Prepare for rendering and presentation
This commit is contained in:
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@ -15,11 +15,10 @@
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namespace DeviceControl {
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VkSurfaceKHR surface;
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VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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VkPhysicalDeviceProperties deviceProperties;
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VkPhysicalDeviceFeatures deviceFeatures;
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VkSwapchainKHR swapChain;
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std::vector<VkImage> swapChainImages;
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VkFormat swapChainImageFormat;
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@ -29,16 +28,6 @@ namespace DeviceControl {
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VkQueue graphicsQueue;
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VkQueue presentQueue;
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struct QueueFamilyIndices {
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// We need to check that the Queue families support graphics operations and window presentation, sometimes they can support one or the other,
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// therefore, we take into account both for completion.
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std::optional<uint32_t> graphicsFamily;
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std::optional<uint32_t> presentFamily;
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bool isComplete() {
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return graphicsFamily.has_value() && presentFamily.has_value();
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}
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};
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struct SwapChainSupportDetails {
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VkSurfaceCapabilitiesKHR capabilities;
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std::vector<VkSurfaceFormatKHR> formats;
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@ -47,38 +36,33 @@ namespace DeviceControl {
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const std::vector<const char*> deviceExtensions = {
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VK_KHR_SWAPCHAIN_EXTENSION_NAME
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};
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QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) {
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// First we feed in a integer we want to use to hold the number of queued items, that fills it, then we create that amount of default constructed *VkQueueFamilyProperties* structs.
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// These store the flags, the amount of queued items in the family, and timestamp data. Queue families are simply group collections of tasks we want to get done.
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// Next, we check the flags of the queueFamily item, use a bitwise and to see if they match, i.e. support graphical operations, then return that to notify that we have at least one family that supports VK_QUEUE_GRAPHICS_BIT.
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// Which means this device supports graphical operations!
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// We also do the same thing for window presentation, just check to see if its supported.
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QueueFamilyIndices indices;
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SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device) {
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uint32_t queueFamilyCount = 0;
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vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr);
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// Swap chains are weird ngl, it's another one of those Vulkan platform agnosticity. The swapchain is basically a wrapper for GDI+, DXGI, X11, Wayland, etc.
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// It lets us use the swap chain rather than create a different framebuffer handler for every targeted platform.
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// Swap chains handle the ownership of buffers before sending them to the presentation engine.
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// (still no fucking clue how it works though)
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SwapChainSupportDetails details;
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std::vector<VkQueueFamilyProperties> queueFamilies(queueFamilyCount);
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vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, queueFamilies.data());
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vkGetPhysicalDeviceSurfaceCapabilitiesKHR(device, Global::surface, &details.capabilities);
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int i = 0;
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for(const auto& queueFamily : queueFamilies) {
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if(queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) {
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indices.graphicsFamily = i;
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uint32_t formatCount;
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vkGetPhysicalDeviceSurfaceFormatsKHR(device, Global::surface, &formatCount, nullptr);
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if(formatCount != 0) {
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details.formats.resize(formatCount);
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vkGetPhysicalDeviceSurfaceFormatsKHR(device, Global::surface, &formatCount, details.formats.data());
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}
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VkBool32 presentSupport = false;
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vkGetPhysicalDeviceSurfaceSupportKHR(device, i, surface, &presentSupport);
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if(presentSupport) {
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indices.presentFamily = i;
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uint32_t presentModeCount;
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vkGetPhysicalDeviceSurfacePresentModesKHR(device, Global::surface, &presentModeCount, details.presentModes.data());
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if(presentModeCount != 0) {
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details.presentModes.resize(presentModeCount);
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vkGetPhysicalDeviceSurfacePresentModesKHR(device, Global::surface, &presentModeCount, details.presentModes.data());
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}
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if(indices.isComplete()) {
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break;
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}
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i++;
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}
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return indices;
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return details;
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}
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bool checkDeviceExtensionSupport(VkPhysicalDevice device) {
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@ -90,40 +74,13 @@ namespace DeviceControl {
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std::set<std::string> requiredExtensions(deviceExtensions.begin(), deviceExtensions.end());
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for(const auto& extension : availableExtensions) {
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for (const auto& extension : availableExtensions) {
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requiredExtensions.erase(extension.extensionName);
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}
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return requiredExtensions.empty();
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}
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SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device) {
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// Swap chains are weird ngl, it's another one of those Vulkan platform agnosticity. The swapchain is basically a wrapper for GDI+, DXGI, X11, Wayland, etc.
