void buildCommandBuffers() { dev.WaitIdle(); cmdPool.Reset(); for (int i = 0; i < swapChain.ImageCount; ++i) { PrimaryCommandBuffer cmd = cmds[i]; FrameBuffer fb = frameBuffers[i]; cmd.Start(); pipeline.RenderPass.Begin(cmd, fb); cmd.SetViewport(fb.Width, fb.Height); cmd.SetScissor(fb.Width, fb.Height); cmd.BindDescriptorSet(pipeline.Layout, descriptorSet); pipeline.Bind(cmd); cmd.BindVertexBuffer(vbo, 0); cmd.BindIndexBuffer(ibo, VkIndexType.Uint16); cmd.DrawIndexed((uint)indices.Length); pipeline.RenderPass.End(cmd); cmd.End(); } }
void generateBRDFLUT(Queue staggingQ, CommandPool cmdPool) { const VkFormat format = VkFormat.R16g16Sfloat; const int dim = 512; lutBrdf = new Image(Dev, format, VkImageUsageFlags.ColorAttachment | VkImageUsageFlags.Sampled, VkMemoryPropertyFlags.DeviceLocal, dim, dim); lutBrdf.SetName("lutBrdf"); lutBrdf.CreateView(); lutBrdf.CreateSampler(VkSamplerAddressMode.ClampToEdge); GraphicPipelineConfig cfg = GraphicPipelineConfig.CreateDefault(VkPrimitiveTopology.TriangleList, VkSampleCountFlags.SampleCount1, false, dim, dim); cfg.Layout = new PipelineLayout(Dev, new DescriptorSetLayout(Dev)); cfg.RenderPass = new RenderPass(Dev); cfg.RenderPass.AddAttachment(format, VkImageLayout.ShaderReadOnlyOptimal); cfg.RenderPass.ClearValues.Add(new VkClearValue { color = new VkClearColorValue(0, 0, 0) }); cfg.RenderPass.AddSubpass(new SubPass(VkImageLayout.ColorAttachmentOptimal)); cfg.AddShaders( new ShaderInfo(Dev, VkShaderStageFlags.Vertex, "#EnvironmentPipeline.genbrdflut.vert.spv"), new ShaderInfo(Dev, VkShaderStageFlags.Fragment, "#EnvironmentPipeline.genbrdflut.frag.spv")); using (GraphicPipeline pl = new GraphicPipeline(cfg)) { cfg.Dispose(); using (FrameBuffer fb = new FrameBuffer(cfg.RenderPass, dim, dim, lutBrdf)) { PrimaryCommandBuffer cmd = cmdPool.AllocateCommandBuffer(); cmd.Start(VkCommandBufferUsageFlags.OneTimeSubmit); pl.RenderPass.Begin(cmd, fb); pl.Bind(cmd); cmd.Draw(3, 1, 0, 0); pl.RenderPass.End(cmd); cmd.End(); staggingQ.Submit(cmd); staggingQ.WaitIdle(); cmd.Free(); } } lutBrdf.Descriptor.imageLayout = VkImageLayout.ShaderReadOnlyOptimal; }
//TODO: some buffer data are reused between primitives, and I duplicate the datas //buffers must be constructed without duplications public Mesh[] LoadMeshes<TVertex> (VkIndexType indexType, Buffer vbo, ulong vboOffset, Buffer ibo, ulong iboOffset) { ulong vCount, iCount; VkIndexType idxType; GetVertexCount (out vCount, out iCount, out idxType); int vertexByteSize = Marshal.SizeOf<TVertex> (); ulong vertSize = vCount * (ulong)vertexByteSize; ulong idxSize = iCount * (indexType == VkIndexType.Uint16 ? 