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computeparticles.cpp
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computeparticles.cpp
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/*
* Vulkan Example - Attraction based compute shader particle system
*
* Updated compute shader by Lukas Bergdoll (https://github.com/Voultapher)
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <vector>
#include <random>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "VulkanTexture.hpp"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
#if defined(__ANDROID__)
// Lower particle count on Android for performance reasons
#define PARTICLE_COUNT 128 * 1024
#else
#define PARTICLE_COUNT 256 * 1024
#endif
class VulkanExample : public VulkanExampleBase
{
public:
float timer = 0.0f;
float animStart = 20.0f;
bool animate = true;
struct {
vks::Texture2D particle;
vks::Texture2D gradient;
} textures;
struct {
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
// Resources for the graphics part of the example
struct {
VkDescriptorSetLayout descriptorSetLayout; // Particle system rendering shader binding layout
VkDescriptorSet descriptorSet; // Particle system rendering shader bindings
VkPipelineLayout pipelineLayout; // Layout of the graphics pipeline
VkPipeline pipeline; // Particle rendering pipeline
} graphics;
// Resources for the compute part of the example
struct {
vks::Buffer storageBuffer; // (Shader) storage buffer object containing the particles
vks::Buffer uniformBuffer; // Uniform buffer object containing particle system parameters
VkQueue queue; // Separate queue for compute commands (queue family may differ from the one used for graphics)
VkCommandPool commandPool; // Use a separate command pool (queue family may differ from the one used for graphics)
VkCommandBuffer commandBuffer; // Command buffer storing the dispatch commands and barriers
VkFence fence; // Synchronization fence to avoid rewriting compute CB if still in use
VkDescriptorSetLayout descriptorSetLayout; // Compute shader binding layout
VkDescriptorSet descriptorSet; // Compute shader bindings
VkPipelineLayout pipelineLayout; // Layout of the compute pipeline
VkPipeline pipeline; // Compute pipeline for updating particle positions
struct computeUBO { // Compute shader uniform block object
float deltaT; // Frame delta time
float destX; // x position of the attractor
float destY; // y position of the attractor
int32_t particleCount = PARTICLE_COUNT;
} ubo;
} compute;
// SSBO particle declaration
struct Particle {
glm::vec2 pos; // Particle position
glm::vec2 vel; // Particle velocity
glm::vec4 gradientPos; // Texture coordiantes for the gradient ramp map
};
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
enableTextOverlay = true;
title = "Vulkan Example - Compute shader particle system";
}
~VulkanExample()
{
// Graphics
vkDestroyPipeline(device, graphics.pipeline, nullptr);
vkDestroyPipelineLayout(device, graphics.pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, graphics.descriptorSetLayout, nullptr);
// Compute
compute.storageBuffer.destroy();
compute.uniformBuffer.destroy();
vkDestroyPipelineLayout(device, compute.pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, compute.descriptorSetLayout, nullptr);
vkDestroyPipeline(device, compute.pipeline, nullptr);
vkDestroyFence(device, compute.fence, nullptr);
vkDestroyCommandPool(device, compute.commandPool, nullptr);
textures.particle.destroy();
textures.gradient.destroy();
}
void loadAssets()
{
textures.particle.loadFromFile(getAssetPath() + "textures/particle01_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
textures.gradient.loadFromFile(getAssetPath() + "textures/particle_gradient_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
}
void buildCommandBuffers()
{
// Destroy command buffers if already present
if (!checkCommandBuffers())
{
destroyCommandBuffers();
createCommandBuffers();
}
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::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;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
// Draw the particle system using the update vertex buffer
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipeline);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipelineLayout, 0, 1, &graphics.descriptorSet, 0, NULL);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &compute.storageBuffer.buffer, offsets);
vkCmdDraw(drawCmdBuffers[i], PARTICLE_COUNT, 1, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void buildComputeCommandBuffer()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VK_CHECK_RESULT(vkBeginCommandBuffer(compute.commandBuffer, &cmdBufInfo));
// Compute particle movement
// Add memory barrier to ensure that the (graphics) vertex shader has fetched attributes before compute starts to write to the buffer
VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
bufferBarrier.buffer = compute.storageBuffer.buffer;
bufferBarrier.size = compute.storageBuffer.descriptor.range;
bufferBarrier.srcAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT; // Vertex shader invocations have finished reading from the buffer
bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT; // Compute shader wants to write to the buffer
// Compute and graphics queue may have different queue families (see VulkanDevice::createLogicalDevice)
// For the barrier to work across different queues, we need to set their family indices
bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics; // Required as compute and graphics queue may have different families
bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute; // Required as compute and graphics queue may have different families
vkCmdPipelineBarrier(
compute.commandBuffer,
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_FLAGS_NONE,
0, nullptr,
1, &bufferBarrier,
0, nullptr);
vkCmdBindPipeline(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipeline);
vkCmdBindDescriptorSets(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineLayout, 0, 1, &compute.descriptorSet, 0, 0);
