예제 #1
0
        void setupDescriptorSet()
        {
            var dsl = descriptorSetLayout;
            VkDescriptorSetAllocateInfo allocInfo =
                Initializers.descriptorSetAllocateInfo(
                    descriptorPool,
                    &dsl,
                    1);

            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSet));

            VkDescriptorImageInfo texDescriptor =
                Initializers.descriptorImageInfo(
                    textures_colorMap.sampler,
                    textures_colorMap.view,
                    VkImageLayout.General);

            var temp = uniformBuffers_scene.descriptor;
            FixedArray2 <VkWriteDescriptorSet> writeDescriptorSets = new FixedArray2 <VkWriteDescriptorSet>(
                // Binding 0 : Vertex shader uniform buffer
                Initializers.writeDescriptorSet(
                    descriptorSet,
                    VkDescriptorType.UniformBuffer,
                    0,
                    &temp),
                // Binding 1 : Color map
                Initializers.writeDescriptorSet(
                    descriptorSet,
                    VkDescriptorType.CombinedImageSampler,
                    1,
                    &texDescriptor));

            vkUpdateDescriptorSets(device, (writeDescriptorSets.Count), ref writeDescriptorSets.First, 0, null);
        }
예제 #2
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        void setupDescriptorSetLayout()
        {
            FixedArray2<VkDescriptorSetLayoutBinding> setLayoutBindings = new FixedArray2<VkDescriptorSetLayoutBinding>(
                // Binding 0 : Vertex shader uniform buffer
                Initializers.descriptorSetLayoutBinding(
                    VkDescriptorType.UniformBuffer,
                    VkShaderStageFlags.Vertex,
                    0),
                // Binding 1 : Fragment shader image sampler
                Initializers.descriptorSetLayoutBinding(
                    VkDescriptorType.CombinedImageSampler,
                    VkShaderStageFlags.Fragment,
                    1));

            VkDescriptorSetLayoutCreateInfo descriptorLayout =
                Initializers.descriptorSetLayoutCreateInfo(
                    &setLayoutBindings.First,
                    setLayoutBindings.Count);

            Util.CheckResult(vkCreateDescriptorSetLayout(device, &descriptorLayout, null, out descriptorSetLayout));

            var dsl = descriptorSetLayout;
            VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
                Initializers.pipelineLayoutCreateInfo(
                    &dsl,
                    1);

            Util.CheckResult(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, null, out pipelineLayout));
        }
예제 #3
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        protected override void buildCommandBuffers()
        {
            VkCommandBufferBeginInfo cmdBufInfo = Initializers.commandBufferBeginInfo();

            FixedArray2 <VkClearValue> clearValues = new FixedArray2 <VkClearValue>();

            clearValues.First.color         = defaultClearColor;
            clearValues.Second.depthStencil = new VkClearDepthStencilValue {
                depth = 1.0f, stencil = 0
            };

            VkRenderPassBeginInfo renderPassBeginInfo = Initializers.renderPassBeginInfo();

            renderPassBeginInfo.renderPass               = renderPass;
            renderPassBeginInfo.renderArea.offset.x      = 0;
            renderPassBeginInfo.renderArea.offset.y      = 0;
            renderPassBeginInfo.renderArea.extent.width  = width;
            renderPassBeginInfo.renderArea.extent.height = height;
            renderPassBeginInfo.clearValueCount          = 2;
            renderPassBeginInfo.pClearValues             = &clearValues.First;

            for (int i = 0; i < drawCmdBuffers.Count; ++i)
            {
                // Set target frame buffer
                renderPassBeginInfo.framebuffer = frameBuffers[i];

                Util.CheckResult(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));

                vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);

                VkViewport viewport = Initializers.viewport((float)width, (float)height, 0.0f, 1.0f);
                vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);

                VkRect2D scissor = Initializers.rect2D(width, height, 0, 0);
                vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);

                ulong offsets = 0;

                // 3D scene
                vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts_scene, 0, 1, ref descriptorSets_scene, 0, null);
                vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines_phongPass);

                vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, ref models_example.vertices.buffer, &offsets);
                vkCmdBindIndexBuffer(drawCmdBuffers[i], models_example.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
                vkCmdDrawIndexed(drawCmdBuffers[i], models_example.indexCount, 1, 0, 0, 0);

                // Fullscreen triangle (clipped to a quad) with radial blur
                if (blur)
                {
                    vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts_radialBlur, 0, 1, ref descriptorSets_radialBlur, 0, null);
                    vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, (displayTexture) ? pipelines_offscreenDisplay : pipelines_radialBlur);
                    vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
                }

                vkCmdEndRenderPass(drawCmdBuffers[i]);

                Util.CheckResult(vkEndCommandBuffer(drawCmdBuffers[i]));
            }
        }
예제 #4
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        void setupDescriptorSets()
        {
            // Image descriptor for the cube map texture
            VkDescriptorImageInfo textureDescriptor =
                Initializers.descriptorImageInfo(
                    cubeMap.sampler,
                    cubeMap.view,
                    cubeMap.imageLayout);

            var dsl = descriptorSetLayout;
            VkDescriptorSetAllocateInfo allocInfo =
                Initializers.descriptorSetAllocateInfo(
                    descriptorPool,
                    &dsl,
                    1);

            // 3D object descriptor set
            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSets_object));

            var bufferInfo = uniformBuffers_object.descriptor;
            FixedArray2 <VkWriteDescriptorSet> writeDescriptorSets = new FixedArray2 <VkWriteDescriptorSet>
                                                                     (
                // Binding 0 : Vertex shader uniform buffer
                Initializers.writeDescriptorSet(
                    descriptorSets_object,
                    VkDescriptorType.UniformBuffer,
                    0,
                    &bufferInfo),
                // Binding 1 : Fragment shader cubemap sampler
                Initializers.writeDescriptorSet(
                    descriptorSets_object,
                    VkDescriptorType.CombinedImageSampler,
                    1,
                    &textureDescriptor));

            vkUpdateDescriptorSets(device, writeDescriptorSets.Count, ref writeDescriptorSets.First, 0, null);

            // Sky box descriptor set
            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSets_skybox));

            var descriptor = uniformBuffers_skybox.descriptor;

            writeDescriptorSets = new FixedArray2 <VkWriteDescriptorSet>
                                  (
                // Binding 0 : Vertex shader uniform buffer
                Initializers.writeDescriptorSet(
                    descriptorSets_skybox,
                    VkDescriptorType.UniformBuffer,
                    0,
                    &descriptor),
                // Binding 1 : Fragment shader cubemap sampler
                Initializers.writeDescriptorSet(
                    descriptorSets_skybox,
                    VkDescriptorType.CombinedImageSampler,
                    1,
                    &textureDescriptor));

            vkUpdateDescriptorSets(device, writeDescriptorSets.Count, ref writeDescriptorSets.First, 0, null);
        }
예제 #5
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        // Sets up the command buffer that renders the scene to the offscreen frame buffer
        void buildOffscreenCommandBuffer()
        {
            if (offscreenPass.commandBuffer == NullHandle)
            {
                offscreenPass.commandBuffer = createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
            }
            if (offscreenPass.semaphore == NullHandle)
            {
                VkSemaphoreCreateInfo semaphoreCreateInfo = Initializers.semaphoreCreateInfo();
                Util.CheckResult(vkCreateSemaphore(device, &semaphoreCreateInfo, null, out offscreenPass.semaphore));
            }

            VkCommandBufferBeginInfo cmdBufInfo = Initializers.commandBufferBeginInfo();

            FixedArray2 <VkClearValue> clearValues = new FixedArray2 <VkClearValue>();

            clearValues.First.color = new VkClearColorValue {
                float32_0 = 0.0f, float32_1 = 0.0f, float32_2 = 0.0f, float32_3 = 0.0f
            };
            clearValues.Second.depthStencil = new VkClearDepthStencilValue {
                depth = 1.0f, stencil = 0
            };

            VkRenderPassBeginInfo renderPassBeginInfo = Initializers.renderPassBeginInfo();

            renderPassBeginInfo.renderPass               = offscreenPass.renderPass;
            renderPassBeginInfo.framebuffer              = offscreenPass.frameBuffer;
            renderPassBeginInfo.renderArea.extent.width  = offscreenPass.width;
            renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
            renderPassBeginInfo.clearValueCount          = 2;
            renderPassBeginInfo.pClearValues             = &clearValues.First;

            Util.CheckResult(vkBeginCommandBuffer(offscreenPass.commandBuffer, &cmdBufInfo));

            VkViewport viewport = Initializers.viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);

            vkCmdSetViewport(offscreenPass.commandBuffer, 0, 1, &viewport);

            VkRect2D scissor = Initializers.rect2D(offscreenPass.width, offscreenPass.height, 0, 0);

            vkCmdSetScissor(offscreenPass.commandBuffer, 0, 1, &scissor);

            vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);

            vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts_scene, 0, 1, ref descriptorSets_scene, 0, null);
            vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines_colorPass);

            ulong offsets = 0;

            vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, ref models_example.vertices.buffer, &offsets);
            vkCmdBindIndexBuffer(offscreenPass.commandBuffer, models_example.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
            vkCmdDrawIndexed(offscreenPass.commandBuffer, models_example.indexCount, 1, 0, 0, 0);

            vkCmdEndRenderPass(offscreenPass.commandBuffer);

            Util.CheckResult(vkEndCommandBuffer(offscreenPass.commandBuffer));
        }
        protected override void buildCommandBuffers()
        {
            VkCommandBufferBeginInfo cmdBufInfo = Initializers.commandBufferBeginInfo();

            FixedArray2 <VkClearValue> clearValues = new FixedArray2 <VkClearValue>();

            clearValues.First.color         = defaultClearColor;
            clearValues.Second.depthStencil = new VkClearDepthStencilValue {
                depth = 1.0f, stencil = 0
            };