2ul : 4ul); ulong size = vertSize + idxSize; int vertexCount = 0, indexCount = 0; int autoNamedMesh = 1; meshes = new List<Mesh> (); using (HostBuffer stagging = new HostBuffer (dev, VkBufferUsageFlags.TransferSrc, size)) { stagging.Map (); unsafe { Span<byte> stagVertPtrInit = new Span<byte>(stagging.MappedData.ToPointer (), (int)vertSize); Span<byte> stagIdxPtrInit = new Span<byte>((byte*)stagging.MappedData.ToPointer() + vertSize, (int)idxSize); Span<byte> stagVertPtr = stagVertPtrInit, stagIdxPtr = stagIdxPtrInit; foreach (GL.Mesh mesh in gltf.Meshes) { string meshName = mesh.Name; if (string.IsNullOrEmpty (meshName)) { meshName = "mesh_" + autoNamedMesh.ToString (); autoNamedMesh++; } Mesh m = new Mesh { Name = meshName }; foreach (GL.MeshPrimitive p in mesh.Primitives) { GL.Accessor AccPos = null, AccNorm = null, AccUv = null, AccUv1 = null; int accessorIdx; if (p.Attributes.TryGetValue ("POSITION", out accessorIdx)) { AccPos = gltf.Accessors[accessorIdx]; ensureBufferIsLoaded (gltf.BufferViews[(int)AccPos.BufferView].Buffer); } if (p.Attributes.TryGetValue ("NORMAL", out accessorIdx)) { AccNorm = gltf.Accessors[accessorIdx]; ensureBufferIsLoaded (gltf.BufferViews[(int)AccNorm.BufferView].Buffer); } if (p.Attributes.TryGetValue ("TEXCOORD_0", out accessorIdx)) { AccUv = gltf.Accessors[accessorIdx]; ensureBufferIsLoaded (gltf.BufferViews[(int)AccUv.BufferView].Buffer); } if (p.Attributes.TryGetValue ("TEXCOORD_1", out accessorIdx)) { AccUv1 = gltf.Accessors[accessorIdx]; ensureBufferIsLoaded (gltf.BufferViews[(int)AccUv1.BufferView].Buffer); } Primitive prim = new Primitive { indexBase = (uint)indexCount, vertexBase = vertexCount, vertexCount = (uint)AccPos.Count, material = (uint)(p.Material ?? 0) }; prim.bb.min.ImportFloatArray (AccPos.Min); prim.bb.max.ImportFloatArray (AccPos.Max); prim.bb.isValid = true; //Interleaving vertices Span<byte> inPosPtr = Span<byte>.Empty, inNormPtr = Span<byte>.Empty, inUvPtr = Span<byte>.Empty, inUv1Ptr = Span<byte>.Empty; GL.BufferView bv = gltf.BufferViews[(int)AccPos.BufferView]; inPosPtr = loadedBuffers[bv.Buffer].Span.Slice (AccPos.ByteOffset + bv.ByteOffset); if (AccNorm != null) { bv = gltf.BufferViews[(int)AccNorm.BufferView]; inNormPtr = loadedBuffers[bv.Buffer].Span.Slice (AccNorm.ByteOffset + bv.ByteOffset); } if (AccUv != null) { bv = gltf.BufferViews[(int)AccUv.BufferView]; inUvPtr = loadedBuffers[bv.Buffer].Span.Slice (AccUv.ByteOffset + bv.ByteOffset); } if (AccUv1 != null) { bv = gltf.BufferViews[(int)AccUv1.BufferView]; inUv1Ptr = loadedBuffers[bv.Buffer].Span.Slice (AccUv1.ByteOffset + bv.ByteOffset); } //TODO: use vertex attributes scan for copying data if they exists for (int j = 0; j < prim.vertexCount; j++) { inPosPtr.Slice (0, 12).CopyTo (stagVertPtr); inPosPtr = inPosPtr.Slice(12); if (!inNormPtr.IsEmpty) { inNormPtr.Slice (0, 12).CopyTo (stagVertPtr.Slice (12)); inNormPtr = inNormPtr.Slice (12); } if (inUvPtr != null) { inUvPtr.Slice (0, 8).CopyTo (stagVertPtr.Slice (24)); inUvPtr = inUvPtr.Slice (8); } if (inUv1Ptr != null) { inUv1Ptr.Slice (0, 8).CopyTo (stagVertPtr.Slice (32)); inUv1Ptr = inUvPtr.Slice (8); } stagVertPtr = stagVertPtr.Slice (vertexByteSize); } /*Span<byte> s = stagVertPtrInit; for (int i = 0; i < s.Length; i++) Console.Write (s[i].ToString ("X2") + (i % 32 == 0 ? "\n" : " "));*/ //indices loading if (p.Indices != null) { GL.Accessor acc = gltf.Accessors[(int)p.Indices]; bv = gltf.BufferViews[(int)acc.BufferView]; Span<byte> inIdxPtr = loadedBuffers[bv.Buffer].Span.Slice (acc.ByteOffset + bv.ByteOffset); //TODO:double check this, I dont seems to increment stag pointer if (acc.ComponentType == GL.Accessor.ComponentTypeEnum.UNSIGNED_SHORT) { if (indexType == VkIndexType.Uint16) { inIdxPtr.Slice (0, acc.Count * 2).CopyTo (stagIdxPtr); stagIdxPtr = stagIdxPtr.Slice (acc.Count * 2); } else { Span<uint> usPtr = MemoryMarshal.Cast<byte, uint> (stagIdxPtr); Span<ushort> inPtr = MemoryMarshal.Cast < byte, ushort> (inIdxPtr); for (int i = 0; i < acc.Count; i++) usPtr[i] = inPtr[i]; stagIdxPtr = stagIdxPtr.Slice (acc.Count * 4); } } else if (acc.ComponentType == GL.Accessor.ComponentTypeEnum.UNSIGNED_INT) { if (indexType == VkIndexType.Uint32) { inIdxPtr.Slice (0, acc.Count * 4).CopyTo (stagIdxPtr); stagIdxPtr = stagIdxPtr.Slice (acc.Count * 4); } else { Span<ushort> usPtr = MemoryMarshal.Cast<byte, ushort> (stagIdxPtr); Span<uint> inPtr = MemoryMarshal.Cast<byte, uint> (inIdxPtr); for (int i = 0; i < acc.Count; i++) usPtr[i] = (ushort)inPtr[i]; stagIdxPtr = stagIdxPtr.Slice (acc.Count * 2); } } else if (acc.ComponentType == GL.Accessor.ComponentTypeEnum.UNSIGNED_BYTE) { //convert if (indexType == VkIndexType.Uint16) { Span<ushort> usPtr = MemoryMarshal.Cast<byte, ushort> (stagIdxPtr); for (int i = 0; i < acc.Count; i++) usPtr[i] = (ushort)inIdxPtr[i]; stagIdxPtr = stagIdxPtr.Slice (acc.Count * 2); } else { Span<uint> usPtr = MemoryMarshal.Cast<byte, uint> (stagIdxPtr); for (int i = 0; i < acc.Count; i++) usPtr[i] = (uint)inIdxPtr[i]; stagIdxPtr = stagIdxPtr.Slice (acc.Count * 4); } } else throw new NotImplementedException (); prim.indexCount = (uint)acc.Count; indexCount += acc.Count; } m.AddPrimitive (prim); vertexCount += AccPos.Count; } meshes.Add (m); } /*ReadOnlySpan<byte> tmp = new ReadOnlySpan<byte> (stagging.MappedData.ToPointer (), (int)size); Memory<byte> mtmp = new Memory<byte> (tmp.ToArray()); mtmp.Dump();*/ } stagging.Unmap (); PrimaryCommandBuffer cmd = cmdPool.AllocateCommandBuffer (); cmd.Start (VkCommandBufferUsageFlags.OneTimeSubmit); stagging.CopyTo (cmd, vbo, vertSize, 0, vboOffset); if (iCount>0) stagging.CopyTo (cmd, ibo, idxSize, vertSize, iboOffset); cmd.End (); transferQ.Submit (cmd); dev.WaitIdle (); cmd.Free (); } return meshes.ToArray (); }