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// It lets us use the swap chain rather than create a different framebuffer handler for every targeted platform.
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// Swap chains handle the ownership of buffers before sending them to the presentation engine.
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// (still no fucking clue how it works though)
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SwapChainSupportDetails details;
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vkGetPhysicalDeviceSurfaceCapabilitiesKHR(device, surface, &details.capabilities);
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uint32_t formatCount;
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vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, nullptr);
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if(formatCount != 0) {
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details.formats.resize(formatCount);
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vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, details.formats.data());
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}
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uint32_t presentModeCount;
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vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &presentModeCount, details.presentModes.data());
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if(presentModeCount != 0) {
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details.presentModes.resize(presentModeCount);
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vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &presentModeCount, details.presentModes.data());
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}
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return details;
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}
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bool isDeviceSuitable(VkPhysicalDevice device) {
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// These two are simple, create a structure to hold the apiVersion, driverVersion, vendorID, deviceID and type, name, and a few other settings.
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// Then populate it by passing in the device and the structure reference.
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@ -133,7 +90,7 @@ namespace DeviceControl {
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vkGetPhysicalDeviceFeatures(device, &deviceFeatures);
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// We need to find a device that supports graphical operations, or else we cant do much with it! This function just runs over all the queueFamilies and sees if there
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// is a queue family with the VK_QUEUE_GRAPHICS_BIT flipped!
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QueueFamilyIndices indices = findQueueFamilies(device);
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Global::QueueFamilyIndices indices = Global::findQueueFamilies(device);
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bool extensionSupported = checkDeviceExtensionSupport(device);
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bool swapChainAdequate = false;
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@ -148,7 +105,7 @@ namespace DeviceControl {
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&& extensionSupported
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&& swapChainAdequate;
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}
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// -------------------------------------- Swap Chain Settings -----------------------------------------//
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// -------------------------------------- Swap Chain Settings ----------------------------------------- //
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VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats) {
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// One of three settings we can set, Surface Format controls the color space and format.
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@ -197,7 +154,7 @@ namespace DeviceControl {
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return actualExtent;
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}
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}
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// --------------------------------------- External Functions -----------------------------------------//
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// --------------------------------------- External Functions ----------------------------------------- //
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void devicelibrary::pickPhysicalDevice(VkInstance& instance) {
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uint32_t deviceCount = 0;
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vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);
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@ -212,29 +169,29 @@ namespace DeviceControl {
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if(isDeviceSuitable(device)) {
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if(Global::enableValidationLayers) std::cout << "Using device: " << deviceProperties.deviceName << std::endl;
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//Once we have buttons or such, maybe ask the user or write a config file for which GPU to use?
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physicalDevice = device;
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Global::physicalDevice = device;
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break;
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}
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}
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if(physicalDevice == VK_NULL_HANDLE) {
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if(Global::physicalDevice == VK_NULL_HANDLE) {
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throw std::runtime_error("Failed to find a suitable GPU!");
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}
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}
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void devicelibrary::destroySurface(VkInstance& instance) {
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vkDestroySurfaceKHR(instance, surface, nullptr);
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vkDestroySurfaceKHR(instance, Global::surface, nullptr);
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if(Global::enableValidationLayers) std::cout << "Destroyed surface safely\n" << std::endl;
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}
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void devicelibrary::createSurface(VkInstance& instance, GLFWwindow* window) {
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if(glfwCreateWindowSurface(instance, window, nullptr, &surface) != VK_SUCCESS) {
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if(glfwCreateWindowSurface(instance, window, nullptr, &Global::surface) != VK_SUCCESS) {
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throw std::runtime_error("Failed to create window surface!!");
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}
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if(Global::enableValidationLayers) std::cout << "GLFW Window Surface created successfully\n" << std::endl;
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}
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void devicelibrary::createLogicalDevice(VkDevice& device) {
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void devicelibrary::createLogicalDevice() {
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// Describe how many queues we want for a single family (1) here, right now we are solely interested in graphics capabilites,
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// but Compute Shaders, transfer ops, decode and encode operations can also queued with setup! We also assign each queue a priority.