            VkRenderPassBeginInfo renderPassBeginInfo = Initializers.renderPassBeginInfo();

            renderPassBeginInfo.renderPass               = renderPass;
            renderPassBeginInfo.renderArea.offset.x      = 0;
            renderPassBeginInfo.renderArea.offset.y      = 0;
            renderPassBeginInfo.renderArea.extent.width  = width;
            renderPassBeginInfo.renderArea.extent.height = height;
            renderPassBeginInfo.clearValueCount          = 2;
            renderPassBeginInfo.pClearValues             = &clearValues.First;

            for (int i = 0; i < drawCmdBuffers.Count; ++i)
            {
                renderPassBeginInfo.framebuffer = frameBuffers[i];

                Util.CheckResult(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));

                vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);

                VkViewport viewport = Initializers.viewport((float)width, (float)height, 0.0f, 1.0f);
                vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);

                VkRect2D scissor = Initializers.rect2D(width, height, 0, 0);
                vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);

                vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);

                ulong offsets = 0;
                vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, ref vertexBuffer.buffer, &offsets);
                vkCmdBindIndexBuffer(drawCmdBuffers[i], indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);

                // Render multiple objects using different model matrices by dynamically offsetting into one uniform buffer
                for (uint j = 0; j < OBJECT_INSTANCES; j++)
                {
                    // One dynamic offset per dynamic descriptor to offset into the ubo containing all model matrices
                    uint dynamicOffset = j * (uint)(dynamicAlignment);
                    // Bind the descriptor set for rendering a mesh using the dynamic offset
                    vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, ref descriptorSet, 1, &dynamicOffset);

                    vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
                }

                vkCmdEndRenderPass(drawCmdBuffers[i]);

                Util.CheckResult(vkEndCommandBuffer(drawCmdBuffers[i]));
            }
        }
예제 #7
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        protected override void buildCommandBuffers()
        {
            VkCommandBufferBeginInfo cmdBufInfo = Initializers.commandBufferBeginInfo();

            FixedArray2<VkClearValue> clearValues = new FixedArray2<VkClearValue>();
            clearValues.First.color = defaultClearColor;
            clearValues.Second.depthStencil = new VkClearDepthStencilValue { depth = 1.0f, stencil = 0 };

            VkRenderPassBeginInfo renderPassBeginInfo = Initializers.renderPassBeginInfo();
            renderPassBeginInfo.renderPass = renderPass;
            renderPassBeginInfo.renderArea.offset.x = 0;
            renderPassBeginInfo.renderArea.offset.y = 0;
            renderPassBeginInfo.renderArea.extent.width = width;
            renderPassBeginInfo.renderArea.extent.height = height;
            renderPassBeginInfo.clearValueCount = 2;
            renderPassBeginInfo.pClearValues = &clearValues.First;

            for (int i = 0; i < drawCmdBuffers.Count; ++i)
            {
                // Set target frame buffer
                renderPassBeginInfo.framebuffer = frameBuffers[i];

                Util.CheckResult(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));

                vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VkSubpassContents.Inline);

                VkViewport viewport = Initializers.viewport((float)width, (float)height, 0.0f, 1.0f);
                vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);

                VkRect2D scissor = Initializers.rect2D(width, height, 0, 0);
                vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);

                ulong offsets = 0;

                // Skybox
                if (displaySkybox)
                {
                    vkCmdBindDescriptorSets(drawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelineLayout, 0, 1, ref descriptorSets_skybox, 0, null);
                    vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, ref models_skybox.vertices.buffer, ref offsets);
                    vkCmdBindIndexBuffer(drawCmdBuffers[i], models_skybox.indices.buffer, 0, VkIndexType.Uint32);
                    vkCmdBindPipeline(drawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelines_skybox);
                    vkCmdDrawIndexed(drawCmdBuffers[i], models_skybox.indexCount, 1, 0, 0, 0);
                }

                // 3D object
                vkCmdBindDescriptorSets(drawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelineLayout, 0, 1, ref descriptorSets_object, 0, null);
                var vbuffer = models_objects[(int)models_objectIndex].vertices.buffer;
                vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &vbuffer, ref offsets);
                vkCmdBindIndexBuffer(drawCmdBuffers[i], models_objects[(int)models_objectIndex].indices.buffer, 0, VkIndexType.Uint32);
                vkCmdBindPipeline(drawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelines_reflect);
                vkCmdDrawIndexed(drawCmdBuffers[i], models_objects[(int)models_objectIndex].indexCount, 1, 0, 0, 0);

                vkCmdEndRenderPass(drawCmdBuffers[i]);

                Util.CheckResult(vkEndCommandBuffer(drawCmdBuffers[i]));
            }
        }
예제 #8
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        protected override void buildCommandBuffers()
        {
            VkCommandBufferBeginInfo cmdBufInfo = Initializers.CommandBufferBeginInfo();

            FixedArray2 <VkClearValue> clearValues = new FixedArray2 <VkClearValue>();

            clearValues.First.color         = defaultClearColor;
            clearValues.Second.depthStencil = new VkClearDepthStencilValue()
            {
                depth = 1.0f, stencil = 0
            };

            VkRenderPassBeginInfo renderPassBeginInfo = Initializers.renderPassBeginInfo();

            renderPassBeginInfo.renderPass               = RenderPass;
            renderPassBeginInfo.renderArea.offset.x      = 0;
            renderPassBeginInfo.renderArea.offset.y      = 0;
            renderPassBeginInfo.renderArea.extent.width  = Width;
            renderPassBeginInfo.renderArea.extent.height = Height;
            renderPassBeginInfo.clearValueCount          = 2;
            renderPassBeginInfo.pClearValues             = &clearValues.First;

            for (int i = 0; i < DrawCmdBuffers.Count; ++i)
            {
                // Set target frame buffer
                renderPassBeginInfo.framebuffer = Framebuffers[i];

                Util.CheckResult(vkBeginCommandBuffer(DrawCmdBuffers[i], &cmdBufInfo));

                vkCmdBeginRenderPass(DrawCmdBuffers[i], &renderPassBeginInfo, VkSubpassContents.Inline);

                VkViewport viewport = Initializers.viewport((float)Width, (float)Height, 0.0f, 1.0f);
                vkCmdSetViewport(DrawCmdBuffers[i], 0, 1, &viewport);

                VkRect2D scissor = Initializers.rect2D(Width, Height, 0, 0);
                vkCmdSetScissor(DrawCmdBuffers[i], 0, 1, &scissor);

                vkCmdBindDescriptorSets(DrawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelineLayout, 0, 1, ref descriptorSet, 0, null);
                vkCmdBindPipeline(DrawCmdBuffers[i], VkPipelineBindPoint.Graphics, wireframe ? pipelines_wireframe : pipelines_solid);

                ulong offsets = 0;
                // Bind mesh vertex buffer
                vkCmdBindVertexBuffers(DrawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, ref model_vertices_buffer, ref offsets);
                // Bind mesh index buffer
                vkCmdBindIndexBuffer(DrawCmdBuffers[i], model_indices_buffer, 0, VkIndexType.Uint32);
                // Render mesh vertex buffer using it's indices
                vkCmdDrawIndexed(DrawCmdBuffers[i], (uint)model_indices_count, 1, 0, 0, 0);

                vkCmdEndRenderPass(DrawCmdBuffers[i]);

                Util.CheckResult(vkEndCommandBuffer(DrawCmdBuffers[i]));
            }
        }
        void setupDescriptorPool()
        {
            FixedArray2 <VkDescriptorPoolSize> poolSizes = new FixedArray2 <VkDescriptorPoolSize>(
                Initializers.descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
                Initializers.descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1));

            VkDescriptorPoolCreateInfo descriptorPoolInfo =
                Initializers.descriptorPoolCreateInfo(
                    (uint)(poolSizes.Count),
                    &poolSizes.First,
                    1);

            Util.CheckResult(vkCreateDescriptorPool(device, &descriptorPoolInfo, null, out descriptorPool));
        }
예제 #10
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        void setupDescriptorPool()
        {
            FixedArray2<VkDescriptorPoolSize> poolSizes = new FixedArray2<VkDescriptorPoolSize>(
                Initializers.descriptorPoolSize(VkDescriptorType.UniformBuffer, 2),
                Initializers.descriptorPoolSize(VkDescriptorType.CombinedImageSampler, 2));

            VkDescriptorPoolCreateInfo descriptorPoolInfo =
                Initializers.descriptorPoolCreateInfo(
                    poolSizes.Count,
                    &poolSizes.First,
                    2);

            Util.CheckResult(vkCreateDescriptorPool(device, &descriptorPoolInfo, null, out descriptorPool));
        }
예제 #11
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        void setupDescriptorPool()
        {
            // Example uses one ubo and one combined image sampler
            FixedArray2 <VkDescriptorPoolSize> poolSizes = new FixedArray2 <VkDescriptorPoolSize>(
                Initializers.descriptorPoolSize(VkDescriptorType.UniformBuffer, 1),
                Initializers.descriptorPoolSize(VkDescriptorType.CombinedImageSampler, 1));

            VkDescriptorPoolCreateInfo descriptorPoolInfo =
                Initializers.descriptorPoolCreateInfo(
                    poolSizes.Count,
                    &poolSizes.First,
                    1);

            Util.CheckResult(vkCreateDescriptorPool(Device, &descriptorPoolInfo, null, out descriptorPool));
        }
예제 #12
0
        void setupDescriptorPool()
        {
            // Example uses one ubo and one image sampler
            FixedArray2 <VkDescriptorPoolSize> poolSizes = new FixedArray2 <VkDescriptorPoolSize>(
                Initializers.descriptorPoolSize(VkDescriptorType.UniformBuffer, 1),
                Initializers.descriptorPoolSize(VkDescriptorType.CombinedImageSampler, 1)
                );