public Image generateCubeMap(Queue staggingQ, CommandPool cmdPool, CBTarget target) { const float deltaPhi = (2.0f * (float)Math.PI) / 180.0f; const float deltaTheta = (0.5f * (float)Math.PI) / 64.0f; VkFormat format = VkFormat.R32g32b32a32Sfloat; uint dim = 64; if (target == CBTarget.PREFILTEREDENV) { format = VkFormat.R16g16b16a16Sfloat; dim = 512; } uint numMips = (uint)Math.Floor(Math.Log(dim, 2)) + 1; Image imgFbOffscreen = new Image(Dev, format, VkImageUsageFlags.TransferSrc | VkImageUsageFlags.ColorAttachment, VkMemoryPropertyFlags.DeviceLocal, dim, dim); imgFbOffscreen.SetName("offscreenfb"); imgFbOffscreen.CreateView(); Image cmap = new Image(Dev, format, VkImageUsageFlags.TransferDst | VkImageUsageFlags.Sampled, VkMemoryPropertyFlags.DeviceLocal, dim, dim, VkImageType.Image2D, VkSampleCountFlags.SampleCount1, VkImageTiling.Optimal, numMips, 6, 1, VkImageCreateFlags.CubeCompatible); if (target == CBTarget.PREFILTEREDENV) { cmap.SetName("prefilterenvmap"); } else { cmap.SetName("irradianceCube"); } cmap.CreateView(VkImageViewType.Cube, VkImageAspectFlags.Color, 6, 0); cmap.CreateSampler(VkSamplerAddressMode.ClampToEdge); DescriptorPool dsPool = new DescriptorPool(Dev, 2, new VkDescriptorPoolSize(VkDescriptorType.CombinedImageSampler)); DescriptorSetLayout dsLayout = new DescriptorSetLayout(Dev, new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler)); GraphicPipelineConfig cfg = GraphicPipelineConfig.CreateDefault(VkPrimitiveTopology.TriangleList, VkSampleCountFlags.SampleCount1, false); cfg.Layout = new PipelineLayout(Dev, dsLayout); cfg.Layout.AddPushConstants( new VkPushConstantRange(VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, (uint)Marshal.SizeOf <Matrix4x4> () + 8)); cfg.RenderPass = new RenderPass(Dev); cfg.RenderPass.AddAttachment(format, VkImageLayout.ColorAttachmentOptimal); cfg.RenderPass.ClearValues.Add(new VkClearValue { color = new VkClearColorValue(0, 0, 0) }); cfg.RenderPass.AddSubpass(new SubPass(VkImageLayout.ColorAttachmentOptimal)); cfg.AddVertexBinding(0, 3 * sizeof(float)); cfg.AddVertexAttributes(0, VkFormat.R32g32b32Sfloat); cfg.AddShaders(new ShaderInfo(Dev, VkShaderStageFlags.Vertex, "#EnvironmentPipeline.filtercube.vert.spv")); if (target == CBTarget.PREFILTEREDENV) { cfg.AddShaders(new ShaderInfo(Dev, VkShaderStageFlags.Fragment, "#EnvironmentPipeline.prefilterenvmap.frag.spv")); } else { cfg.AddShaders(new ShaderInfo(Dev, VkShaderStageFlags.Fragment, "#EnvironmentPipeline.irradiancecube.frag.spv")); } Matrix4x4[] matrices = { // POSITIVE_X Matrix4x4.CreateRotationX(Utils.DegreesToRadians(180)) * Matrix4x4.CreateRotationY(Utils.DegreesToRadians(90)), // NEGATIVE_X Matrix4x4.CreateRotationX(Utils.DegreesToRadians(180)) * Matrix4x4.CreateRotationY(Utils.DegreesToRadians(-90)), // POSITIVE_Y Matrix4x4.CreateRotationX(Utils.DegreesToRadians(-90)), // NEGATIVE_Y Matrix4x4.CreateRotationX(Utils.DegreesToRadians(90)), // POSITIVE_Z Matrix4x4.CreateRotationX(Utils.DegreesToRadians(180)), // NEGATIVE_Z Matrix4x4.CreateRotationZ(Utils.DegreesToRadians(180)) }; VkImageSubresourceRange subRes = new