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// We do this by looping over all the queueFamilies and sorting them by indices to fill the queue at the end!
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QueueFamilyIndices indices = findQueueFamilies(physicalDevice);
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Global::QueueFamilyIndices indices = Global::findQueueFamilies(Global::physicalDevice);
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std::vector<VkDeviceQueueCreateInfo> queueCreateInfos;
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std::set<uint32_t> uniqueQueueFamilies = {
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@ -265,16 +222,16 @@ namespace DeviceControl {
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} else {
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createDeviceInfo.enabledLayerCount = 0;
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}
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if(vkCreateDevice(physicalDevice, &createDeviceInfo, nullptr, &device) != VK_SUCCESS) {
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if(vkCreateDevice(Global::physicalDevice, &createDeviceInfo, nullptr, &Global::device) != VK_SUCCESS) {
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throw std::runtime_error("Failed to create logical device");
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}
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if(Global::enableValidationLayers) std::cout << "Created Logical device successfully!\n" << std::endl;
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vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue);
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vkGetDeviceQueue(device, indices.presentFamily.value(), 0, &presentQueue);
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vkGetDeviceQueue(Global::device, indices.graphicsFamily.value(), 0, &graphicsQueue);
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vkGetDeviceQueue(Global::device, indices.presentFamily.value(), 0, &presentQueue);
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}
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void devicelibrary::createSwapChain(GLFWwindow* window, VkDevice& device) {
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SwapChainSupportDetails swapChainSupport = querySwapChainSupport(physicalDevice);
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void devicelibrary::createSwapChain(GLFWwindow* window) {
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SwapChainSupportDetails swapChainSupport = querySwapChainSupport(Global::physicalDevice);
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VkSurfaceFormatKHR surfaceFormat = chooseSwapSurfaceFormat(swapChainSupport.formats);
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VkPresentModeKHR presentMode = chooseSwapPresentMode(swapChainSupport.presentModes);
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@ -290,7 +247,7 @@ namespace DeviceControl {
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VkSwapchainCreateInfoKHR createSwapChainInfo{};
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createSwapChainInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
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createSwapChainInfo.surface = surface;
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createSwapChainInfo.surface = Global::surface;
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createSwapChainInfo.minImageCount = imageCount;
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createSwapChainInfo.imageFormat = surfaceFormat.format;
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createSwapChainInfo.imageColorSpace = surfaceFormat.colorSpace;
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@ -303,7 +260,7 @@ namespace DeviceControl {
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createSwapChainInfo.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
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// This handles swap chain images across multiple queue families, ie, if the graphics queue family is different from the present queue
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QueueFamilyIndices indices = findQueueFamilies(physicalDevice);
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Global::QueueFamilyIndices indices = Global::findQueueFamilies(Global::physicalDevice);
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uint32_t queueFamilyIndices[] = {indices.graphicsFamily.value(), indices.presentFamily.value()};
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// Usage across multiple queue families without explicit transfer of ownership if they are different queue families.
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// Otherwise, no sharing without explicit handoffs, faster, but not easily supported with multiple families.
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@ -327,23 +284,23 @@ namespace DeviceControl {
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// require you to recreate it and reference the old one specified here, will revisit in a few days.
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createSwapChainInfo.oldSwapchain = VK_NULL_HANDLE;
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if(vkCreateSwapchainKHR(device, &createSwapChainInfo, nullptr, &swapChain) != VK_SUCCESS) {
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if(vkCreateSwapchainKHR(Global::device, &createSwapChainInfo, nullptr, &swapChain) != VK_SUCCESS) {
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throw std::runtime_error("Failed to create the swap chain!!");
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}
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if(Global::enableValidationLayers) std::cout << "Swap Chain created successfully\n" << std::endl;
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vkGetSwapchainImagesKHR(device, swapChain, &imageCount, nullptr);
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vkGetSwapchainImagesKHR(Global::device, swapChain, &imageCount, nullptr);
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swapChainImages.resize(imageCount);
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vkGetSwapchainImagesKHR(device, swapChain, &imageCount, swapChainImages.data());
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vkGetSwapchainImagesKHR(Global::device, swapChain, &imageCount, swapChainImages.data());
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swapChainImageFormat = surfaceFormat.format;
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swapChainExtent = extent;
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}
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void devicelibrary::destroySwapChain(VkDevice& device) {
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vkDestroySwapchainKHR(device, swapChain, nullptr);
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void devicelibrary::destroySwapChain() {
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vkDestroySwapchainKHR(Global::device, swapChain, nullptr);
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if(Global::enableValidationLayers) std::cout << "Destroyed Swap Chain safely\n" << std::endl;
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}
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void devicelibrary::createImageViews(VkDevice& device) {
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void devicelibrary::createImageViews() {
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swapChainImageViews.resize(swapChainImages.size());
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for(size_t i = 0; i < swapChainImages.size(); i++) {
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VkImageViewCreateInfo createImageViewInfo{};
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@ -365,16 +322,28 @@ namespace DeviceControl {
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// Yet another setting we would increase for VR applications, and specifically create a swap chain with more layers as well. The other layers would be the eye outputs.