            VkDescriptorPoolCreateInfo descriptorPoolInfo =
                Initializers.descriptorPoolCreateInfo(
                    poolSizes.Count,
                    (VkDescriptorPoolSize *)Unsafe.AsPointer(ref poolSizes),
                    2);

            Util.CheckResult(vkCreateDescriptorPool(device, &descriptorPoolInfo, null, out descriptorPool));
        }
        void setupDescriptorSet()
        {
            var dsl = descriptorSetLayout;
            VkDescriptorSetAllocateInfo allocInfo =
                Initializers.descriptorSetAllocateInfo(
                    descriptorPool,
                    &dsl,
                    1);

            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSet));

            var descriptor1 = uniformBuffer.descriptor;
            var descriptor2 = textures_colormap.descriptor;
            FixedArray2 <VkWriteDescriptorSet> writeDescriptorSets = new FixedArray2 <VkWriteDescriptorSet>(
                Initializers.writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &descriptor1),
                Initializers.writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &descriptor2));

            vkUpdateDescriptorSets(device, (uint)(writeDescriptorSets.Count), &writeDescriptorSets.First, 0, null);
        }
        void setupDescriptorSetLayout()
        {
            FixedArray2 <VkDescriptorSetLayoutBinding> setLayoutBindings = new FixedArray2 <VkDescriptorSetLayoutBinding>(
                Initializers.descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
                Initializers.descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1));

            VkDescriptorSetLayoutCreateInfo descriptorLayout =
                Initializers.descriptorSetLayoutCreateInfo(
                    &setLayoutBindings.First,
                    setLayoutBindings.Count);

            Util.CheckResult(vkCreateDescriptorSetLayout(device, &descriptorLayout, null, out descriptorSetLayout));

            var dsl = descriptorSetLayout;
            VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
                Initializers.pipelineLayoutCreateInfo(
                    &dsl,
                    1);

            Util.CheckResult(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, null, out pipelineLayout));
        }
        void setupDescriptorSet()
        {
            var dsl = descriptorSetLayout;
            VkDescriptorSetAllocateInfo allocInfo =
                Initializers.descriptorSetAllocateInfo(
                    descriptorPool,
                    &dsl,
                    1);

            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSet));

            var descriptor0 = uniformBuffers_view.descriptor;
            var descriptor1 = uniformBuffers_dynamic.descriptor;
            FixedArray2 <VkWriteDescriptorSet> writeDescriptorSets = new FixedArray2 <VkWriteDescriptorSet>(
                // Binding 0 : Projection/View matrix uniform buffer
                Initializers.writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &descriptor0),
                // Binding 1 : Instance matrix as dynamic uniform buffer
                Initializers.writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, &descriptor1));

            vkUpdateDescriptorSets(device, writeDescriptorSets.Count, &writeDescriptorSets.First, 0, null);
        }
예제 #16
0
        void setupDescriptorSet()
        {
            var layout = descriptorSetLayout;
            VkDescriptorSetAllocateInfo allocInfo =
                Initializers.descriptorSetAllocateInfo(
                    descriptorPool,
                    &layout,
                    1);

            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSet));

            // Setup a descriptor image info for the current texture to be used as a combined image sampler
            VkDescriptorImageInfo textureDescriptor;

            textureDescriptor.imageView   = texture.view;           // The image's view (images are never directly accessed by the shader, but rather through views defining subresources)
            textureDescriptor.sampler     = texture.sampler;        //	The sampler (Telling the pipeline how to sample the texture, including repeat, border, etc.)
            textureDescriptor.imageLayout = texture.imageLayout;    //	The current layout of the image (Note: Should always fit the actual use, e.g. shader read)

            var descriptor = uniformBufferVS.descriptor;
            FixedArray2 <VkWriteDescriptorSet> writeDescriptorSets = new FixedArray2 <VkWriteDescriptorSet>(
                // Binding 0 : Vertex shader uniform buffer
                Initializers.writeDescriptorSet(
                    descriptorSet,
                    VkDescriptorType.UniformBuffer,
                    0,
                    &descriptor),
                // Binding 1 : Fragment shader texture sampler
                //	Fragment shader: layout (binding = 1) uniform sampler2D samplerColor;
                Initializers.writeDescriptorSet(
                    descriptorSet,
                    VkDescriptorType.CombinedImageSampler,              // The descriptor set will use a combined image sampler (sampler and image could be split)
                    1,                                                  // Shader binding point 1
                    &textureDescriptor)                                 // Pointer to the descriptor image for our texture
                );

            vkUpdateDescriptorSets(device, writeDescriptorSets.Count, ref writeDescriptorSets.First, 0, null);
        }
예제 #17
0
        void preparePipelines()
        {
            VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
                Initializers.pipelineInputAssemblyStateCreateInfo(
                    VkPrimitiveTopology.TriangleList,
                    0,
                    False);

            VkPipelineRasterizationStateCreateInfo rasterizationState =
                Initializers.pipelineRasterizationStateCreateInfo(
                    VkPolygonMode.Fill,
                    VkCullModeFlags.Back,
                    VkFrontFace.Clockwise,
                    0);

            VkPipelineColorBlendAttachmentState blendAttachmentState =
                Initializers.pipelineColorBlendAttachmentState(
                    0xf,
                    False);

            VkPipelineColorBlendStateCreateInfo colorBlendState =
                Initializers.pipelineColorBlendStateCreateInfo(
                    1,
                    &blendAttachmentState);

            VkPipelineDepthStencilStateCreateInfo depthStencilState =
                Initializers.pipelineDepthStencilStateCreateInfo(
                    True,
                    True,
                    VkCompareOp.LessOrEqual);

            VkPipelineViewportStateCreateInfo viewportState =
                Initializers.pipelineViewportStateCreateInfo(1, 1, 0);

            VkPipelineMultisampleStateCreateInfo multisampleState =
                Initializers.pipelineMultisampleStateCreateInfo(
                    VkSampleCountFlags.Count1,
                    0);

            FixedArray2 <VkDynamicState> dynamicStateEnables = new FixedArray2 <VkDynamicState>(
                VkDynamicState.Viewport,
                VkDynamicState.Scissor);
            VkPipelineDynamicStateCreateInfo dynamicState =
                Initializers.pipelineDynamicStateCreateInfo(
                    &dynamicStateEnables.First,
                    dynamicStateEnables.Count,
                    0);

            // Solid rendering pipeline
            // Load shaders
            FixedArray2 <VkPipelineShaderStageCreateInfo> shaderStages = new FixedArray2 <VkPipelineShaderStageCreateInfo>(
                loadShader(getAssetPath() + "shaders/mesh/mesh.vert.spv", VkShaderStageFlags.Vertex),
                loadShader(getAssetPath() + "shaders/mesh/mesh.frag.spv", VkShaderStageFlags.Fragment));

            VkGraphicsPipelineCreateInfo pipelineCreateInfo =
                Initializers.pipelineCreateInfo(
                    pipelineLayout,
                    renderPass,
                    0);

            var via = vertices_inputState;

            pipelineCreateInfo.pVertexInputState   = &via;
            pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
            pipelineCreateInfo.pRasterizationState = &rasterizationState;
            pipelineCreateInfo.pColorBlendState    = &colorBlendState;
            pipelineCreateInfo.pMultisampleState   = &multisampleState;
            pipelineCreateInfo.pViewportState      = &viewportState;
            pipelineCreateInfo.pDepthStencilState  = &depthStencilState;
            pipelineCreateInfo.pDynamicState       = &dynamicState;
            pipelineCreateInfo.stageCount          = shaderStages.Count;
            pipelineCreateInfo.pStages             = &shaderStages.First;

            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_solid));

            // Wire frame rendering pipeline
            if (DeviceFeatures.fillModeNonSolid == 1)
            {
                rasterizationState.polygonMode = VkPolygonMode.Line;
                rasterizationState.lineWidth   = 1.0f;
                Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_wireframe));
            }
        }
예제 #18
0
        void setupDescriptorSet()
        {
            var dsl = descriptorSetLayouts_textured;
            // Mirror plane descriptor set
            VkDescriptorSetAllocateInfo allocInfo =
                Initializers.descriptorSetAllocateInfo(
                    descriptorPool,
                    &dsl,
                    1);

            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSets_mirror));

            var descriptor0 = uniformBuffers_vsMirror.descriptor;
            var descriptor1 = offscreenPass.descriptor;
            var descriptor2 = textures_colorMap.descriptor;
            FixedArray3<VkWriteDescriptorSet> writeDescriptorSets = new FixedArray3<VkWriteDescriptorSet>(
                // Binding 0 : Vertex shader uniform buffer
                Initializers.writeDescriptorSet(
                    descriptorSets_mirror,
                    VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
                    0,
                    &descriptor0),
                // Binding 1 : Fragment shader texture sampler
                Initializers.writeDescriptorSet(
                    descriptorSets_mirror,
                    VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
                    1,
                    &descriptor1),
                // Binding 2 : Fragment shader texture sampler
                Initializers.writeDescriptorSet(
                    descriptorSets_mirror,
                    VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
                    2,
                    &descriptor2));

            vkUpdateDescriptorSets(device, writeDescriptorSets.Count, &writeDescriptorSets.First, 0, null);

