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#include "vulkansquircle.h"
#include <QtCore/QRunnable>
#include <QtQuick/QQuickWindow>
#include <QVulkanInstance>
#include <QVulkanFunctions>
class SquircleRenderer : public QObject
{
Q_OBJECT
public:
~SquircleRenderer();
void setT(qreal t) { m_t = t; }
void setViewportSize(const QSize &size) { m_viewportSize = size; }
void setWindow(QQuickWindow *window) { m_window = window; }
public slots:
void frameStart();
void mainPassRecordingStart();
private:
enum Stage {
VertexStage,
FragmentStage
};
void prepareShader(Stage stage);
void init(int framesInFlight);
QSize m_viewportSize;
qreal m_t = 0;
QQuickWindow *m_window;
QByteArray m_vert;
QByteArray m_frag;
bool m_initialized = false;
VkPhysicalDevice m_physDev = VK_NULL_HANDLE;
VkDevice m_dev = VK_NULL_HANDLE;
QVulkanDeviceFunctions *m_devFuncs = nullptr;
QVulkanFunctions *m_funcs = nullptr;
VkBuffer m_vbuf = VK_NULL_HANDLE;
VkDeviceMemory m_vbufMem = VK_NULL_HANDLE;
VkBuffer m_ubuf = VK_NULL_HANDLE;
VkDeviceMemory m_ubufMem = VK_NULL_HANDLE;
VkDeviceSize m_allocPerUbuf = 0;
VkPipelineCache m_pipelineCache = VK_NULL_HANDLE;
VkPipelineLayout m_pipelineLayout = VK_NULL_HANDLE;
VkDescriptorSetLayout m_resLayout = VK_NULL_HANDLE;
VkPipeline m_pipeline = VK_NULL_HANDLE;
VkDescriptorPool m_descriptorPool = VK_NULL_HANDLE;
VkDescriptorSet m_ubufDescriptor = VK_NULL_HANDLE;
};
VulkanSquircle::VulkanSquircle()
{
connect(this, &QQuickItem::windowChanged, this, &VulkanSquircle::handleWindowChanged);
}
void VulkanSquircle::setT(qreal t)
{
if (t == m_t)
return;
m_t = t;
emit tChanged();
if (window())
window()->update();
}
void VulkanSquircle::handleWindowChanged(QQuickWindow *win)
{
if (win) {
connect(win, &QQuickWindow::beforeSynchronizing, this, &VulkanSquircle::sync, Qt::DirectConnection);
connect(win, &QQuickWindow::sceneGraphInvalidated, this, &VulkanSquircle::cleanup, Qt::DirectConnection);
// Ensure we start with cleared to black. The squircle's blend mode relies on this.
win->setColor(Qt::black);
}
}
// The safe way to release custom graphics resources is to both connect to
// sceneGraphInvalidated() and implement releaseResources(). To support
// threaded render loops the latter performs the SquircleRenderer destruction
// via scheduleRenderJob(). Note that the VulkanSquircle may be gone by the time
// the QRunnable is invoked.
void VulkanSquircle::cleanup()
{
delete m_renderer;
m_renderer = nullptr;
}
class CleanupJob : public QRunnable
{
public:
CleanupJob(SquircleRenderer *renderer) : m_renderer(renderer) { }
void run() override { delete m_renderer; }
private:
SquircleRenderer *m_renderer;
};
void VulkanSquircle::releaseResources()
{
window()->scheduleRenderJob(new CleanupJob(m_renderer), QQuickWindow::BeforeSynchronizingStage);
m_renderer = nullptr;
}
SquircleRenderer::~SquircleRenderer()
{
qDebug("cleanup");
if (!m_devFuncs)
return;
m_devFuncs->vkDestroyPipeline(m_dev, m_pipeline, nullptr);
m_devFuncs->vkDestroyPipelineLayout(m_dev, m_pipelineLayout, nullptr);
m_devFuncs->vkDestroyDescriptorSetLayout(m_dev, m_resLayout, nullptr);
m_devFuncs->vkDestroyDescriptorPool(m_dev, m_descriptorPool, nullptr);
m_devFuncs->vkDestroyPipelineCache(m_dev, m_pipelineCache, nullptr);
m_devFuncs->vkDestroyBuffer(m_dev, m_vbuf, nullptr);
m_devFuncs->vkFreeMemory(m_dev, m_vbufMem, nullptr);
m_devFuncs->vkDestroyBuffer(m_dev, m_ubuf, nullptr);
m_devFuncs->vkFreeMemory(m_dev, m_ubufMem, nullptr);
qDebug("released");
}
void VulkanSquircle::sync()
{
if (!m_renderer) {
m_renderer = new SquircleRenderer;
// Initializing resources is done before starting to record the
// renderpass, regardless of wanting an underlay or overlay.
