VK_ACCESS_SHADER_WRITE_BIT,
vulkanDevice->queueFamilyIndices.graphics,
vulkanDevice->queueFamilyIndices.compute,
indirectCommandsBuffer.buffer,
0,
indirectCommandsBuffer.descriptor.range
};
vkCmdPipelineBarrier(
compute.commandBuffer,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_FLAGS_NONE,
0, nullptr,
1, &buffer_barrier,
0, nullptr);
}
vkCmdBindPipeline(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipeline);
vkCmdBindDescriptorSets(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineLayout, 0, 1, &compute.descriptorSet, 0, 0);
// Clear the buffer that the compute shader pass will write statistics and draw calls to
vkCmdFillBuffer(compute.commandBuffer, indirectDrawCountBuffer.buffer, 0, indirectCommandsBuffer.descriptor.range, 0);
// This barrier ensures that the fill command is finished before the compute shader can start writing to the buffer
VkMemoryBarrier memoryBarrier = vks::initializers::memoryBarrier();
memoryBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
memoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
vkCmdPipelineBarrier(
compute.commandBuffer,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_FLAGS_NONE,
1, &memoryBarrier,
0, nullptr,
0, nullptr);
// Dispatch the compute job
// The compute shader will do the frustum culling and adjust the indirect draw calls depending on object visibility.
// It also determines the lod to use depending on distance to the viewer.
vkCmdDispatch(compute.commandBuffer, objectCount / 16, 1, 1);
// Release barrier
// Add memory barrier to ensure that the compute shader has finished writing the indirect command buffer before it's consumed
if (vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute)
{
VkBufferMemoryBarrier buffer_barrier =
{
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
nullptr,
VK_ACCESS_SHADER_WRITE_BIT,
0,
vulkanDevice->queueFamilyIndices.compute,
vulkanDevice->queueFamilyIndices.graphics,
indirectCommandsBuffer.buffer,
0,
indirectCommandsBuffer.descriptor.range
};
vkCmdPipelineBarrier(
compute.commandBuffer,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
VK_FLAGS_NONE,
0, nullptr,
1, &buffer_barrier,
0, nullptr);
}
// todo: barrier for indirect stats buffer?
vkEndCommandBuffer(compute.commandBuffer);
}
void setupDescriptors()
{
// Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 4)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0: Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT,0),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
// Set
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
// Binding 0: Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformData.scene.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
{
// Layout
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
// This example uses two different input states, one for the instanced part and one for non-instanced rendering
VkPipelineVertexInputStateCreateInfo inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
// Vertex input bindings
// The instancing pipeline uses a vertex input state with two bindings
bindingDescriptions = {
// Binding point 0: Mesh vertex layout description at per-vertex rate
vks::initializers::vertexInputBindingDescription(0, sizeof(vkglTF::Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
// Binding point 1: Instanced data at per-instance rate
vks::initializers::vertexInputBindingDescription(1, sizeof(InstanceData), VK_VERTEX_INPUT_RATE_INSTANCE)
};
// Vertex attribute bindings
attributeDescriptions = {
// Per-vertex attributes
// These are advanced for each vertex fetched by the vertex shader
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(vkglTF::Vertex, pos)), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, offsetof(vkglTF::Vertex, normal)), // Location 1: Normal
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, offsetof(vkglTF::Vertex, color)), // Location 2: Texture coordinates
// Per-Instance attributes
// These are fetched for each instance rendered
vks::initializers::vertexInputAttributeDescription(1, 4, VK_FORMAT_R32G32B32_SFLOAT, offsetof(InstanceData, pos)), // Location 4: Position
vks::initializers::vertexInputAttributeDescription(1, 5, VK_FORMAT_R32_SFLOAT, offsetof(InstanceData, scale)), // Location 5: Scale
};
inputState.pVertexBindingDescriptions = bindingDescriptions.data();
inputState.pVertexAttributeDescriptions = attributeDescriptions.data();
inputState.vertexBindingDescriptionCount = static_cast<uint32_t>(bindingDescriptions.size());
inputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(attributeDescriptions.size());
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
pipelineCreateInfo.pVertexInputState = &inputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCreateInfo.pStages = shaderStages.data();
// Indirect (and instanced) pipeline for the plants
shaderStages[0] = loadShader(getShadersPath() + "computecullandlod/indirectdraw.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "computecullandlod/indirectdraw.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.plants));
}
void prepareBuffers()
{
objectCount = OBJECT_COUNT * OBJECT_COUNT * OBJECT_COUNT;
vks::Buffer stagingBuffer;
std::vector<InstanceData> instanceData(objectCount);
indirectCommands.resize(objectCount);
// Indirect draw commands
for (uint32_t x = 0; x < OBJECT_COUNT; x++)
{