            // Debug quad
            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSets_debugQuad));

            var descriptor3 = uniformBuffers_vsDebugQuad.descriptor;
            var descriptor4 = offscreenPass.descriptor;
            FixedArray2<VkWriteDescriptorSet> debugQuadWriteDescriptorSets = new FixedArray2<VkWriteDescriptorSet>(
                // Binding 0 : Vertex shader uniform buffer
                Initializers.writeDescriptorSet(
                    descriptorSets_debugQuad,
                    VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
                    0,
                    &descriptor3),
                // Binding 1 : Fragment shader texture sampler
                Initializers.writeDescriptorSet(
                    descriptorSets_debugQuad,
                    VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
                    1,
                    &descriptor4));

            vkUpdateDescriptorSets(device, debugQuadWriteDescriptorSets.Count, &debugQuadWriteDescriptorSets.First, 0, null);

            var dsls_shaded = descriptorSetLayouts_shaded;
            // Shaded descriptor sets
            allocInfo.pSetLayouts = &dsls_shaded;

            // Model
            // No texture
            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSets_model));

            var descriptor5 = uniformBuffers_vsShared.descriptor;
            VkWriteDescriptorSet modelWriteDescriptorSets =
                // Binding 0 : Vertex shader uniform buffer
                Initializers.writeDescriptorSet(
                    descriptorSets_model,
                    VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
                    0,
                    &descriptor5);
            vkUpdateDescriptorSets(device, 1, &modelWriteDescriptorSets, 0, null);

            // Offscreen
            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSets_offscreen));

            var descriptor6 = uniformBuffers_vsOffScreen.descriptor;
            VkWriteDescriptorSet offScreenWriteDescriptorSets =
            // Binding 0 : Vertex shader uniform buffer
            Initializers.writeDescriptorSet(
                descriptorSets_offscreen,
                VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
                0,
                &descriptor6);

            vkUpdateDescriptorSets(device, 1, &offScreenWriteDescriptorSets, 0, null);
        }
예제 #19
0
        void preparePipelines()
        {
            VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
                Initializers.pipelineInputAssemblyStateCreateInfo(
                    VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
                    0,
                    VK_FALSE);

            VkPipelineRasterizationStateCreateInfo rasterizationState =
                Initializers.pipelineRasterizationStateCreateInfo(
                    VK_POLYGON_MODE_FILL,
                    VK_CULL_MODE_NONE,
                    VK_FRONT_FACE_COUNTER_CLOCKWISE,
                    0);

            VkPipelineColorBlendAttachmentState blendAttachmentState =
                Initializers.pipelineColorBlendAttachmentState(
                    0xf,
                    VK_FALSE);

            VkPipelineColorBlendStateCreateInfo colorBlendState =
                Initializers.pipelineColorBlendStateCreateInfo(
                    1,
                    &blendAttachmentState);

            VkPipelineDepthStencilStateCreateInfo depthStencilState =
                Initializers.pipelineDepthStencilStateCreateInfo(
                    VK_TRUE,
                    VK_TRUE,
                    VK_COMPARE_OP_LESS_OR_EQUAL);

            VkPipelineViewportStateCreateInfo viewportState =
                Initializers.pipelineViewportStateCreateInfo(1, 1, 0);

            VkPipelineMultisampleStateCreateInfo multisampleState =
                Initializers.pipelineMultisampleStateCreateInfo(
                    VK_SAMPLE_COUNT_1_BIT,
                    0);

            NativeList <VkDynamicState> dynamicStateEnables = new NativeList <VkDynamicState>
            {
                VK_DYNAMIC_STATE_VIEWPORT,
                VK_DYNAMIC_STATE_SCISSOR
            };
            VkPipelineDynamicStateCreateInfo dynamicState =
                Initializers.pipelineDynamicStateCreateInfo(
                    (VkDynamicState *)dynamicStateEnables.Data,
                    dynamicStateEnables.Count,
                    0);

            FixedArray2 <VkPipelineShaderStageCreateInfo> shaderStages = new FixedArray2 <VkPipelineShaderStageCreateInfo>();

            VkGraphicsPipelineCreateInfo pipelineCreateInfo =
                Initializers.pipelineCreateInfo(
                    pipelineLayouts_radialBlur,
                    renderPass,
                    0);

            pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
            pipelineCreateInfo.pRasterizationState = &rasterizationState;
            pipelineCreateInfo.pColorBlendState    = &colorBlendState;
            pipelineCreateInfo.pMultisampleState   = &multisampleState;
            pipelineCreateInfo.pViewportState      = &viewportState;
            pipelineCreateInfo.pDepthStencilState  = &depthStencilState;
            pipelineCreateInfo.pDynamicState       = &dynamicState;
            pipelineCreateInfo.stageCount          = shaderStages.Count;
            pipelineCreateInfo.pStages             = &shaderStages.First;

            // Radial blur pipeline
            shaderStages.First  = loadShader(getAssetPath() + "shaders/radialblur/radialblur.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
            shaderStages.Second = loadShader(getAssetPath() + "shaders/radialblur/radialblur.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
            // Empty vertex input state
            VkPipelineVertexInputStateCreateInfo emptyInputState = Initializers.pipelineVertexInputStateCreateInfo();

            pipelineCreateInfo.pVertexInputState = &emptyInputState;
            pipelineCreateInfo.layout            = pipelineLayouts_radialBlur;
            // Additive blending
            blendAttachmentState.colorWriteMask      = (VkColorComponentFlags)0xF;
            blendAttachmentState.blendEnable         = VK_TRUE;
            blendAttachmentState.colorBlendOp        = VK_BLEND_OP_ADD;
            blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
            blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE;
            blendAttachmentState.alphaBlendOp        = VK_BLEND_OP_ADD;
            blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
            blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA;
            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_radialBlur));

            // No blending (for debug display)
            blendAttachmentState.blendEnable = VK_FALSE;
            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_offscreenDisplay));

            // Phong pass
            pipelineCreateInfo.layout = pipelineLayouts_scene;
            shaderStages.First        = loadShader(getAssetPath() + "shaders/radialblur/phongpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
            shaderStages.Second       = loadShader(getAssetPath() + "shaders/radialblur/phongpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
            var vis = vertices_inputState;

            pipelineCreateInfo.pVertexInputState = &vis;
            blendAttachmentState.blendEnable     = VK_FALSE;
            depthStencilState.depthWriteEnable   = VK_TRUE;
            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_phongPass));

            // Color only pass (offscreen blur base)
            shaderStages.First            = loadShader(getAssetPath() + "shaders/radialblur/colorpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
            shaderStages.Second           = loadShader(getAssetPath() + "shaders/radialblur/colorpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
            pipelineCreateInfo.renderPass = offscreenPass.renderPass;
            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_colorPass));
        }
예제 #20
0
        void preparePipelines()
        {
            VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
                Initializers.pipelineInputAssemblyStateCreateInfo(
                    VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
                    0,
                    VK_FALSE);

            VkPipelineRasterizationStateCreateInfo rasterizationState =
                Initializers.pipelineRasterizationStateCreateInfo(
                    VK_POLYGON_MODE_FILL,
                    VK_CULL_MODE_FRONT_BIT,
                    VK_FRONT_FACE_CLOCKWISE,
                    0);

            VkPipelineColorBlendAttachmentState blendAttachmentState =
                Initializers.pipelineColorBlendAttachmentState(
                    0xf,
                    VK_FALSE);

            VkPipelineColorBlendStateCreateInfo colorBlendState =
                Initializers.pipelineColorBlendStateCreateInfo(
                    1,
                    &blendAttachmentState);

            VkPipelineDepthStencilStateCreateInfo depthStencilState =
                Initializers.pipelineDepthStencilStateCreateInfo(
                    VK_TRUE,
                    VK_TRUE,
                    VK_COMPARE_OP_LESS_OR_EQUAL);

            VkPipelineViewportStateCreateInfo viewportState =
                Initializers.pipelineViewportStateCreateInfo(1, 1, 0);

            VkPipelineMultisampleStateCreateInfo multisampleState =
                Initializers.pipelineMultisampleStateCreateInfo(
                    VkSampleCountFlags.Count1,
                    0);

            FixedArray2<VkDynamicState> dynamicStateEnables = new FixedArray2<VkDynamicState>(
                VK_DYNAMIC_STATE_VIEWPORT,
                VK_DYNAMIC_STATE_SCISSOR);

            VkPipelineDynamicStateCreateInfo dynamicState =
                Initializers.pipelineDynamicStateCreateInfo(
                    &dynamicStateEnables.First,
                    dynamicStateEnables.Count,
                    0);

            // Solid rendering pipeline
            // Load shaders
            FixedArray2<VkPipelineShaderStageCreateInfo> shaderStages = new FixedArray2<VkPipelineShaderStageCreateInfo>(
                loadShader(getAssetPath() + "shaders/offscreen/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
                loadShader(getAssetPath() + "shaders/offscreen/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT));

            VkGraphicsPipelineCreateInfo pipelineCreateInfo =
                Initializers.pipelineCreateInfo(
                    pipelineLayouts_textured,
                    renderPass,
                    0);

            var vis = vertices_inputState;
            pipelineCreateInfo.pVertexInputState = &vis;
            pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
            pipelineCreateInfo.pRasterizationState = &rasterizationState;
            pipelineCreateInfo.pColorBlendState = &colorBlendState;
            pipelineCreateInfo.pMultisampleState = &multisampleState;
            pipelineCreateInfo.pViewportState = &viewportState;
            pipelineCreateInfo.pDepthStencilState = &depthStencilState;
            pipelineCreateInfo.pDynamicState = &dynamicState;
            pipelineCreateInfo.stageCount = shaderStages.Count;
            pipelineCreateInfo.pStages = &shaderStages.First;

            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_debug));

            // Mirror
            shaderStages.First = loadShader(getAssetPath() + "shaders/offscreen/mirror.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
            shaderStages.Second = loadShader(getAssetPath() + "shaders/offscreen/mirror.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
            rasterizationState.cullMode = VK_CULL_MODE_NONE;
            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_mirror));

            // Flip culling
            rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;