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createImageViewInfo.subresourceRange.layerCount = 1;
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if(vkCreateImageView(device, &createImageViewInfo, nullptr, &swapChainImageViews[i]) != VK_SUCCESS) {
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if(vkCreateImageView(Global::device, &createImageViewInfo, nullptr, &swapChainImageViews[i]) != VK_SUCCESS) {
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throw std::runtime_error("failed to create image views!");
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}
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if(Global::enableValidationLayers) std::cout << "Image views created successfully\n" << std::endl;
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}
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}
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void devicelibrary::destroyImageViews(VkDevice& device) {
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void devicelibrary::destroyImageViews() {
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for (auto imageView : swapChainImageViews) {
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vkDestroyImageView(device, imageView, nullptr);
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vkDestroyImageView(Global::device, imageView, nullptr);
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}
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if(Global::enableValidationLayers) std::cout << "Image destroyed safely\n" << std::endl;
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}
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// --------------------------------------- Getters & Setters ------------------------------------------ //
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VkFormat devicelibrary::getImageFormat() {
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return swapChainImageFormat;
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}
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std::vector<VkImageView> devicelibrary::getSwapChainImageViews() {
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return swapChainImageViews;
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}
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VkExtent2D devicelibrary::getSwapChainExtent() {
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return swapChainExtent;
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}
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}
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@ -1,17 +1,23 @@
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#pragma once
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#include "global.h"
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#include <optional>
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namespace DeviceControl {
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class devicelibrary {
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public:
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void pickPhysicalDevice(VkInstance& instance);
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void createLogicalDevice(VkDevice& device);
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void createLogicalDevice();
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void createSurface(VkInstance& instance, GLFWwindow* window);
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void destroySurface(VkInstance& instance);
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void createSwapChain(GLFWwindow* window, VkDevice& device);
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void destroySwapChain(VkDevice& device);
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void createImageViews(VkDevice& device);
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void destroyImageViews(VkDevice& device);
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void createSwapChain(GLFWwindow* window);
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void destroySwapChain();
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void createImageViews();
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void destroyImageViews();
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void createCommandPool();
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void destroyCommandPool();
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// ---------- Getters & Setters ----------- //
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VkFormat getImageFormat();
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std::vector<VkImageView> getSwapChainImageViews();
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VkExtent2D getSwapChainExtent();
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};
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}
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@ -1,4 +1,5 @@
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#include "global.h"
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#include "devicelibrary.h"
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namespace Global {
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const std::vector<const char*> validationLayers = {
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@ -9,4 +10,43 @@ namespace Global {
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#else
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const bool enableValidationLayers = false;
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#endif
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VkSurfaceKHR surface = VK_NULL_HANDLE;
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VkDevice device = VK_NULL_HANDLE;
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VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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Global::QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) {
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// First we feed in a integer we want to use to hold the number of queued items, that fills it, then we create that amount of default constructed *VkQueueFamilyProperties* structs.
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// These store the flags, the amount of queued items in the family, and timestamp data. Queue families are simply group collections of tasks we want to get done.
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// Next, we check the flags of the queueFamily item, use a bitwise and to see if they match, i.e. support graphical operations, then return that to notify that we have at least one family that supports VK_QUEUE_GRAPHICS_BIT.
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// Which means this device supports graphical operations!
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// We also do the same thing for window presentation, just check to see if its supported.