for (uint32_t y = 0; y < OBJECT_COUNT; y++)
{
for (uint32_t z = 0; z < OBJECT_COUNT; z++)
{
uint32_t index = x + y * OBJECT_COUNT + z * OBJECT_COUNT * OBJECT_COUNT;
indirectCommands[index].instanceCount = 1;
indirectCommands[index].firstInstance = index;
// firstIndex and indexCount are written by the compute shader
}
}
}
indirectStats.drawCount = static_cast<uint32_t>(indirectCommands.size());
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&stagingBuffer,
indirectCommands.size() * sizeof(VkDrawIndexedIndirectCommand),
indirectCommands.data()));
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
&indirectCommandsBuffer,
stagingBuffer.size));
vulkanDevice->copyBuffer(&stagingBuffer, &indirectCommandsBuffer, queue);
stagingBuffer.destroy();
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&indirectDrawCountBuffer,
sizeof(indirectStats)));
// Map for host access
VK_CHECK_RESULT(indirectDrawCountBuffer.map());
// Instance data
for (uint32_t x = 0; x < OBJECT_COUNT; x++)
{
for (uint32_t y = 0; y < OBJECT_COUNT; y++)
{
for (uint32_t z = 0; z < OBJECT_COUNT; z++)
{
uint32_t index = x + y * OBJECT_COUNT + z * OBJECT_COUNT * OBJECT_COUNT;
instanceData[index].pos = glm::vec3((float)x, (float)y, (float)z) - glm::vec3((float)OBJECT_COUNT / 2.0f);
instanceData[index].scale = 2.0f;
}
}
}
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&stagingBuffer,
instanceData.size() * sizeof(InstanceData),
instanceData.data()));
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
&instanceBuffer,
stagingBuffer.size));
// Copy from staging buffer to instance buffer
VkCommandBuffer copyCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkBufferCopy copyRegion = {};
copyRegion.size = stagingBuffer.size;
vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, instanceBuffer.buffer, 1, ©Region);
// Add an initial release barrier to the graphics queue,
// so that when the compute command buffer executes for the first time
// it doesn't complain about a lack of a corresponding "release" to its "acquire"
if (vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute)
{ VkBufferMemoryBarrier buffer_barrier =
{
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
nullptr,
VK_ACCESS_INDIRECT_COMMAND_READ_BIT,
0,
vulkanDevice->queueFamilyIndices.graphics,
vulkanDevice->queueFamilyIndices.compute,
indirectCommandsBuffer.buffer,
0,
indirectCommandsBuffer.descriptor.range
};
vkCmdPipelineBarrier(
copyCmd,
VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
0,
0, nullptr,
1, &buffer_barrier,
0, nullptr);
}
vulkanDevice->flushCommandBuffer(copyCmd, queue, true);
stagingBuffer.destroy();
// Shader storage buffer containing index offsets and counts for the LODs
struct LOD
{
uint32_t firstIndex;
uint32_t indexCount;
float distance;
float _pad0;
};
std::vector<LOD> LODLevels;
uint32_t n = 0;
for (auto node : lodModel.nodes)
{
LOD lod;
lod.firstIndex = node->mesh->primitives[0]->firstIndex; // First index for this LOD
lod.indexCount = node->mesh->primitives[0]->indexCount; // Index count for this LOD
lod.distance = 5.0f + n * 5.0f; // Starting distance (to viewer) for this LOD
n++;
LODLevels.push_back(lod);
}
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&stagingBuffer,
LODLevels.size() * sizeof(LOD),
LODLevels.data()));
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
&compute.lodLevelsBuffers,
stagingBuffer.size));
vulkanDevice->copyBuffer(&stagingBuffer, &compute.lodLevelsBuffers, queue);
stagingBuffer.destroy();
// Scene uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformData.scene,
sizeof(uboScene)));
VK_CHECK_RESULT(uniformData.scene.map());
updateUniformBuffer();
}
void prepareCompute()
{
// Get a compute capable device queue
vkGetDeviceQueue(device, vulkanDevice->queueFamilyIndices.compute, 0, &compute.queue);
// Create compute pipeline
// Compute pipelines are created separate from graphics pipelines even if they use the same queue (family index)
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0: Instance input data buffer
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
VK_SHADER_STAGE_COMPUTE_BIT,
0),
// Binding 1: Indirect draw command output buffer (input)
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
VK_SHADER_STAGE_COMPUTE_BIT,
1),
// Binding 2: Uniform buffer with global matrices (input)
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_COMPUTE_BIT,
2),
// Binding 3: Indirect draw stats (output)
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
VK_SHADER_STAGE_COMPUTE_BIT,
3),
// Binding 4: LOD info (input)
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
VK_SHADER_STAGE_COMPUTE_BIT,
4),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
static_cast<uint32_t>(setLayoutBindings.size()));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &compute.descriptorSetLayout));
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&compute.descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &compute.pipelineLayout));
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &compute.descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSet));
std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets =
{
// Binding 0: Instance input data buffer
vks::initializers::writeDescriptorSet(
compute.descriptorSet,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
0,
&instanceBuffer.descriptor),