            // Phong shading pipelines
            pipelineCreateInfo.layout = pipelineLayouts_shaded;
            // Scene
            shaderStages.First = loadShader(getAssetPath() + "shaders/offscreen/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
            shaderStages.Second = loadShader(getAssetPath() + "shaders/offscreen/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_shaded));
            // Offscreen
            // Flip culling
            rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
            pipelineCreateInfo.renderPass = offscreenPass.renderPass;
            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_shadedOffscreen));

        }
예제 #21
0
        // Setup the offscreen framebuffer for rendering the blurred scene
        // The color attachment of this framebuffer will then be used to sample frame in the fragment shader of the final pass
        void prepareOffscreen()
        {
            offscreenPass.width  = FB_DIM;
            offscreenPass.height = FB_DIM;

            // Find a suitable depth format
            VkFormat fbDepthFormat;
            VkBool32 validDepthFormat = Tools.getSupportedDepthFormat(physicalDevice, &fbDepthFormat);

            Debug.Assert(validDepthFormat);

            // Color attachment
            VkImageCreateInfo image = Initializers.imageCreateInfo();

            image.imageType     = VK_IMAGE_TYPE_2D;
            image.format        = FB_COLOR_FORMAT;
            image.extent.width  = (uint)offscreenPass.width;
            image.extent.height = (uint)offscreenPass.height;
            image.extent.depth  = 1;
            image.mipLevels     = 1;
            image.arrayLayers   = 1;
            image.samples       = VK_SAMPLE_COUNT_1_BIT;
            image.tiling        = VK_IMAGE_TILING_OPTIMAL;
            // We will sample directly from the color attachment
            image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;

            VkMemoryAllocateInfo memAlloc = Initializers.memoryAllocateInfo();
            VkMemoryRequirements memReqs;

            Util.CheckResult(vkCreateImage(device, &image, null, out offscreenPass.color.image));
            vkGetImageMemoryRequirements(device, offscreenPass.color.image, &memReqs);
            memAlloc.allocationSize  = memReqs.size;
            memAlloc.memoryTypeIndex = vulkanDevice.getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
            Util.CheckResult(vkAllocateMemory(device, &memAlloc, null, out offscreenPass.color.mem));
            Util.CheckResult(vkBindImageMemory(device, offscreenPass.color.image, offscreenPass.color.mem, 0));

            VkImageViewCreateInfo colorImageView = Initializers.imageViewCreateInfo();

            colorImageView.viewType                        = VK_IMAGE_VIEW_TYPE_2D;
            colorImageView.format                          = FB_COLOR_FORMAT;
            colorImageView.subresourceRange                = new VkImageSubresourceRange();
            colorImageView.subresourceRange.aspectMask     = VK_IMAGE_ASPECT_COLOR_BIT;
            colorImageView.subresourceRange.baseMipLevel   = 0;
            colorImageView.subresourceRange.levelCount     = 1;
            colorImageView.subresourceRange.baseArrayLayer = 0;
            colorImageView.subresourceRange.layerCount     = 1;
            colorImageView.image = offscreenPass.color.image;
            Util.CheckResult(vkCreateImageView(device, &colorImageView, null, out offscreenPass.color.view));

            // Create sampler to sample from the attachment in the fragment shader
            VkSamplerCreateInfo samplerInfo = Initializers.samplerCreateInfo();

            samplerInfo.magFilter     = VK_FILTER_LINEAR;
            samplerInfo.minFilter     = VK_FILTER_LINEAR;
            samplerInfo.mipmapMode    = VK_SAMPLER_MIPMAP_MODE_LINEAR;
            samplerInfo.addressModeU  = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
            samplerInfo.addressModeV  = samplerInfo.addressModeU;
            samplerInfo.addressModeW  = samplerInfo.addressModeU;
            samplerInfo.mipLodBias    = 0.0f;
            samplerInfo.maxAnisotropy = 0;
            samplerInfo.minLod        = 0.0f;
            samplerInfo.maxLod        = 1.0f;
            samplerInfo.borderColor   = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
            Util.CheckResult(vkCreateSampler(device, &samplerInfo, null, out offscreenPass.sampler));

            // Depth stencil attachment
            image.format = fbDepthFormat;
            image.usage  = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;

            Util.CheckResult(vkCreateImage(device, &image, null, out offscreenPass.depth.image));
            vkGetImageMemoryRequirements(device, offscreenPass.depth.image, &memReqs);
            memAlloc.allocationSize  = memReqs.size;
            memAlloc.memoryTypeIndex = vulkanDevice.getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
            Util.CheckResult(vkAllocateMemory(device, &memAlloc, null, out offscreenPass.depth.mem));
            Util.CheckResult(vkBindImageMemory(device, offscreenPass.depth.image, offscreenPass.depth.mem, 0));

            VkImageViewCreateInfo depthStencilView = Initializers.imageViewCreateInfo();

            depthStencilView.viewType                        = VK_IMAGE_VIEW_TYPE_2D;
            depthStencilView.format                          = fbDepthFormat;
            depthStencilView.flags                           = 0;
            depthStencilView.subresourceRange                = new VkImageSubresourceRange();
            depthStencilView.subresourceRange.aspectMask     = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
            depthStencilView.subresourceRange.baseMipLevel   = 0;
            depthStencilView.subresourceRange.levelCount     = 1;
            depthStencilView.subresourceRange.baseArrayLayer = 0;
            depthStencilView.subresourceRange.layerCount     = 1;
            depthStencilView.image                           = offscreenPass.depth.image;
            Util.CheckResult(vkCreateImageView(device, &depthStencilView, null, out offscreenPass.depth.view));

            // Create a separate render pass for the offscreen rendering as it may differ from the one used for scene rendering

            FixedArray2 <VkAttachmentDescription> attchmentDescriptions = new FixedArray2 <VkAttachmentDescription>();

            // Color attachment
            attchmentDescriptions.First.format         = FB_COLOR_FORMAT;
            attchmentDescriptions.First.samples        = VK_SAMPLE_COUNT_1_BIT;
            attchmentDescriptions.First.loadOp         = VK_ATTACHMENT_LOAD_OP_CLEAR;
            attchmentDescriptions.First.storeOp        = VK_ATTACHMENT_STORE_OP_STORE;
            attchmentDescriptions.First.stencilLoadOp  = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
            attchmentDescriptions.First.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
            attchmentDescriptions.First.initialLayout  = VK_IMAGE_LAYOUT_UNDEFINED;
            attchmentDescriptions.First.finalLayout    = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
            // Depth attachment
            attchmentDescriptions.Second.format         = fbDepthFormat;
            attchmentDescriptions.Second.samples        = VK_SAMPLE_COUNT_1_BIT;
            attchmentDescriptions.Second.loadOp         = VK_ATTACHMENT_LOAD_OP_CLEAR;
            attchmentDescriptions.Second.storeOp        = VK_ATTACHMENT_STORE_OP_DONT_CARE;
            attchmentDescriptions.Second.stencilLoadOp  = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
            attchmentDescriptions.Second.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
            attchmentDescriptions.Second.initialLayout  = VK_IMAGE_LAYOUT_UNDEFINED;
            attchmentDescriptions.Second.finalLayout    = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;

            VkAttachmentReference colorReference = new VkAttachmentReference {
                attachment = 0, layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
            };
            VkAttachmentReference depthReference = new VkAttachmentReference {
                attachment = 1, layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL
            };

            VkSubpassDescription subpassDescription = new VkSubpassDescription();

            subpassDescription.pipelineBindPoint       = VK_PIPELINE_BIND_POINT_GRAPHICS;
            subpassDescription.colorAttachmentCount    = 1;
            subpassDescription.pColorAttachments       = &colorReference;
            subpassDescription.pDepthStencilAttachment = &depthReference;

            // Use subpass dependencies for layout transitions
            FixedArray2 <VkSubpassDependency> dependencies = new FixedArray2 <VkSubpassDependency>();

            dependencies.First.srcSubpass      = VK_SUBPASS_EXTERNAL;
            dependencies.First.dstSubpass      = 0;
            dependencies.First.srcStageMask    = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
            dependencies.First.dstStageMask    = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
            dependencies.First.srcAccessMask   = VK_ACCESS_MEMORY_READ_BIT;
            dependencies.First.dstAccessMask   = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
            dependencies.First.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;

            dependencies.Second.srcSubpass      = 0;
            dependencies.Second.dstSubpass      = VK_SUBPASS_EXTERNAL;
            dependencies.Second.srcStageMask    = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
            dependencies.Second.dstStageMask    = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
            dependencies.Second.srcAccessMask   = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
            dependencies.Second.dstAccessMask   = VK_ACCESS_MEMORY_READ_BIT;
            dependencies.Second.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;

            // Create the actual renderpass
            VkRenderPassCreateInfo renderPassInfo = VkRenderPassCreateInfo.New();

            renderPassInfo.attachmentCount = attchmentDescriptions.Count;
            renderPassInfo.pAttachments    = &attchmentDescriptions.First;
            renderPassInfo.subpassCount    = 1;
            renderPassInfo.pSubpasses      = &subpassDescription;
            renderPassInfo.dependencyCount = dependencies.Count;
            renderPassInfo.pDependencies   = &dependencies.First;

            Util.CheckResult(vkCreateRenderPass(device, &renderPassInfo, null, out offscreenPass.renderPass));

            FixedArray2 <VkImageView> attachments = new FixedArray2 <VkImageView>(offscreenPass.color.view, offscreenPass.depth.view);

            VkFramebufferCreateInfo fbufCreateInfo = Initializers.framebufferCreateInfo();

            fbufCreateInfo.renderPass      = offscreenPass.renderPass;
            fbufCreateInfo.attachmentCount = 2;
            fbufCreateInfo.pAttachments    = &attachments.First;
            fbufCreateInfo.width           = (uint)offscreenPass.width;
            fbufCreateInfo.height          = (uint)offscreenPass.height;
            fbufCreateInfo.layers          = 1;