// Dispatch the compute job
vkCmdDispatch(compute.commandBuffer, PARTICLE_COUNT / 256, 1, 1);
// Add memory barrier to ensure that compute shader has finished writing to the buffer
// Without this the (rendering) vertex shader may display incomplete results (partial data from last frame)
bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT; // Compute shader has finished writes to the buffer
bufferBarrier.dstAccessMask = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT; // Vertex shader invocations want to read from the buffer
bufferBarrier.buffer = compute.storageBuffer.buffer;
bufferBarrier.size = compute.storageBuffer.descriptor.range;
// Compute and graphics queue may have different queue families (see VulkanDevice::createLogicalDevice)
// For the barrier to work across different queues, we need to set their family indices
bufferBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute; // Required as compute and graphics queue may have different families
bufferBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics; // Required as compute and graphics queue may have different families
vkCmdPipelineBarrier(
compute.commandBuffer,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
VK_FLAGS_NONE,
0, nullptr,
1, &bufferBarrier,
0, nullptr);
vkEndCommandBuffer(compute.commandBuffer);
}
// Setup and fill the compute shader storage buffers containing the particles
void prepareStorageBuffers()
{
std::mt19937 rGenerator;
std::uniform_real_distribution<float> rDistribution(-1.0f, 1.0f);
// Initial particle positions
std::vector<Particle> particleBuffer(PARTICLE_COUNT);
for (auto& particle : particleBuffer)
{
particle.pos = glm::vec2(rDistribution(rGenerator), rDistribution(rGenerator));
particle.vel = glm::vec2(0.0f);
particle.gradientPos.x = particle.pos.x / 2.0f;
}
VkDeviceSize storageBufferSize = particleBuffer.size() * sizeof(Particle);
// Staging
// SSBO won't be changed on the host after upload so copy to device local memory
vks::Buffer stagingBuffer;
vulkanDevice->createBuffer(
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&stagingBuffer,
storageBufferSize,
particleBuffer.data());
vulkanDevice->createBuffer(
// The SSBO will be used as a storage buffer for the compute pipeline and as a vertex buffer in the graphics pipeline
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
&compute.storageBuffer,
storageBufferSize);
// Copy to staging buffer
VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkBufferCopy copyRegion = {};
copyRegion.size = storageBufferSize;
vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, compute.storageBuffer.buffer, 1, ©Region);
VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
stagingBuffer.destroy();
// Binding description
vertices.bindingDescriptions.resize(1);
vertices.bindingDescriptions[0] =
vks::initializers::vertexInputBindingDescription(
VERTEX_BUFFER_BIND_ID,
sizeof(Particle),
VK_VERTEX_INPUT_RATE_VERTEX);
// Attribute descriptions
// Describes memory layout and shader positions
vertices.attributeDescriptions.resize(2);
// Location 0 : Position
vertices.attributeDescriptions[0] =
vks::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
0,
VK_FORMAT_R32G32_SFLOAT,
offsetof(Particle, pos));
// Location 1 : Gradient position
vertices.attributeDescriptions[1] =
vks::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32B32A32_SFLOAT,
offsetof(Particle, gradientPos));
// Assign to vertex buffer
vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertices.inputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertices.bindingDescriptions.size());
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertices.attributeDescriptions.size());
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
}
void setupDescriptorPool()
{
std::vector<VkDescriptorPoolSize> poolSizes =
{
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(
static_cast<uint32_t>(poolSizes.size()),
poolSizes.data(),
2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings;
// Binding 0 : Particle color map
setLayoutBindings.push_back(vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
0));
// Binding 1 : Particle gradient ramp
setLayoutBindings.push_back(vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1));
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
static_cast<uint32_t>(setLayoutBindings.size()));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &graphics.descriptorSetLayout));
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo =
vks::initializers::pipelineLayoutCreateInfo(
&graphics.descriptorSetLayout,
1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &graphics.pipelineLayout));
}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(
descriptorPool,
&graphics.descriptorSetLayout,
1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
// Binding 0 : Particle color map
writeDescriptorSets.push_back(vks::initializers::writeDescriptorSet(
graphics.descriptorSet,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
0,
&textures.particle.descriptor));
// Binding 1 : Particle gradient ramp
writeDescriptorSets.push_back(vks::initializers::writeDescriptorSet(
graphics.descriptorSet,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&textures.gradient.descriptor));
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vks::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vks::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
VK_FRONT_FACE_COUNTER_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vks::initializers::pipelineColorBlendAttachmentState(
0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vks::initializers::pipelineColorBlendStateCreateInfo(
1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vks::initializers::pipelineDepthStencilStateCreateInfo(
VK_FALSE,
VK_FALSE,
VK_COMPARE_OP_ALWAYS);
VkPipelineViewportStateCreateInfo viewportState =
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState =
vks::initializers::pipelineMultisampleStateCreateInfo(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vks::initializers::pipelineDynamicStateCreateInfo(