VkImageSubresourceRange(VkImageAspectFlags.Color, 0, numMips, 0, 6); using (GraphicPipeline pl = new GraphicPipeline(cfg)) { cfg.Dispose(); DescriptorSet dset = dsPool.Allocate(dsLayout); DescriptorSetWrites dsUpdate = new DescriptorSetWrites(dsLayout); dsUpdate.Write(Dev, dset, cubemap.Descriptor); Dev.WaitIdle(); using (FrameBuffer fb = new FrameBuffer(pl.RenderPass, dim, dim, imgFbOffscreen)) { PrimaryCommandBuffer cmd = cmdPool.AllocateCommandBuffer(); cmd.Start(VkCommandBufferUsageFlags.OneTimeSubmit); cmap.SetLayout(cmd, VkImageLayout.Undefined, VkImageLayout.TransferDstOptimal, subRes); float roughness = 0; cmd.SetScissor(dim, dim); cmd.SetViewport((float)(dim), (float)dim); for (int m = 0; m < numMips; m++) { roughness = (float)m / ((float)numMips - 1f); for (int f = 0; f < 6; f++) { pl.RenderPass.Begin(cmd, fb); pl.Bind(cmd); float viewPortSize = (float)Math.Pow(0.5, m) * dim; cmd.SetViewport(viewPortSize, viewPortSize); cmd.PushConstant(pl.Layout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, matrices[f] * Matrix4x4.CreatePerspectiveFieldOfView(Utils.DegreesToRadians(90), 1f, 0.1f, 512f)); if (target == CBTarget.IRRADIANCE) { cmd.PushConstant(pl.Layout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, deltaPhi, (uint)Marshal.SizeOf <Matrix4x4> ()); cmd.PushConstant(pl.Layout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, deltaTheta, (uint)Marshal.SizeOf <Matrix4x4> () + 4); } else { cmd.PushConstant(pl.Layout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, roughness, (uint)Marshal.SizeOf <Matrix4x4> ()); cmd.PushConstant(pl.Layout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 64u, (uint)Marshal.SizeOf <Matrix4x4> () + 4); } cmd.BindDescriptorSet(pl.Layout, dset); cmd.BindVertexBuffer(vboSkybox); cmd.Draw(36); pl.RenderPass.End(cmd); imgFbOffscreen.SetLayout(cmd, VkImageAspectFlags.Color, VkImageLayout.ColorAttachmentOptimal, VkImageLayout.TransferSrcOptimal); VkImageCopy region = new VkImageCopy(); region.srcSubresource = new VkImageSubresourceLayers(VkImageAspectFlags.Color, 1); region.dstSubresource = new VkImageSubresourceLayers(VkImageAspectFlags.Color, 1, (uint)m, (uint)f); region.extent = new VkExtent3D { width = (uint)viewPortSize, height = (uint)viewPortSize, depth = 1 }; Vk.vkCmdCopyImage(cmd.Handle, imgFbOffscreen.Handle, VkImageLayout.TransferSrcOptimal, cmap.Handle, VkImageLayout.TransferDstOptimal, 1, region.Pin()); region.Unpin(); imgFbOffscreen.SetLayout(cmd, VkImageAspectFlags.Color, VkImageLayout.TransferSrcOptimal, VkImageLayout.ColorAttachmentOptimal); } } cmap.SetLayout(cmd, VkImageLayout.TransferDstOptimal, VkImageLayout.ShaderReadOnlyOptimal, subRes); cmd.End(); staggingQ.Submit(cmd); staggingQ.WaitIdle(); cmd.Free(); } } cmap.Descriptor.imageLayout = VkImageLayout.ShaderReadOnlyOptimal; dsLayout.Dispose(); imgFbOffscreen.Dispose(); dsPool.Dispose(); return(cmap); }