            Util.CheckResult(vkCreateFramebuffer(device, &fbufCreateInfo, null, out offscreenPass.frameBuffer));

            // Fill a descriptor for later use in a descriptor set
            offscreenPass.descriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
            offscreenPass.descriptor.imageView   = offscreenPass.color.view;
            offscreenPass.descriptor.sampler     = offscreenPass.sampler;
        }
예제 #22
0
        protected override void buildCommandBuffers()
        {
            VkCommandBufferBeginInfo cmdBufInfo = Initializers.commandBufferBeginInfo();

            FixedArray2 <VkClearValue> clearValues = new FixedArray2 <VkClearValue>();

            clearValues.First.color         = defaultClearColor;
            clearValues.Second.depthStencil = new VkClearDepthStencilValue {
                depth = 1.0f, stencil = 0
            };

            VkRenderPassBeginInfo renderPassBeginInfo = Initializers.renderPassBeginInfo();

            renderPassBeginInfo.renderPass               = renderPass;
            renderPassBeginInfo.renderArea.offset.x      = 0;
            renderPassBeginInfo.renderArea.offset.y      = 0;
            renderPassBeginInfo.renderArea.extent.width  = width;
            renderPassBeginInfo.renderArea.extent.height = height;
            renderPassBeginInfo.clearValueCount          = 2;
            renderPassBeginInfo.pClearValues             = &clearValues.First;

            for (int i = 0; i < drawCmdBuffers.Count; ++i)
            {
                // Set target frame buffer
                renderPassBeginInfo.framebuffer = frameBuffers[i];

                Util.CheckResult(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));

                vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VkSubpassContents.Inline);

                VkViewport viewport = Initializers.viewport((float)width, (float)height, 0.0f, 1.0f);
                vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);

                VkRect2D scissor = Initializers.rect2D(width, height, 0, 0);
                vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);

                // Update light positions
                // w component = light radius scale
                const float r     = 7.5f;
                float       sin_t = (float)Math.Sin(Util.DegreesToRadians(timer * 360));
                float       cos_t = (float)Math.Cos(Util.DegreesToRadians(timer * 360));
                const float y     = -4.0f;
                pushConstants[0] = new Vector4(r * 1.1f * sin_t, y, r * 1.1f * cos_t, 1.0f);
                pushConstants[1] = new Vector4(-r * sin_t, y, -r * cos_t, 1.0f);
                pushConstants[2] = new Vector4(r * 0.85f * sin_t, y, -sin_t * 2.5f, 1.5f);
                pushConstants[3] = new Vector4(0.0f, y, r * 1.25f * cos_t, 1.5f);
                pushConstants[4] = new Vector4(r * 2.25f * cos_t, y, 0.0f, 1.25f);
                pushConstants[5] = new Vector4(r * 2.5f * (float)Math.Cos(Util.DegreesToRadians(timer * 360)), y, r * 2.5f * sin_t, 1.25f);

                // Submit via push constant (rather than a UBO)
                vkCmdPushConstants(
                    drawCmdBuffers[i],
                    pipelineLayout,
                    VkShaderStageFlags.Vertex,
                    0,
                    pushConstants.Count * (uint)sizeof(Vector4),
                    pushConstants.Data.ToPointer());

                vkCmdBindPipeline(drawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelines_solid);
                vkCmdBindDescriptorSets(drawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelineLayout, 0, 1, ref descriptorSet, 0, null);

                ulong offsets = 0;
                vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, ref models_scene.vertices.buffer, &offsets);
                vkCmdBindIndexBuffer(drawCmdBuffers[i], models_scene.indices.buffer, 0, VkIndexType.Uint32);

                vkCmdDrawIndexed(drawCmdBuffers[i], models_scene.indexCount, 1, 0, 0, 0);

                vkCmdEndRenderPass(drawCmdBuffers[i]);

                Util.CheckResult(vkEndCommandBuffer(drawCmdBuffers[i]));
            }
        }
        void preparePipelines()
        {
            VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
                Initializers.pipelineInputAssemblyStateCreateInfo(
                    VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
                    0,
                    VK_FALSE);

            VkPipelineRasterizationStateCreateInfo rasterizationState =
                Initializers.pipelineRasterizationStateCreateInfo(
                    VK_POLYGON_MODE_FILL,
                    VK_CULL_MODE_NONE,
                    VK_FRONT_FACE_COUNTER_CLOCKWISE,
                    0);

            VkPipelineColorBlendAttachmentState blendAttachmentState =
                Initializers.pipelineColorBlendAttachmentState(
                    0xf,
                    VK_FALSE);

            VkPipelineColorBlendStateCreateInfo colorBlendState =
                Initializers.pipelineColorBlendStateCreateInfo(
                    1,
                    &blendAttachmentState);

            VkPipelineDepthStencilStateCreateInfo depthStencilState =
                Initializers.pipelineDepthStencilStateCreateInfo(
                    VK_TRUE,
                    VK_TRUE,
                    VK_COMPARE_OP_LESS_OR_EQUAL);

            VkPipelineViewportStateCreateInfo viewportState =
                Initializers.pipelineViewportStateCreateInfo(1, 1, 0);

            VkPipelineMultisampleStateCreateInfo multisampleState =
                Initializers.pipelineMultisampleStateCreateInfo(
                    VK_SAMPLE_COUNT_1_BIT,
                    0);

            FixedArray2 <VkDynamicState> dynamicStateEnables = new FixedArray2 <VkDynamicState>(
                VK_DYNAMIC_STATE_VIEWPORT,
                VK_DYNAMIC_STATE_SCISSOR);

            VkPipelineDynamicStateCreateInfo dynamicState =
                Initializers.pipelineDynamicStateCreateInfo(
                    &dynamicStateEnables.First,
                    dynamicStateEnables.Count,
                    0);

            // Load shaders
            FixedArray2 <VkPipelineShaderStageCreateInfo> shaderStages = new FixedArray2 <VkPipelineShaderStageCreateInfo>(
                loadShader(getAssetPath() + "shaders/dynamicuniformbuffer/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
                loadShader(getAssetPath() + "shaders/dynamicuniformbuffer/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT));

            VkGraphicsPipelineCreateInfo pipelineCreateInfo =
                Initializers.pipelineCreateInfo(
                    pipelineLayout,
                    renderPass,
                    0);

            var vis = vertices_inputState;

            pipelineCreateInfo.pVertexInputState   = &vis;
            pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
            pipelineCreateInfo.pRasterizationState = &rasterizationState;
            pipelineCreateInfo.pColorBlendState    = &colorBlendState;
            pipelineCreateInfo.pMultisampleState   = &multisampleState;
            pipelineCreateInfo.pViewportState      = &viewportState;
            pipelineCreateInfo.pDepthStencilState  = &depthStencilState;
            pipelineCreateInfo.pDynamicState       = &dynamicState;
            pipelineCreateInfo.stageCount          = shaderStages.Count;
            pipelineCreateInfo.pStages             = &shaderStages.First;

            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipeline));
        }
예제 #24
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        void preparePipelines()
        {
            VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
                Initializers.pipelineInputAssemblyStateCreateInfo(
                    VkPrimitiveTopology.TriangleList,
                    0,
                    False);

            VkPipelineRasterizationStateCreateInfo rasterizationState =
                Initializers.pipelineRasterizationStateCreateInfo(
                    VkPolygonMode.Fill,
                    VkCullModeFlags.Back,
                    VkFrontFace.Clockwise,
                    0);

            VkPipelineColorBlendAttachmentState blendAttachmentState =
                Initializers.pipelineColorBlendAttachmentState(
                    (VkColorComponentFlags)0xf,
                    False);

            VkPipelineColorBlendStateCreateInfo colorBlendState =
                Initializers.pipelineColorBlendStateCreateInfo(
                    1,
                    &blendAttachmentState);

            VkPipelineDepthStencilStateCreateInfo depthStencilState =
                Initializers.pipelineDepthStencilStateCreateInfo(
                    True,
                    True,
                    VkCompareOp.LessOrEqual);

            VkPipelineViewportStateCreateInfo viewportState =
                Initializers.pipelineViewportStateCreateInfo(1, 1, 0);

            VkPipelineMultisampleStateCreateInfo multisampleState =
                Initializers.pipelineMultisampleStateCreateInfo(VkSampleCountFlags._1);

            FixedArray3 <VkDynamicState> dynamicStateEnables = new FixedArray3 <VkDynamicState>(
                VkDynamicState.Viewport,
                VkDynamicState.Scissor,
                VkDynamicState.LineWidth);
            VkPipelineDynamicStateCreateInfo dynamicState =
                Initializers.pipelineDynamicStateCreateInfo((VkDynamicState *)Unsafe.AsPointer(ref dynamicStateEnables), dynamicStateEnables.Count);

            VkGraphicsPipelineCreateInfo pipelineCreateInfo =
                Initializers.pipelineCreateInfo(pipelineLayout, RenderPass);

            FixedArray2 <VkPipelineShaderStageCreateInfo> shaderStages = new FixedArray2 <VkPipelineShaderStageCreateInfo>();

            shaderStages.First  = loadShader(getAssetPath() + "shaders/pipelines/phong.vert.spv", VkShaderStageFlags.Vertex);
            shaderStages.Second = loadShader(getAssetPath() + "shaders/pipelines/phong.frag.spv", VkShaderStageFlags.Fragment);

            pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
            pipelineCreateInfo.pRasterizationState = &rasterizationState;
            pipelineCreateInfo.pColorBlendState    = &colorBlendState;
            pipelineCreateInfo.pMultisampleState   = &multisampleState;
            pipelineCreateInfo.pViewportState      = &viewportState;
            pipelineCreateInfo.pDepthStencilState  = &depthStencilState;
            pipelineCreateInfo.pDynamicState       = &dynamicState;
            pipelineCreateInfo.stageCount          = shaderStages.Count;
            pipelineCreateInfo.pStages             = (VkPipelineShaderStageCreateInfo *)Unsafe.AsPointer(ref shaderStages);