// Binding 1: Indirect draw command output buffer
vks::initializers::writeDescriptorSet(
compute.descriptorSet,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
1,
&indirectCommandsBuffer.descriptor),
// Binding 2: Uniform buffer with global matrices
vks::initializers::writeDescriptorSet(
compute.descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
2,
&uniformData.scene.descriptor),
// Binding 3: Atomic counter (written in shader)
vks::initializers::writeDescriptorSet(
compute.descriptorSet,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
3,
&indirectDrawCountBuffer.descriptor),
// Binding 4: LOD info
vks::initializers::writeDescriptorSet(
compute.descriptorSet,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
4,
&compute.lodLevelsBuffers.descriptor)
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(computeWriteDescriptorSets.size()), computeWriteDescriptorSets.data(), 0, NULL);
// Create pipeline
VkComputePipelineCreateInfo computePipelineCreateInfo = vks::initializers::computePipelineCreateInfo(compute.pipelineLayout, 0);
computePipelineCreateInfo.stage = loadShader(getShadersPath() + "computecullandlod/cull.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
// Use specialization constants to pass max. level of detail (determined by no. of meshes)
VkSpecializationMapEntry specializationEntry{};
specializationEntry.constantID = 0;
specializationEntry.offset = 0;
specializationEntry.size = sizeof(uint32_t);
uint32_t specializationData = static_cast<uint32_t>(lodModel.nodes.size()) - 1;
VkSpecializationInfo specializationInfo;
specializationInfo.mapEntryCount = 1;
specializationInfo.pMapEntries = &specializationEntry;
specializationInfo.dataSize = sizeof(specializationData);
specializationInfo.pData = &specializationData;
computePipelineCreateInfo.stage.pSpecializationInfo = &specializationInfo;
VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &compute.pipeline));
// Separate command pool as queue family for compute may be different than graphics
VkCommandPoolCreateInfo cmdPoolInfo = {};
cmdPoolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
cmdPoolInfo.queueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &compute.commandPool));
// Create a command buffer for compute operations
VkCommandBufferAllocateInfo cmdBufAllocateInfo =
vks::initializers::commandBufferAllocateInfo(
compute.commandPool,
VK_COMMAND_BUFFER_LEVEL_PRIMARY,
1);
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &compute.commandBuffer));
// Fence for compute CB sync
VkFenceCreateInfo fenceCreateInfo = vks::initializers::fenceCreateInfo(VK_FENCE_CREATE_SIGNALED_BIT);
VK_CHECK_RESULT(vkCreateFence(device, &fenceCreateInfo, nullptr, &compute.fence));
VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &compute.semaphore));
// Build a single command buffer containing the compute dispatch commands
buildComputeCommandBuffer();
}
void updateUniformBuffer()
{
uboScene.projection = camera.matrices.perspective;
uboScene.modelview = camera.matrices.view;
if (!fixedFrustum)
{
uboScene.cameraPos = glm::vec4(camera.position, 1.0f) * -1.0f;
frustum.update(uboScene.projection * uboScene.modelview);
memcpy(uboScene.frustumPlanes, frustum.planes.data(), sizeof(glm::vec4) * 6);
}
memcpy(uniformData.scene.mapped, &uboScene, sizeof(uboScene));
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
prepareBuffers();
setupDescriptors();
preparePipelines();
prepareCompute();
buildCommandBuffers();
prepared = true;
}
void draw()
{
VulkanExampleBase::prepareFrame();
// Submit compute shader for frustum culling
// Wait for fence to ensure that compute buffer writes have finished
vkWaitForFences(device, 1, &compute.fence, VK_TRUE, UINT64_MAX);
vkResetFences(device, 1, &compute.fence);
VkSubmitInfo computeSubmitInfo = vks::initializers::submitInfo();
computeSubmitInfo.commandBufferCount = 1;
computeSubmitInfo.pCommandBuffers = &compute.commandBuffer;
computeSubmitInfo.signalSemaphoreCount = 1;
computeSubmitInfo.pSignalSemaphores = &compute.semaphore;
VK_CHECK_RESULT(vkQueueSubmit(compute.queue, 1, &computeSubmitInfo, VK_NULL_HANDLE));
// Submit graphics command buffer
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// Wait on present and compute semaphores
std::array<VkPipelineStageFlags, 2> stageFlags = {
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
};
std::array<VkSemaphore, 2> waitSemaphores = {
semaphores.presentComplete, // Wait for presentation to finished
compute.semaphore // Wait for compute to finish
};
submitInfo.pWaitSemaphores = waitSemaphores.data();
submitInfo.waitSemaphoreCount = static_cast<uint32_t>(waitSemaphores.size());
submitInfo.pWaitDstStageMask = stageFlags.data();
// Submit to queue
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, compute.fence));
VulkanExampleBase::submitFrame();
// Get draw count from compute
memcpy(&indirectStats, indirectDrawCountBuffer.mapped, sizeof(indirectStats));
}
virtual void render()
{
if (!prepared)
{
return;
}
updateUniformBuffer();
draw();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Settings")) {
overlay->checkBox("Freeze frustum", &fixedFrustum);
}
if (overlay->header("Statistics")) {
overlay->text("Visible objects: %d", indirectStats.drawCount);
for (uint32_t i = 0; i < MAX_LOD_LEVEL + 1; i++) {
overlay->text("LOD %d: %d", i, indirectStats.lodCount[i]);
}
}
}
};
VULKAN_EXAMPLE_MAIN()