connect(window(), &QQuickWindow::beforeRendering, m_renderer, &SquircleRenderer::frameStart, Qt::DirectConnection);
// Here we want an underlay and therefore connect to
// beforeRenderPassRecording. Changing to afterRenderPassRecording
// would render the squircle on top (overlay).
connect(window(), &QQuickWindow::beforeRenderPassRecording, m_renderer, &SquircleRenderer::mainPassRecordingStart, Qt::DirectConnection);
}
m_renderer->setViewportSize(window()->size() * window()->devicePixelRatio());
m_renderer->setT(m_t);
m_renderer->setWindow(window());
}
void SquircleRenderer::frameStart()
{
QSGRendererInterface *rif = m_window->rendererInterface();
// We are not prepared for anything other than running with the RHI and its Vulkan backend.
Q_ASSERT(rif->graphicsApi() == QSGRendererInterface::VulkanRhi);
if (m_vert.isEmpty())
prepareShader(VertexStage);
if (m_frag.isEmpty())
prepareShader(FragmentStage);
if (!m_initialized)
init(m_window->graphicsStateInfo().framesInFlight);
}
static const float vertices[] = {
-1, -1,
1, -1,
-1, 1,
1, 1
};
const int UBUF_SIZE = 4;
void SquircleRenderer::mainPassRecordingStart()
{
// This example demonstrates the simple case: prepending some commands to
// the scenegraph's main renderpass. It does not create its own passes,
// rendertargets, etc. so no synchronization is needed.
const QQuickWindow::GraphicsStateInfo &stateInfo(m_window->graphicsStateInfo());
QSGRendererInterface *rif = m_window->rendererInterface();
VkDeviceSize ubufOffset = stateInfo.currentFrameSlot * m_allocPerUbuf;
void *p = nullptr;
VkResult err = m_devFuncs->vkMapMemory(m_dev, m_ubufMem, ubufOffset, m_allocPerUbuf, 0, &p);
if (err != VK_SUCCESS || !p)
qFatal("Failed to map uniform buffer memory: %d", err);
float t = m_t;
memcpy(p, &t, 4);
m_devFuncs->vkUnmapMemory(m_dev, m_ubufMem);
m_window->beginExternalCommands();
// Must query the command buffer _after_ beginExternalCommands(), this is
// actually important when running on Vulkan because what we get here is a
// new secondary command buffer, not the primary one.