            // Shared vertex bindings and attributes used by all pipelines

            // Binding description
            VkVertexInputBindingDescription vertexInputBindings
                = Initializers.vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, vertexLayout.GetStride(), VkVertexInputRate.Vertex);

            // Attribute descriptions
            FixedArray4 <VkVertexInputAttributeDescription> vertexInputAttributes = new FixedArray4 <VkVertexInputAttributeDescription>
            {
                First  = Initializers.vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VkFormat.R32g32b32Sfloat, 0),                  // Location 0: Position
                Second = Initializers.vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VkFormat.R32g32b32Sfloat, sizeof(float) * 3),  // Location 1: Color
                Third  = Initializers.vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VkFormat.R32g32Sfloat, sizeof(float) * 6),     // Location 2 : Texture coordinates
                Fourth = Initializers.vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VkFormat.R32g32b32Sfloat, sizeof(float) * 8),  // Location 3 : Normal
            };

            VkPipelineVertexInputStateCreateInfo vertexInputState = VkPipelineVertexInputStateCreateInfo.New();

            vertexInputState.vertexBindingDescriptionCount   = 1;
            vertexInputState.pVertexBindingDescriptions      = &vertexInputBindings;
            vertexInputState.vertexAttributeDescriptionCount = vertexInputAttributes.Count;
            vertexInputState.pVertexAttributeDescriptions    = (VkVertexInputAttributeDescription *)Unsafe.AsPointer(ref vertexInputAttributes);

            pipelineCreateInfo.pVertexInputState = &vertexInputState;

            // Create the graphics pipeline state objects

            // We are using this pipeline as the base for the other pipelines (derivatives)
            // Pipeline derivatives can be used for pipelines that share most of their state
            // Depending on the implementation this may result in better performance for pipeline
            // switchting and faster creation time
            pipelineCreateInfo.flags = VkPipelineCreateFlags.AllowDerivatives;

            // Textured pipeline
            // Phong shading pipeline
            shaderStages.First  = loadShader(getAssetPath() + "shaders/pipelines/phong.vert.spv", VkShaderStageFlags.Vertex);
            shaderStages.Second = loadShader(getAssetPath() + "shaders/pipelines/phong.frag.spv", VkShaderStageFlags.Fragment);
            Util.CheckResult(vkCreateGraphicsPipelines(Device, PipelineCache, 1, ref pipelineCreateInfo, null, out pipelines_phong));

            // All pipelines created after the base pipeline will be derivatives
            pipelineCreateInfo.flags = VkPipelineCreateFlags.Derivative;
            // Base pipeline will be our first created pipeline
            pipelineCreateInfo.basePipelineHandle = pipelines_phong;
            // It's only allowed to either use a handle or index for the base pipeline
            // As we use the handle, we must set the index to -1 (see section 9.5 of the specification)
            pipelineCreateInfo.basePipelineIndex = -1;

            // Toon shading pipeline
            shaderStages.First  = loadShader(getAssetPath() + "shaders/pipelines/toon.vert.spv", VkShaderStageFlags.Vertex);
            shaderStages.Second = loadShader(getAssetPath() + "shaders/pipelines/toon.frag.spv", VkShaderStageFlags.Fragment);
            Util.CheckResult(vkCreateGraphicsPipelines(Device, PipelineCache, 1, ref pipelineCreateInfo, null, out pipelines_toon));

            // Pipeline for wire frame rendering
            // Non solid rendering is not a mandatory Vulkan feature
            if (DeviceFeatures.fillModeNonSolid != 0)
            {
                rasterizationState.polygonMode = VkPolygonMode.Line;
                shaderStages.First             = loadShader(getAssetPath() + "shaders/pipelines/wireframe.vert.spv", VkShaderStageFlags.Vertex);
                shaderStages.Second            = loadShader(getAssetPath() + "shaders/pipelines/wireframe.frag.spv", VkShaderStageFlags.Fragment);
                Util.CheckResult(vkCreateGraphicsPipelines(Device, PipelineCache, 1, ref pipelineCreateInfo, null, out pipelines_wireframe));
            }
        }
예제 #25
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        protected override void buildCommandBuffers()
        {
            VkCommandBufferBeginInfo cmdBufInfo = VkCommandBufferBeginInfo.New();

            FixedArray2 <VkClearValue> clearValues = new FixedArray2 <VkClearValue>();

            clearValues.First.color         = defaultClearColor;
            clearValues.Second.depthStencil = new VkClearDepthStencilValue()
            {
                depth = 1f, stencil = 0
            };

            VkRenderPassBeginInfo renderPassBeginInfo = VkRenderPassBeginInfo.New();

            renderPassBeginInfo.renderPass               = RenderPass;
            renderPassBeginInfo.renderArea.offset.x      = 0;
            renderPassBeginInfo.renderArea.offset.y      = 0;
            renderPassBeginInfo.renderArea.extent.width  = Width;
            renderPassBeginInfo.renderArea.extent.height = Height;
            renderPassBeginInfo.clearValueCount          = 2;
            renderPassBeginInfo.pClearValues             = (VkClearValue *)Unsafe.AsPointer(ref clearValues);

            for (int i = 0; i < DrawCmdBuffers.Count; ++i)
            {
                // Set target frame buffer
                renderPassBeginInfo.framebuffer = Framebuffers[i];

                Util.CheckResult(vkBeginCommandBuffer(DrawCmdBuffers[i], ref cmdBufInfo));

                vkCmdBeginRenderPass(DrawCmdBuffers[i], ref renderPassBeginInfo, VkSubpassContents.Inline);

                VkViewport viewport = new VkViewport()
                {
                    width = Width, height = Height, minDepth = 0f, maxDepth = 1f
                };
                vkCmdSetViewport(DrawCmdBuffers[i], 0, 1, ref viewport);

                VkRect2D scissor = new VkRect2D()
                {
                    extent = new VkExtent2D()
                    {
                        width = Width, height = Height
                    }, offset = new VkOffset2D()
                };
                vkCmdSetScissor(DrawCmdBuffers[i], 0, 1, ref scissor);

                vkCmdBindDescriptorSets(DrawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelineLayout, 0, 1, ref descriptorSet, 0, null);

                ulong offsets = 0;
                vkCmdBindVertexBuffers(DrawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, ref models_cube.vertices.buffer, ref offsets);
                vkCmdBindIndexBuffer(DrawCmdBuffers[i], models_cube.indices.buffer, 0, VkIndexType.Uint32);

                // Left : Solid colored
                viewport.width = Width / 3.0f;
                vkCmdSetViewport(DrawCmdBuffers[i], 0, 1, &viewport);
                vkCmdBindPipeline(DrawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelines_phong);

                vkCmdDrawIndexed(DrawCmdBuffers[i], models_cube.indexCount, 1, 0, 0, 0);

                // Center : Toon
                viewport.x = Width / 3.0f;
                vkCmdSetViewport(DrawCmdBuffers[i], 0, 1, &viewport);
                vkCmdBindPipeline(DrawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelines_toon);
                // Line Width > 1.0f only if wide lines feature is supported
                if (DeviceFeatures.wideLines != 0)
                {
                    vkCmdSetLineWidth(DrawCmdBuffers[i], 2.0f);
                }
                vkCmdDrawIndexed(DrawCmdBuffers[i], models_cube.indexCount, 1, 0, 0, 0);

                if (DeviceFeatures.fillModeNonSolid != 0)
                {
                    // Right : Wireframe
                    viewport.x = Width / 3.0f + Width / 3.0f;
                    vkCmdSetViewport(DrawCmdBuffers[i], 0, 1, &viewport);
                    vkCmdBindPipeline(DrawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelines_wireframe);
                    vkCmdDrawIndexed(DrawCmdBuffers[i], models_cube.indexCount, 1, 0, 0, 0);
                }

                vkCmdEndRenderPass(DrawCmdBuffers[i]);

                Util.CheckResult(vkEndCommandBuffer(DrawCmdBuffers[i]));
            }
        }
        void preparePipelines()
        {
            VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
                Initializers.pipelineInputAssemblyStateCreateInfo(
                    VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
                    0,
                    False);

            VkPipelineRasterizationStateCreateInfo rasterizationState =
                Initializers.pipelineRasterizationStateCreateInfo(
                    VK_POLYGON_MODE_FILL,
                    VK_CULL_MODE_NONE,
                    VK_FRONT_FACE_CLOCKWISE,
                    0);

            VkPipelineColorBlendAttachmentState blendAttachmentState =
                Initializers.pipelineColorBlendAttachmentState(
                    0xf,
                    False);

            VkPipelineColorBlendStateCreateInfo colorBlendState =
                Initializers.pipelineColorBlendStateCreateInfo(
                    1,
                    &blendAttachmentState);

            VkPipelineDepthStencilStateCreateInfo depthStencilState =
                Initializers.pipelineDepthStencilStateCreateInfo(
                    True,
                    True,
                    VK_COMPARE_OP_LESS_OR_EQUAL);

            VkPipelineViewportStateCreateInfo viewportState =
                Initializers.pipelineViewportStateCreateInfo(1, 1, 0);

            VkPipelineMultisampleStateCreateInfo multisampleState =
                Initializers.pipelineMultisampleStateCreateInfo(
                    VK_SAMPLE_COUNT_1_BIT,
                    0);

            FixedArray3 <VkDynamicState> dynamicStateEnables = new FixedArray3 <VkDynamicState>(
                VK_DYNAMIC_STATE_VIEWPORT,
                VK_DYNAMIC_STATE_SCISSOR,
                VK_DYNAMIC_STATE_LINE_WIDTH);