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DeviceControl::devicelibrary deviceLibs;
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Global::QueueFamilyIndices indices;
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uint32_t queueFamilyCount = 0;
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vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr);
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std::vector<VkQueueFamilyProperties> queueFamilies(queueFamilyCount);
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vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, queueFamilies.data());
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int i = 0;
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for(const auto& queueFamily : queueFamilies) {
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if(queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) {
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indices.graphicsFamily = i;
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}
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VkBool32 presentSupport = false;
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vkGetPhysicalDeviceSurfaceSupportKHR(device, i, Global::surface, &presentSupport);
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if(presentSupport) {
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indices.presentFamily = i;
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}
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if(indices.isComplete()) {
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break;
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}
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i++;
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}
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return indices;
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}
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}
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16
src/global.h
16
src/global.h
@ -2,6 +2,7 @@
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#include "debug/vulkandebuglibs.h"
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#include <iostream>
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#include <vector>
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#include <optional>
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#include <vulkan/vulkan_core.h>
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#define GLFW_INCLUDE_VULKAN
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@ -12,4 +13,19 @@ namespace Global {
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// so that's one obvious global, as well as the glfw includes!
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extern const std::vector<const char*> validationLayers;
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extern const bool enableValidationLayers;
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extern VkDevice device;
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struct QueueFamilyIndices {
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// We need to check that the Queue families support graphics operations and window presentation, sometimes they can support one or the other,
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// therefore, we take into account both for completion.
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std::optional<uint32_t> graphicsFamily;
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std::optional<uint32_t> presentFamily;
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bool isComplete() {
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return graphicsFamily.has_value() && presentFamily.has_value();
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}
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};
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extern VkSurfaceKHR surface;
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extern VkPhysicalDevice physicalDevice;
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Global::QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device);
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}
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@ -1,11 +1,23 @@
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#include "graphicspipeline.h"
|
||||
#include "../devicelibrary.h"
|
||||
#include <cstdint>
|
||||
#include <fstream>
|
||||
#include <stdexcept>
|
||||
#include <vulkan/vulkan_core.h>
|
||||
namespace Graphics {
|
||||
std::vector<VkDynamicState> dynamicStates = {
|
||||
VK_DYNAMIC_STATE_VIEWPORT,
|
||||
VK_DYNAMIC_STATE_SCISSOR
|
||||
};
|
||||
std::vector<VkFramebuffer> swapChainFramebuffers;
|
||||
|
||||
VkCommandPool commandPool;
|
||||
VkCommandBuffer commandBuffer;
|
||||
|
||||
VkRenderPass renderPass;
|
||||
VkPipelineLayout pipelineLayout;
|
||||
VkPipeline graphicsPipeline;
|
||||
DeviceControl::devicelibrary deviceLibs;
|
||||
|
||||
static std::vector<char> readFile(const std::string& filename) {
|
||||
std::ifstream file(filename, std::ios::ate | std::ios::binary);
|
||||
@ -36,17 +48,20 @@ namespace Graphics {
|
||||
return shaderModule;
|
||||
}
|
||||
|
||||
void graphicspipeline::destroyGraphicsPipeline(VkDevice& device) {
|
||||
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
|
||||
void graphicspipeline::destroyGraphicsPipeline() {
|
||||
vkDestroyPipeline(Global::device, graphicsPipeline, nullptr);
|
||||
if(Global::enableValidationLayers) std::cout << "Destroyed Graphics Pipeline safely\n" << std::endl;
|
||||
vkDestroyPipelineLayout(Global::device, pipelineLayout, nullptr);
|
||||
if(Global::enableValidationLayers) std::cout << "Destroyed Layout Pipeline safely\n" << std::endl;
|
||||
|
||||
}
|
||||
|
||||
void graphicspipeline::createGraphicsPipeline(VkDevice& device) {
|
||||
void graphicspipeline::createGraphicsPipeline() {
|
||||
// Note to self, for some reason the working directory is not where a read file is called from, but the project folder!
|
||||
auto vertShaderCode = readFile("src/shaders/vert.spv");
|
||||
auto fragShaderCode = readFile("src/shaders/frag.spv");
|
||||
VkShaderModule vertShaderModule = createShaderModule(vertShaderCode, device);
|
||||
VkShaderModule fragShaderModule = createShaderModule(fragShaderCode, device);
|
||||
VkShaderModule vertShaderModule = createShaderModule(vertShaderCode, Global::device);
|
||||
VkShaderModule fragShaderModule = createShaderModule(fragShaderCode, Global::device);
|
||||
|
||||
// ------------------ STAGE 1 - INPUT ASSEMBLER ---------------- //
|
||||
// This can get a little complicated, normally, vertices are loaded in sequential order, with an element buffer however, you can specify the indices yourself!