VkCommandBuffer cb = *reinterpret_cast<VkCommandBuffer *>(
rif->getResource(m_window, QSGRendererInterface::CommandListResource));
Q_ASSERT(cb);
// Do not assume any state persists on the command buffer. (it may be a
// brand new one that just started recording)
m_devFuncs->vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline);
VkDeviceSize vbufOffset = 0;
m_devFuncs->vkCmdBindVertexBuffers(cb, 0, 1, &m_vbuf, &vbufOffset);
uint32_t dynamicOffset = m_allocPerUbuf * stateInfo.currentFrameSlot;
m_devFuncs->vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout, 0, 1,
&m_ubufDescriptor, 1, &dynamicOffset);
VkViewport vp = { 0, 0, float(m_viewportSize.width()), float(m_viewportSize.height()), 0.0f, 1.0f };
m_devFuncs->vkCmdSetViewport(cb, 0, 1, &vp);
VkRect2D scissor = { { 0, 0 }, { uint32_t(m_viewportSize.width()), uint32_t(m_viewportSize.height()) } };
m_devFuncs->vkCmdSetScissor(cb, 0, 1, &scissor);
m_devFuncs->vkCmdDraw(cb, 4, 1, 0, 0);
m_window->endExternalCommands();
}
void SquircleRenderer::prepareShader(Stage stage)
{
QString filename;
if (stage == VertexStage) {
filename = QLatin1String(":/scenegraph/vulkanunderqml/squircle.vert.spv");
} else {
Q_ASSERT(stage == FragmentStage);
filename = QLatin1String(":/scenegraph/vulkanunderqml/squircle.frag.spv");
}
QFile f(filename);
if (!f.open(QIODevice::ReadOnly))
qFatal("Failed to read shader %s", qPrintable(filename));
const QByteArray contents = f.readAll();
if (stage == VertexStage) {
m_vert = contents;
Q_ASSERT(!m_vert.isEmpty());
} else {
m_frag = contents;
Q_ASSERT(!m_frag.isEmpty());
}
}
static inline VkDeviceSize aligned(VkDeviceSize v, VkDeviceSize byteAlign)
{
return (v + byteAlign - 1) & ~(byteAlign - 1);
}
void SquircleRenderer::init(int framesInFlight)
{
qDebug("init");
Q_ASSERT(framesInFlight <= 3);
m_initialized = true;
QSGRendererInterface *rif = m_window->rendererInterface();
QVulkanInstance *inst = reinterpret_cast<QVulkanInstance *>(
rif->getResource(m_window, QSGRendererInterface::VulkanInstanceResource));
Q_ASSERT(inst && inst->isValid());
m_physDev = *reinterpret_cast<VkPhysicalDevice *>(rif->getResource(m_window, QSGRendererInterface::PhysicalDeviceResource));
m_dev = *reinterpret_cast<VkDevice *>(rif->getResource(m_window, QSGRendererInterface::DeviceResource));
Q_ASSERT(m_physDev && m_dev);
m_devFuncs = inst->deviceFunctions(m_dev);
m_funcs = inst->functions();
Q_ASSERT(m_devFuncs && m_funcs);
VkRenderPass rp = *reinterpret_cast<VkRenderPass *>(
rif->getResource(m_window, QSGRendererInterface::RenderPassResource));
Q_ASSERT(rp);
// For simplicity we just use host visible buffers instead of device local + staging.
VkPhysicalDeviceProperties physDevProps;
m_funcs->vkGetPhysicalDeviceProperties(m_physDev, &physDevProps);
VkPhysicalDeviceMemoryProperties physDevMemProps;
m_funcs->vkGetPhysicalDeviceMemoryProperties(m_physDev, &physDevMemProps);
VkBufferCreateInfo bufferInfo;
memset(&bufferInfo, 0, sizeof(bufferInfo));
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.size = sizeof(vertices);
bufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
VkResult err = m_devFuncs->vkCreateBuffer(m_dev, &bufferInfo, nullptr, &m_vbuf);
if (err != VK_SUCCESS)
qFatal("Failed to create vertex buffer: %d", err);