            VkPipelineDynamicStateCreateInfo dynamicState =
                Initializers.pipelineDynamicStateCreateInfo(
                    &dynamicStateEnables.First,
                    dynamicStateEnables.Count,
                    0);

            FixedArray2 <VkPipelineShaderStageCreateInfo> shaderStages = new FixedArray2 <VkPipelineShaderStageCreateInfo>();

            VkGraphicsPipelineCreateInfo pipelineCreateInfo =
                Initializers.pipelineCreateInfo(
                    pipelineLayout,
                    renderPass,
                    0);

            var vis = vertices_inputState;

            pipelineCreateInfo.pVertexInputState   = &vis;
            pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
            pipelineCreateInfo.pRasterizationState = &rasterizationState;
            pipelineCreateInfo.pColorBlendState    = &colorBlendState;
            pipelineCreateInfo.pMultisampleState   = &multisampleState;
            pipelineCreateInfo.pViewportState      = &viewportState;
            pipelineCreateInfo.pDepthStencilState  = &depthStencilState;
            pipelineCreateInfo.pDynamicState       = &dynamicState;
            pipelineCreateInfo.stageCount          = shaderStages.Count;
            pipelineCreateInfo.pStages             = &shaderStages.First;

            // Prepare specialization data

            SpecializationData specializationData = SpecializationData.Default;

            // Each shader constant of a shader stage corresponds to one map entry
            FixedArray2 <VkSpecializationMapEntry> specializationMapEntries = new FixedArray2 <VkSpecializationMapEntry>();

            // Shader bindings based on specialization constants are marked by the new "constant_id" layout qualifier:
            //	layout (constant_id = 0) const int LIGHTING_MODEL = 0;
            //	layout (constant_id = 1) const float PARAM_TOON_DESATURATION = 0.0f;

            // Map entry for the lighting model to be used by the fragment shader
            specializationMapEntries.First.constantID = 0;
            specializationMapEntries.First.size       = (UIntPtr)sizeof(uint);
            specializationMapEntries.First.offset     = 0;

            // Map entry for the toon shader parameter
            specializationMapEntries.Second.constantID = 1;
            specializationMapEntries.Second.size       = (UIntPtr)sizeof(float);
            specializationMapEntries.Second.offset     = (sizeof(uint));

            // Prepare specialization info block for the shader stage
            VkSpecializationInfo specializationInfo = new VkSpecializationInfo();

            specializationInfo.dataSize      = (UIntPtr)sizeof(SpecializationData);
            specializationInfo.mapEntryCount = specializationMapEntries.Count;
            specializationInfo.pMapEntries   = &specializationMapEntries.First;
            specializationInfo.pData         = &specializationData;

            // Create pipelines
            // All pipelines will use the same "uber" shader and specialization constants to change branching and parameters of that shader
            shaderStages.First  = loadShader(getAssetPath() + "shaders/specializationconstants/uber.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
            shaderStages.Second = loadShader(getAssetPath() + "shaders/specializationconstants/uber.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
            // Specialization info is assigned is part of the shader stage (modul) and must be set after creating the module and before creating the pipeline
            shaderStages.Second.pSpecializationInfo = &specializationInfo;

            // Solid phong shading
            specializationData.lightingModel = 0;

            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_phong));

            // Phong and textured
            specializationData.lightingModel = 1;

            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_toon));

            // Textured discard
            specializationData.lightingModel = 2;

            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_textured));
        }
예제 #27
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        void preparePipelines()
        {
            VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
                Initializers.pipelineInputAssemblyStateCreateInfo(
                    VkPrimitiveTopology.TriangleList,
                    0,
                    False);

            VkPipelineRasterizationStateCreateInfo rasterizationState =
                Initializers.pipelineRasterizationStateCreateInfo(
                    VkPolygonMode.Fill,
                    VkCullModeFlags.Back,
                    VkFrontFace.CounterClockwise,
                    0);

            VkPipelineColorBlendAttachmentState blendAttachmentState =
                Initializers.pipelineColorBlendAttachmentState(
                    (VkColorComponentFlags)0xf,
                    False);

            VkPipelineColorBlendStateCreateInfo colorBlendState =
                Initializers.pipelineColorBlendStateCreateInfo(
                    1,
                    &blendAttachmentState);

            VkPipelineDepthStencilStateCreateInfo depthStencilState =
                Initializers.pipelineDepthStencilStateCreateInfo(
                    False,
                    False,
                    VkCompareOp.LessOrEqual);

            VkPipelineViewportStateCreateInfo viewportState =
                Initializers.pipelineViewportStateCreateInfo(1, 1, 0);

            VkPipelineMultisampleStateCreateInfo multisampleState =
                Initializers.pipelineMultisampleStateCreateInfo(
                    VkSampleCountFlags.Count1,
                    0);

            FixedArray2<VkDynamicState> dynamicStateEnables = new FixedArray2<VkDynamicState>(
                 VkDynamicState.Viewport,
                 VkDynamicState.Scissor);
            VkPipelineDynamicStateCreateInfo dynamicState =
                Initializers.pipelineDynamicStateCreateInfo(
                    &dynamicStateEnables.First,
                    dynamicStateEnables.Count,
                    0);

            // Skybox pipeline (background cube)
            FixedArray2<VkPipelineShaderStageCreateInfo> shaderStages = new FixedArray2<VkPipelineShaderStageCreateInfo>(
                loadShader(getAssetPath() + "shaders/cubemap/skybox.vert.spv", VkShaderStageFlags.Vertex),
                loadShader(getAssetPath() + "shaders/cubemap/skybox.frag.spv", VkShaderStageFlags.Fragment));

            VkGraphicsPipelineCreateInfo pipelineCreateInfo =
                Initializers.pipelineCreateInfo(
                    pipelineLayout,
                    renderPass,
                    0);

            var inputState = vertices.inputState;
            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 = shaderStages.Count;
            pipelineCreateInfo.pStages = &shaderStages.First;

            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_skybox));

            // Cube map reflect pipeline
            shaderStages.First = loadShader(getAssetPath() + "shaders/cubemap/reflect.vert.spv", VkShaderStageFlags.Vertex);
            shaderStages.Second = loadShader(getAssetPath() + "shaders/cubemap/reflect.frag.spv", VkShaderStageFlags.Fragment);
            // Enable depth test and write
            depthStencilState.depthWriteEnable = True;
            depthStencilState.depthTestEnable = True;
            // Flip cull mode
            rasterizationState.cullMode = VkCullModeFlags.Front;
            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_reflect));
        }
예제 #28
0
        void preparePipelines()
        {
            VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
                Initializers.pipelineInputAssemblyStateCreateInfo(
                    VkPrimitiveTopology.TriangleList,
                    0,
                    False);

            VkPipelineRasterizationStateCreateInfo rasterizationState =
                Initializers.pipelineRasterizationStateCreateInfo(
                    VkPolygonMode.Fill,
                    VkCullModeFlags.None,
                    VkFrontFace.CounterClockwise,
                    0);

            VkPipelineColorBlendAttachmentState blendAttachmentState =
                Initializers.pipelineColorBlendAttachmentState(
                    (VkColorComponentFlags)0xf,
                    False);

            VkPipelineColorBlendStateCreateInfo colorBlendState =
                Initializers.pipelineColorBlendStateCreateInfo(
                    1,
                    &blendAttachmentState);

            VkPipelineDepthStencilStateCreateInfo depthStencilState =
                Initializers.pipelineDepthStencilStateCreateInfo(
                    True,
                    True,
                    VkCompareOp.LessOrEqual);

            VkPipelineViewportStateCreateInfo viewportState =
                Initializers.pipelineViewportStateCreateInfo(1, 1, 0);

            VkPipelineMultisampleStateCreateInfo multisampleState =
                Initializers.pipelineMultisampleStateCreateInfo(
                    VkSampleCountFlags.Count1,
                    0);

            FixedArray2 <VkDynamicState> dynamicStateEnables = new FixedArray2 <VkDynamicState>(
                VkDynamicState.Viewport,
                VkDynamicState.Scissor);
            VkPipelineDynamicStateCreateInfo dynamicState =
                Initializers.pipelineDynamicStateCreateInfo(
                    (VkDynamicState *)Unsafe.AsPointer(ref dynamicStateEnables),
                    dynamicStateEnables.Count,
                    0);

            // Load shaders
            FixedArray2 <VkPipelineShaderStageCreateInfo> shaderStages = new FixedArray2 <VkPipelineShaderStageCreateInfo>();

            shaderStages.First  = loadShader(getAssetPath() + "shaders/texture/texture.vert.spv", VkShaderStageFlags.Vertex);
            shaderStages.Second = loadShader(getAssetPath() + "shaders/texture/texture.frag.spv", VkShaderStageFlags.Fragment);

            VkGraphicsPipelineCreateInfo pipelineCreateInfo =
                Initializers.pipelineCreateInfo(
                    pipelineLayout,
                    renderPass,
                    0);

            var vertexInputState = vertices.inputState;

            pipelineCreateInfo.pVertexInputState   = &vertexInputState;
            pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
            pipelineCreateInfo.pRasterizationState = &rasterizationState;
            pipelineCreateInfo.pColorBlendState    = &colorBlendState;
            pipelineCreateInfo.pMultisampleState   = &multisampleState;
            pipelineCreateInfo.pViewportState      = &viewportState;
            pipelineCreateInfo.pDepthStencilState  = &depthStencilState;
            pipelineCreateInfo.pDynamicState       = &dynamicState;
            pipelineCreateInfo.stageCount          = shaderStages.Count;
            pipelineCreateInfo.pStages             = (VkPipelineShaderStageCreateInfo *)Unsafe.AsPointer(ref shaderStages);

            Util.CheckResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, null, out pipelines_solid));
        }