|
||||
@ -133,13 +148,174 @@ namespace Graphics {
|
||||
pipelineLayoutInfo.setLayoutCount = 0;
|
||||
pipelineLayoutInfo.pushConstantRangeCount = 0;
|
||||
|
||||
if (vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &pipelineLayout) != VK_SUCCESS) {
|
||||
if (vkCreatePipelineLayout(Global::device, &pipelineLayoutInfo, nullptr, &pipelineLayout) != VK_SUCCESS) {
|
||||
throw std::runtime_error("failed to create pipeline layout!");
|
||||
}
|
||||
// Here we combine all of the structures we created to make the final pipeline!
|
||||
VkGraphicsPipelineCreateInfo pipelineInfo{};
|
||||
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||
pipelineInfo.stageCount = 2;
|
||||
pipelineInfo.pStages = shaderStages;
|
||||
pipelineInfo.pVertexInputState = &vertexInputInfo;
|
||||
pipelineInfo.pInputAssemblyState = &inputAssembly;
|
||||
pipelineInfo.pViewportState = &viewportState;
|
||||
pipelineInfo.pRasterizationState = &rasterizer;
|
||||
pipelineInfo.pMultisampleState = &multisampling;
|
||||
pipelineInfo.pColorBlendState = &colorBlending;
|
||||
pipelineInfo.pDynamicState = &dynamicState;
|
||||
pipelineInfo.layout = pipelineLayout;
|
||||
pipelineInfo.renderPass = renderPass;
|
||||
pipelineInfo.subpass = 0;
|
||||
|
||||
vkDestroyShaderModule(device, fragShaderModule, nullptr);
|
||||
vkDestroyShaderModule(device, vertShaderModule, nullptr);
|
||||
if (vkCreateGraphicsPipelines(Global::device, VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &graphicsPipeline) != VK_SUCCESS) {
|
||||
throw std::runtime_error("failed to create graphics pipeline!");
|
||||
}
|
||||
vkDestroyShaderModule(Global::device, fragShaderModule, nullptr);
|
||||
vkDestroyShaderModule(Global::device, vertShaderModule, nullptr);
|
||||
|
||||
if(Global::enableValidationLayers) std::cout << "Pipeline Layout created successfully\n" << std::endl;
|
||||
}
|
||||
void graphicspipeline::createRenderPass() {
|
||||
VkAttachmentDescription colorAttachment{};
|
||||
colorAttachment.format = deviceLibs.getImageFormat();
|
||||
colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
||||
colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||
colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
||||
colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
colorAttachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||||
|
||||
VkAttachmentReference colorAttachmentRef{};
|
||||
colorAttachmentRef.attachment = 0;
|
||||
colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
|
||||
VkSubpassDescription subpass{};
|
||||
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
|
||||
subpass.colorAttachmentCount = 1;
|
||||
subpass.pColorAttachments = &colorAttachmentRef;
|
||||
|
||||
VkRenderPassCreateInfo renderPassInfo{};
|
||||
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
|
||||
renderPassInfo.attachmentCount = 1;
|
||||
renderPassInfo.pAttachments = &colorAttachment;
|
||||
renderPassInfo.subpassCount = 1;
|
||||
renderPassInfo.pSubpasses = &subpass;
|
||||
|
||||
if (vkCreateRenderPass(Global::device, &renderPassInfo, nullptr, &renderPass) != VK_SUCCESS) {
|
||||
throw std::runtime_error("failed to create render pass!");
|
||||
}
|
||||
if(Global::enableValidationLayers) std::cout << "Render pass created successfully\n" << std::endl;
|
||||
}
|
||||
void graphicspipeline::destroyRenderPass() {
|
||||
vkDestroyRenderPass(Global::device, renderPass, nullptr);
|
||||
std::cout << "Destroyed Render Pass Safely\n" << std::endl;
|
||||
}
|
||||
void graphicspipeline::createFramebuffers() {
|
||||
// Resize the container to hold all the framebuffers.