VkMemoryRequirements memReq;
m_devFuncs->vkGetBufferMemoryRequirements(m_dev, m_vbuf, &memReq);
VkMemoryAllocateInfo allocInfo;
memset(&allocInfo, 0, sizeof(allocInfo));
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memReq.size;
uint32_t memTypeIndex = uint32_t(-1);
const VkMemoryType *memType = physDevMemProps.memoryTypes;
for (uint32_t i = 0; i < physDevMemProps.memoryTypeCount; ++i) {
if (memReq.memoryTypeBits & (1 << i)) {
if ((memType[i].propertyFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)
&& (memType[i].propertyFlags & VK_MEMORY_PROPERTY_HOST_COHERENT_BIT))
{
memTypeIndex = i;
break;
}
}
}
if (memTypeIndex == uint32_t(-1))
qFatal("Failed to find host visible and coherent memory type");
allocInfo.memoryTypeIndex = memTypeIndex;
err = m_devFuncs->vkAllocateMemory(m_dev, &allocInfo, nullptr, &m_vbufMem);
if (err != VK_SUCCESS)
qFatal("Failed to allocate vertex buffer memory of size %u: %d", uint(allocInfo.allocationSize), err);
void *p = nullptr;
err = m_devFuncs->vkMapMemory(m_dev, m_vbufMem, 0, allocInfo.allocationSize, 0, &p);
if (err != VK_SUCCESS || !p)
qFatal("Failed to map vertex buffer memory: %d", err);
memcpy(p, vertices, sizeof(vertices));
m_devFuncs->vkUnmapMemory(m_dev, m_vbufMem);
err = m_devFuncs->vkBindBufferMemory(m_dev, m_vbuf, m_vbufMem, 0);
if (err != VK_SUCCESS)
qFatal("Failed to bind vertex buffer memory: %d", err);
// Now have a uniform buffer with enough space for the buffer data for each
// (potentially) in-flight frame. (as we will write the contents every
// frame, and so would need to wait for command buffer completion if there
// was only one, and that would not be nice)
// Could have three buffers and three descriptor sets, or one buffer and
// one descriptor set and dynamic offset. We chose the latter in this
// example.
// We use one memory allocation for all uniform buffers, but then have to
// watch out for the buffer offset aligment requirement, which may be as
// large as 256 bytes.
m_allocPerUbuf = aligned(UBUF_SIZE, physDevProps.limits.minUniformBufferOffsetAlignment);
bufferInfo.size = framesInFlight * m_allocPerUbuf;
bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
err = m_devFuncs->vkCreateBuffer(m_dev, &bufferInfo, nullptr, &m_ubuf);
if (err != VK_SUCCESS)
qFatal("Failed to create uniform buffer: %d", err);
m_devFuncs->vkGetBufferMemoryRequirements(m_dev, m_ubuf, &memReq);
memTypeIndex = -1;
for (uint32_t i = 0; i < physDevMemProps.memoryTypeCount; ++i) {
if (memReq.memoryTypeBits & (1 << i)) {
if ((memType[i].propertyFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)
&& (memType[i].propertyFlags & VK_MEMORY_PROPERTY_HOST_COHERENT_BIT))
{
memTypeIndex = i;
break;
}
}
}
if (memTypeIndex == uint32_t(-1))
qFatal("Failed to find host visible and coherent memory type");
allocInfo.allocationSize = framesInFlight * m_allocPerUbuf;
allocInfo.memoryTypeIndex = memTypeIndex;
err = m_devFuncs->vkAllocateMemory(m_dev, &allocInfo, nullptr, &m_ubufMem);
if (err != VK_SUCCESS)
qFatal("Failed to allocate uniform buffer memory of size %u: %d", uint(allocInfo.allocationSize), err);
err = m_devFuncs->vkBindBufferMemory(m_dev, m_ubuf, m_ubufMem, 0);
if (err != VK_SUCCESS)
qFatal("Failed to bind uniform buffer memory: %d", err);
// Now onto the pipeline.