dynamicStateEnables.data(),
static_cast<uint32_t>(dynamicStateEnables.size()),
0);
// Rendering pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/computeparticles/particle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/computeparticles/particle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(
graphics.pipelineLayout,
renderPass,
0);
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCreateInfo.pStages = shaderStages.data();
pipelineCreateInfo.renderPass = renderPass;
// Additive blending
blendAttachmentState.colorWriteMask = 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;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &graphics.pipeline));
}
void prepareCompute()
{
// Create a compute capable device queue
// The VulkanDevice::createLogicalDevice functions finds a compute capable queue and prefers queue families that only support compute
// Depending on the implementation this may result in different queue family indices for graphics and computes,
// requiring proper synchronization (see the memory barriers in buildComputeCommandBuffer)
VkDeviceQueueCreateInfo queueCreateInfo = {};
queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queueCreateInfo.pNext = NULL;
queueCreateInfo.queueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
queueCreateInfo.queueCount = 1;
vkGetDeviceQueue(device, vulkanDevice->queueFamilyIndices.compute, 0, &compute.queue);
// Create compute pipeline
// Compute pipelines are created separate from graphics pipelines even if they use the same queue (family index)
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0 : Particle position storage buffer
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
VK_SHADER_STAGE_COMPUTE_BIT,
0),
// Binding 1 : Uniform buffer
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_COMPUTE_BIT,
1),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
static_cast<uint32_t>(setLayoutBindings.size()));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &compute.descriptorSetLayout));
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vks::initializers::pipelineLayoutCreateInfo(
&compute.descriptorSetLayout,
1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &compute.pipelineLayout));
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(
descriptorPool,
&compute.descriptorSetLayout,
1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSet));
std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets =
{
// Binding 0 : Particle position storage buffer
vks::initializers::writeDescriptorSet(
compute.descriptorSet,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
0,
&compute.storageBuffer.descriptor),
// Binding 1 : Uniform buffer
vks::initializers::writeDescriptorSet(
compute.descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
1,
&compute.uniformBuffer.descriptor)
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(computeWriteDescriptorSets.size()), computeWriteDescriptorSets.data(), 0, NULL);
// Create pipeline
VkComputePipelineCreateInfo computePipelineCreateInfo = vks::initializers::computePipelineCreateInfo(compute.pipelineLayout, 0);
computePipelineCreateInfo.stage = loadShader(getAssetPath() + "shaders/computeparticles/particle.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &compute.pipeline));
// Separate command pool as queue family for compute may be different than graphics
VkCommandPoolCreateInfo cmdPoolInfo = {};
cmdPoolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
cmdPoolInfo.queueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &compute.commandPool));
// Create a command buffer for compute operations
VkCommandBufferAllocateInfo cmdBufAllocateInfo =
vks::initializers::commandBufferAllocateInfo(
compute.commandPool,
VK_COMMAND_BUFFER_LEVEL_PRIMARY,
1);
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &compute.commandBuffer));
// Fence for compute CB sync
VkFenceCreateInfo fenceCreateInfo = vks::initializers::fenceCreateInfo(VK_FENCE_CREATE_SIGNALED_BIT);
VK_CHECK_RESULT(vkCreateFence(device, &fenceCreateInfo, nullptr, &compute.fence));
// Build a single command buffer containing the compute dispatch commands
buildComputeCommandBuffer();
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Compute shader uniform buffer block
vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&compute.uniformBuffer,
sizeof(compute.ubo));
// Map for host access
VK_CHECK_RESULT(compute.uniformBuffer.map());
updateUniformBuffers();
}
void updateUniformBuffers()
{
compute.ubo.deltaT = frameTimer * 2.5f;
if (animate)
{
compute.ubo.destX = sin(glm::radians(timer * 360.0f)) * 0.75f;
compute.ubo.destY = 0.0f;
}
else
{
float normalizedMx = (mousePos.x - static_cast<float>(width / 2)) / static_cast<float>(width / 2);
float normalizedMy = (mousePos.y - static_cast<float>(height / 2)) / static_cast<float>(height / 2);
compute.ubo.destX = normalizedMx;
compute.ubo.destY = normalizedMy;
}
memcpy(compute.uniformBuffer.mapped, &compute.ubo, sizeof(compute.ubo));
}
void draw()
{
// Submit graphics commands
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
// Submit compute commands
vkWaitForFences(device, 1, &compute.fence, VK_TRUE, UINT64_MAX);
vkResetFences(device, 1, &compute.fence);
VkSubmitInfo computeSubmitInfo = vks::initializers::submitInfo();
computeSubmitInfo.commandBufferCount = 1;
computeSubmitInfo.pCommandBuffers = &compute.commandBuffer;
VK_CHECK_RESULT(vkQueueSubmit(compute.queue, 1, &computeSubmitInfo, compute.fence));
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
prepareStorageBuffers();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
prepareCompute();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
if (animate)
{
if (animStart > 0.0f)
{
animStart -= frameTimer * 5.0f;
}
else if (animStart <= 0.0f)
{
timer += frameTimer * 0.04f;
if (timer > 1.f)
timer = 0.f;
}
}
updateUniformBuffers();
}
void toggleAnimation()
{
animate = !animate;
}
virtual void keyPressed(uint32_t keyCode)
{
switch (keyCode)
{
case KEY_A:
case GAMEPAD_BUTTON_A:
toggleAnimation();
break;
}
}
};
VULKAN_EXAMPLE_MAIN()