|
||||
int framebuffersSize = deviceLibs.getSwapChainImageViews().size();
|
||||
swapChainFramebuffers.resize(framebuffersSize);
|
||||
|
||||
for(size_t i = 0; i < framebuffersSize; i++) {
|
||||
VkImageView attachments[] = {
|
||||
deviceLibs.getSwapChainImageViews()[i]
|
||||
};
|
||||
|
||||
VkFramebufferCreateInfo framebufferInfo{};
|
||||
framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
|
||||
framebufferInfo.renderPass = renderPass;
|
||||
framebufferInfo.attachmentCount = 1;
|
||||
framebufferInfo.pAttachments = attachments;
|
||||
framebufferInfo.width = deviceLibs.getSwapChainExtent().width;
|
||||
framebufferInfo.height = deviceLibs.getSwapChainExtent().height;
|
||||
framebufferInfo.layers = 1;
|
||||
|
||||
if(vkCreateFramebuffer(Global::device, &framebufferInfo, nullptr, &swapChainFramebuffers[i]) != VK_SUCCESS) {
|
||||
throw std::runtime_error("Failed to create framebuffer!");
|
||||
}
|
||||
}
|
||||
}
|
||||
void graphicspipeline::destroyFramebuffers() {
|
||||
for (auto framebuffer : swapChainFramebuffers) {
|
||||
vkDestroyFramebuffer(Global::device, framebuffer, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
void graphicspipeline::createCommandPool() {
|
||||
Global::QueueFamilyIndices queueFamilyIndices = Global::findQueueFamilies(Global::physicalDevice);
|
||||
|
||||
VkCommandPoolCreateInfo poolInfo{};
|
||||
poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
||||
poolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
|
||||
poolInfo.queueFamilyIndex = queueFamilyIndices.graphicsFamily.value();
|
||||
|
||||
if(vkCreateCommandPool(Global::device, &poolInfo, nullptr, &commandPool) != VK_SUCCESS) {
|
||||
throw std::runtime_error("Failed to create command pool!");
|
||||
}
|
||||
if(Global::enableValidationLayers) std::cout << "Command pool created successfully\n" << std::endl;
|
||||
}
|
||||
void graphicspipeline::destroyCommandPool() {
|
||||
vkDestroyCommandPool(Global::device, commandPool, nullptr);
|
||||
}
|
||||
void graphicspipeline::createCommandBuffer() {
|
||||
VkCommandBufferAllocateInfo allocInfo{};
|
||||
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
|
||||
allocInfo.commandPool = commandPool;
|
||||
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
|
||||
allocInfo.commandBufferCount = 1;
|
||||
|
||||
if(vkAllocateCommandBuffers(Global::device, &allocInfo, &commandBuffer) != VK_SUCCESS) {
|
||||
throw std::runtime_error("Failed to allocate command buffers");
|
||||
}
|
||||
if(Global::enableValidationLayers) std::cout << "Allocated command buffers successfully\n" << std::endl;
|
||||
}
|
||||
|
||||
void recordCommandBuffer(VkCommandBuffer commandBuffer, uint32_t imageIndex) {
|
||||
VkCommandBufferBeginInfo beginInfo{};
|
||||
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
beginInfo.flags = 0; // Optional
|
||||
beginInfo.pInheritanceInfo = nullptr; // Optional
|
||||
|
||||
if (vkBeginCommandBuffer(commandBuffer, &beginInfo) != VK_SUCCESS) {
|
||||
throw std::runtime_error("failed to begin recording command buffer!");
|
||||
}
|
||||
if(Global::enableValidationLayers) std::cout << "Recording command buffer...\n" << std::endl;
|
||||
|
||||
VkRenderPassBeginInfo renderPassInfo{};
|
||||
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
renderPassInfo.renderPass = renderPass;
|
||||
renderPassInfo.framebuffer = swapChainFramebuffers[imageIndex];
|
||||
renderPassInfo.renderArea.offset = {0, 0};
|
||||
renderPassInfo.renderArea.extent = deviceLibs.getSwapChainExtent();
|
||||
|
||||
VkClearValue clearColor = {{{0.0f, 0.0f, 0.0f, 1.0f}}};
|
||||
renderPassInfo.clearValueCount = 1;