VkPipelineCacheCreateInfo pipelineCacheInfo;
memset(&pipelineCacheInfo, 0, sizeof(pipelineCacheInfo));
pipelineCacheInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
err = m_devFuncs->vkCreatePipelineCache(m_dev, &pipelineCacheInfo, nullptr, &m_pipelineCache);
if (err != VK_SUCCESS)
qFatal("Failed to create pipeline cache: %d", err);
VkDescriptorSetLayoutBinding descLayoutBinding;
memset(&descLayoutBinding, 0, sizeof(descLayoutBinding));
descLayoutBinding.binding = 0;
descLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
descLayoutBinding.descriptorCount = 1;
descLayoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutCreateInfo layoutInfo;
memset(&layoutInfo, 0, sizeof(layoutInfo));
layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
layoutInfo.bindingCount = 1;
layoutInfo.pBindings = &descLayoutBinding;
err = m_devFuncs->vkCreateDescriptorSetLayout(m_dev, &layoutInfo, nullptr, &m_resLayout);
if (err != VK_SUCCESS)
qFatal("Failed to create descriptor set layout: %d", err);
VkPipelineLayoutCreateInfo pipelineLayoutInfo;
memset(&pipelineLayoutInfo, 0, sizeof(pipelineLayoutInfo));
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = 1;
pipelineLayoutInfo.pSetLayouts = &m_resLayout;
err = m_devFuncs->vkCreatePipelineLayout(m_dev, &pipelineLayoutInfo, nullptr, &m_pipelineLayout);
if (err != VK_SUCCESS)
qWarning("Failed to create pipeline layout: %d", err);
VkGraphicsPipelineCreateInfo pipelineInfo;
memset(&pipelineInfo, 0, sizeof(pipelineInfo));
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
VkShaderModuleCreateInfo shaderInfo;
memset(&shaderInfo, 0, sizeof(shaderInfo));
shaderInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
shaderInfo.codeSize = m_vert.size();
shaderInfo.pCode = reinterpret_cast<const quint32 *>(m_vert.constData());
VkShaderModule vertShaderModule;
err = m_devFuncs->vkCreateShaderModule(m_dev, &shaderInfo, nullptr, &vertShaderModule);
if (err != VK_SUCCESS)
qFatal("Failed to create vertex shader module: %d", err);
shaderInfo.codeSize = m_frag.size();
shaderInfo.pCode = reinterpret_cast<const quint32 *>(m_frag.constData());
VkShaderModule fragShaderModule;
err = m_devFuncs->vkCreateShaderModule(m_dev, &shaderInfo, nullptr, &fragShaderModule);
if (err != VK_SUCCESS)
qFatal("Failed to create fragment shader module: %d", err);
VkPipelineShaderStageCreateInfo stageInfo[2];
memset(&stageInfo, 0, sizeof(stageInfo));
stageInfo[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stageInfo[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
stageInfo[0].module = vertShaderModule;
stageInfo[0].pName = "main";
stageInfo[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stageInfo[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
stageInfo[1].module = fragShaderModule;
stageInfo[1].pName = "main";
pipelineInfo.stageCount = 2;
pipelineInfo.pStages = stageInfo;
VkVertexInputBindingDescription vertexBinding = {
0, // binding
2 * sizeof(float), // stride
VK_VERTEX_INPUT_RATE_VERTEX
};
VkVertexInputAttributeDescription vertexAttr = {
0, // location
0, // binding
VK_FORMAT_R32G32_SFLOAT, // 'vertices' only has 2 floats per vertex
0 // offset
};
VkPipelineVertexInputStateCreateInfo vertexInputInfo;
memset(&vertexInputInfo, 0, sizeof(vertexInputInfo));
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputInfo.vertexBindingDescriptionCount = 1;
vertexInputInfo.pVertexBindingDescriptions = &vertexBinding;
vertexInputInfo.vertexAttributeDescriptionCount = 1;
vertexInputInfo.pVertexAttributeDescriptions = &vertexAttr;
pipelineInfo.pVertexInputState = &vertexInputInfo;
VkDynamicState dynStates[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicInfo;
memset(&dynamicInfo, 0, sizeof(dynamicInfo));
dynamicInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamicInfo.dynamicStateCount = 2;
dynamicInfo.pDynamicStates = dynStates;
pipelineInfo.pDynamicState = &dynamicInfo;
