Beispiel #1
0
        //in the main vulkan thread
        void updateTextureSet()
        {
            nextTexture.CreateView();
            nextTexture.CreateSampler();

            nextTexture.Descriptor.imageLayout = VkImageLayout.ShaderReadOnlyOptimal;
            using (DescriptorSetWrites2 uboUpdate = new DescriptorSetWrites2(dev)) {
                uboUpdate.AddWriteInfo(descriptorSet, dsLayout.Bindings[1], nextTexture.Descriptor);
                uboUpdate.Update();
            }

            texture?.Dispose();
            texture     = nextTexture;
            nextTexture = null;
        }
Beispiel #2
0
        Program() : base()
        {
            vbo = new GPUBuffer <float> (presentQueue, cmdPool, VkBufferUsageFlags.VertexBuffer, vertices);
            ibo = new GPUBuffer <ushort> (presentQueue, cmdPool, VkBufferUsageFlags.IndexBuffer, indices);

            descriptorPool = new DescriptorPool(dev, 1,
                                                new VkDescriptorPoolSize(VkDescriptorType.UniformBuffer),
                                                new VkDescriptorPoolSize(VkDescriptorType.CombinedImageSampler)
                                                );

            dsLayout = new DescriptorSetLayout(dev, 0,
                                               new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Vertex, VkDescriptorType.UniformBuffer),
                                               new VkDescriptorSetLayoutBinding(1, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler));

            GraphicPipelineConfig cfg = GraphicPipelineConfig.CreateDefault(VkPrimitiveTopology.TriangleList, VkSampleCountFlags.SampleCount1);

            cfg.Layout     = new PipelineLayout(dev, dsLayout);
            cfg.RenderPass = new RenderPass(dev, swapChain.ColorFormat, dev.GetSuitableDepthFormat(), cfg.Samples);

            cfg.AddVertexBinding(0, 5 * sizeof(float));
            cfg.AddVertexAttributes(0, VkFormat.R32g32b32Sfloat, VkFormat.R32g32Sfloat);

            cfg.AddShader(VkShaderStageFlags.Vertex, "shaders/main.vert.spv");
            cfg.AddShader(VkShaderStageFlags.Fragment, "shaders/main.frag.spv");

            pipeline = new GraphicPipeline(cfg);

            uboMats = new HostBuffer(dev, VkBufferUsageFlags.UniformBuffer, matrices);
            uboMats.Map();             //permanent map

            descriptorSet = descriptorPool.Allocate(dsLayout);

            using (DescriptorSetWrites2 uboUpdate = new DescriptorSetWrites2(dev)) {
                uboUpdate.AddWriteInfo(descriptorSet, dsLayout.Bindings[0], uboMats.Descriptor);
                uboUpdate.Update();
            }

            loadTexture(imgPathes[currentImgIndex]);
            updateTextureSet();
        }
        void loadMaterials(glTFLoader ctx, DescriptorSetLayout layout, params AttachmentType[] attachments)
        {
            glTFLoader.Material[] mats = ctx.LoadMaterial();
            materials      = new Material[mats.Length];
            descriptorSets = new DescriptorSet[mats.Length];

            if (attachments.Length == 0)
            {
                throw new InvalidOperationException("At least one attachment is required for Model.WriteMaterialDescriptor");
            }

            descriptorPool = new DescriptorPool(dev, (uint)materials.Length,
                                                new VkDescriptorPoolSize(VkDescriptorType.CombinedImageSampler, (uint)(attachments.Length * materials.Length))
                                                );
            descriptorPool.SetName("descPool gltfTextures");

            for (int i = 0; i < mats.Length; i++)
            {
                materials[i] = new Material {
                    workflow        = (float)mats[i].workflow,
                    baseColorFactor = mats[i].baseColorFactor,
                    emissiveFactor  = mats[i].emissiveFactor,
                    metallicFactor  = mats[i].metallicFactor,
                    roughnessFactor = mats[i].roughnessFactor,
                    TexCoord0       = mats[i].availableAttachments,
                    TexCoord1       = mats[i].availableAttachments1,
                    alphaMask       = 0f,
                    alphaMaskCutoff = 0.0f,
                    diffuseFactor   = new Vector4(0),
                    specularFactor  = new Vector4(0)
                };

                descriptorSets[i] = descriptorPool.Allocate(layout);
                descriptorSets[i].Handle.SetDebugMarkerName(dev, "descSet " + mats[i].Name);

                VkDescriptorSetLayoutBinding dslb =
                    new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler);

                using (DescriptorSetWrites2 uboUpdate = new DescriptorSetWrites2(dev)) {
                    for (uint a = 0; a < attachments.Length; a++)
                    {
                        dslb.binding = a;
                        switch (attachments[a])
                        {
                        case AttachmentType.None:
                            break;

                        case AttachmentType.Color:
                            if (mats[i].availableAttachments.HasFlag(AttachmentType.Color))
                            {
                                uboUpdate.AddWriteInfo(descriptorSets[i], dslb, textures[(int)mats[i].baseColorTexture].Descriptor);
                            }
                            break;

                        case AttachmentType.Normal:
                            if (mats[i].availableAttachments.HasFlag(AttachmentType.Normal))
                            {
                                uboUpdate.AddWriteInfo(descriptorSets[i], dslb, textures[(int)mats[i].normalTexture].Descriptor);
                            }
                            break;

                        case AttachmentType.AmbientOcclusion:
                            if (mats[i].availableAttachments.HasFlag(AttachmentType.AmbientOcclusion))
                            {
                                uboUpdate.AddWriteInfo(descriptorSets[i], dslb, textures[(int)mats[i].occlusionTexture].Descriptor);
                            }
                            break;

                        case AttachmentType.PhysicalProps:
                            if (mats[i].availableAttachments.HasFlag(AttachmentType.PhysicalProps))
                            {
                                uboUpdate.AddWriteInfo(descriptorSets[i], dslb, textures[(int)mats[i].metallicRoughnessTexture].Descriptor);
                            }
                            break;

                        case AttachmentType.Metal:
                            break;

                        case AttachmentType.Roughness:
                            break;

                        case AttachmentType.Emissive:
                            if (mats[i].availableAttachments.HasFlag(AttachmentType.Emissive))
                            {
                                uboUpdate.AddWriteInfo(descriptorSets[i], dslb, textures[(int)mats[i].emissiveTexture].Descriptor);
                            }
                            break;
                        }
                    }
                    uboUpdate.Update();
                }
            }
        }