|
||||
renderPassInfo.pClearValues = &clearColor;
|
||||
|
||||
vkCmdBeginRenderPass(commandBuffer, &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, graphicsPipeline);
|
||||
|
||||
VkViewport viewport{};
|
||||
viewport.x = 0.0f;
|
||||
viewport.y = 0.0f;
|
||||
viewport.width = (float) deviceLibs.getSwapChainExtent().width;
|
||||
viewport.height = (float) deviceLibs.getSwapChainExtent().height;
|
||||
viewport.minDepth = 0.0f;
|
||||
viewport.maxDepth = 1.0f;
|
||||
vkCmdSetViewport(commandBuffer, 0, 1, &viewport);
|
||||
|
||||
VkRect2D scissor{};
|
||||
scissor.offset = {0, 0};
|
||||
scissor.extent = deviceLibs.getSwapChainExtent();
|
||||
vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
|
||||
|
||||
vkCmdDraw(commandBuffer, 3, 1, 0, 0);
|
||||
|
||||
vkCmdEndRenderPass(commandBuffer);
|
||||
|
||||
if (vkEndCommandBuffer(commandBuffer) != VK_SUCCESS) {
|
||||
throw std::runtime_error("failed to record command buffer!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4,7 +4,14 @@
|
||||
namespace Graphics {
|
||||
class graphicspipeline {
|
||||
public:
|
||||
void createGraphicsPipeline(VkDevice& device);
|
||||
void destroyGraphicsPipeline(VkDevice& device);
|
||||
void createGraphicsPipeline();
|
||||
void destroyGraphicsPipeline();
|
||||
void createRenderPass();
|
||||
void destroyRenderPass();
|
||||
void createFramebuffers();
|
||||
void destroyFramebuffers();
|
||||
void createCommandPool();
|
||||
void destroyCommandPool();
|
||||
void createCommandBuffer();
|
||||
};
|
||||
}
|
||||
|
24
src/main.cpp
24
src/main.cpp
@ -27,7 +27,6 @@ private:
|
||||
Graphics::graphicspipeline graphicsPipeline;
|
||||
GLFWwindow* window;
|
||||
VkInstance instance;
|
||||
VkDevice device;
|
||||
|
||||
// Initialize GLFW Window. First, Initialize GLFW lib, disable resizing for
|
||||
// now, and create window.
|
||||
@ -45,10 +44,14 @@ private:
|
||||
debugController.setupDebugMessenger(instance); // The debug messenger is out holy grail, it gives us Vulkan related debug info when built with the -DNDEBUG flag (as per the makefile)
|
||||
deviceLibs.createSurface(instance, window);
|
||||
deviceLibs.pickPhysicalDevice(instance);
|
||||
deviceLibs.createLogicalDevice(device);
|
||||
deviceLibs.createSwapChain(window, device);
|
||||
deviceLibs.createImageViews(device);
|
||||
graphicsPipeline.createGraphicsPipeline(device);
|
||||
deviceLibs.createLogicalDevice();
|
||||
deviceLibs.createSwapChain(window);
|
||||
deviceLibs.createImageViews();
|
||||
graphicsPipeline.createRenderPass();
|
||||
graphicsPipeline.createGraphicsPipeline();
|
||||
graphicsPipeline.createFramebuffers();
|
||||
graphicsPipeline.createCommandPool();
|
||||
graphicsPipeline.createCommandBuffer();
|
||||
}
|
||||
|
||||
void createInstance() {
|
||||
@ -78,10 +81,13 @@ private:
|
||||
}
|
||||
|
||||
void cleanup() { // Similar to the last handoff, destroy the utils in a safe manner in the library!
|
||||
graphicsPipeline.destroyGraphicsPipeline(device);
|
||||
deviceLibs.destroyImageViews(device);
|
||||
deviceLibs.destroySwapChain(device);
|
||||
vkDestroyDevice(device, nullptr);
|
||||
graphicsPipeline.destroyCommandPool();
|
||||
graphicsPipeline.destroyFramebuffers();
|
||||
graphicsPipeline.destroyGraphicsPipeline();
|
||||
graphicsPipeline.destroyRenderPass();
|
||||
deviceLibs.destroyImageViews();
|
||||
deviceLibs.destroySwapChain();
|
||||
vkDestroyDevice(Global::device, nullptr);
|
||||
if(Global::enableValidationLayers) {
|
||||
debugController.DestroyDebugUtilsMessengerEXT(instance, nullptr);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user