VkPipelineViewportStateCreateInfo viewportInfo;
memset(&viewportInfo, 0, sizeof(viewportInfo));
viewportInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportInfo.viewportCount = viewportInfo.scissorCount = 1;
pipelineInfo.pViewportState = &viewportInfo;
VkPipelineInputAssemblyStateCreateInfo iaInfo;
memset(&iaInfo, 0, sizeof(iaInfo));
iaInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
iaInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
pipelineInfo.pInputAssemblyState = &iaInfo;
VkPipelineRasterizationStateCreateInfo rsInfo;
memset(&rsInfo, 0, sizeof(rsInfo));
rsInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rsInfo.lineWidth = 1.0f;
pipelineInfo.pRasterizationState = &rsInfo;
VkPipelineMultisampleStateCreateInfo msInfo;
memset(&msInfo, 0, sizeof(msInfo));
msInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
msInfo.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
pipelineInfo.pMultisampleState = &msInfo;
VkPipelineDepthStencilStateCreateInfo dsInfo;
memset(&dsInfo, 0, sizeof(dsInfo));
dsInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
pipelineInfo.pDepthStencilState = &dsInfo;
// SrcAlpha, One
VkPipelineColorBlendStateCreateInfo blendInfo;
memset(&blendInfo, 0, sizeof(blendInfo));
blendInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
VkPipelineColorBlendAttachmentState blend;
memset(&blend, 0, sizeof(blend));
blend.blendEnable = true;
blend.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
blend.dstColorBlendFactor = VK_BLEND_FACTOR_ONE;
blend.colorBlendOp = VK_BLEND_OP_ADD;
blend.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
blend.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
blend.alphaBlendOp = VK_BLEND_OP_ADD;
blend.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT
| VK_COLOR_COMPONENT_A_BIT;
blendInfo.attachmentCount = 1;
blendInfo.pAttachments = &blend;
pipelineInfo.pColorBlendState = &blendInfo;
pipelineInfo.layout = m_pipelineLayout;
pipelineInfo.renderPass = rp;
err = m_devFuncs->vkCreateGraphicsPipelines(m_dev, m_pipelineCache, 1, &pipelineInfo, nullptr, &m_pipeline);
m_devFuncs->vkDestroyShaderModule(m_dev, vertShaderModule, nullptr);
m_devFuncs->vkDestroyShaderModule(m_dev, fragShaderModule, nullptr);
if (err != VK_SUCCESS)
qFatal("Failed to create graphics pipeline: %d", err);
// Now just need some descriptors.
VkDescriptorPoolSize descPoolSizes[] = {
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1 }
};
VkDescriptorPoolCreateInfo descPoolInfo;
memset(&descPoolInfo, 0, sizeof(descPoolInfo));
descPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
descPoolInfo.flags = 0; // won't use vkFreeDescriptorSets
descPoolInfo.maxSets = 1;
descPoolInfo.poolSizeCount = sizeof(descPoolSizes) / sizeof(descPoolSizes[0]);
descPoolInfo.pPoolSizes = descPoolSizes;
err = m_devFuncs->vkCreateDescriptorPool(m_dev, &descPoolInfo, nullptr, &m_descriptorPool);
if (err != VK_SUCCESS)
qFatal("Failed to create descriptor pool: %d", err);
VkDescriptorSetAllocateInfo descAllocInfo;
memset(&descAllocInfo, 0, sizeof(descAllocInfo));
descAllocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
descAllocInfo.descriptorPool = m_descriptorPool;
descAllocInfo.descriptorSetCount = 1;
descAllocInfo.pSetLayouts = &m_resLayout;
err = m_devFuncs->vkAllocateDescriptorSets(m_dev, &descAllocInfo, &m_ubufDescriptor);
if (err != VK_SUCCESS)
qFatal("Failed to allocate descriptor set");
VkWriteDescriptorSet writeInfo;
memset(&writeInfo, 0, sizeof(writeInfo));
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.dstSet = m_ubufDescriptor;
writeInfo.dstBinding = 0;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
VkDescriptorBufferInfo bufInfo;
bufInfo.buffer = m_ubuf;
bufInfo.offset = 0; // dynamic offset is used so this is ignored
bufInfo.range = UBUF_SIZE;
writeInfo.pBufferInfo = &bufInfo;
m_devFuncs->vkUpdateDescriptorSets(m_dev, 1, &writeInfo, 0, nullptr);
}
#include "vulkansquircle.moc"