Test Vulkan code
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#include "VkEngine.h"
#include <SDL.h>
#include <SDL_vulkan.h>
#include <VkInitializers.h>
#include <VkTypes.h>
//bootstrap library
#include "VkBootstrap.h"
#include "VkImages.h"
#define VMA_IMPLEMENTATION
#include "vma/vk_mem_alloc.h"
#include <chrono>
#include <thread>
//< includes
//> init
constexpr bool bUseValidationLayers = false;
VkEngine* loadedEngine = nullptr;
VkEngine::VkEngine()
{
}
VkEngine& VkEngine::Get()
{
return *loadedEngine;
}
void VkEngine::init()
{
// only one engine initialization is allowed with the application.
assert(loadedEngine == nullptr);
loadedEngine = this;
// We initialize SDL and create a window with it.
SDL_Init(SDL_INIT_VIDEO);
SDL_WindowFlags window_flags = static_cast<SDL_WindowFlags>(SDL_WINDOW_VULKAN);
_window = SDL_CreateWindow(
"Vulkan Engine",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
_windowExtent.width,
_windowExtent.height,
window_flags);
init_vulkan();
init_swapchain();
init_commands();
init_sync_structures();
// everything went fine
_isInitialized = true;
}
void VkEngine::cleanup()
{
if (_isInitialized) {
vkDeviceWaitIdle(_device);
for (int i = 0; i < static_cast<int>(FRAME_OVERLAP); i++)
{
//already written from before
vkDestroyCommandPool(_device, _frames[i]._commandPool, nullptr);
//destroy sync objects
vkDestroyFence(_device, _frames[i]._renderFence, nullptr);
vkDestroySemaphore(_device, _frames[i]._renderSemaphore, nullptr);
vkDestroySemaphore(_device ,_frames[i]._swapchainSemaphore, nullptr);
_frames[i]._deletionQueue.flush();
}
_mainDeletionQueue.flush();
vkDeviceWaitIdle(_device);
for (int i = 0; i < static_cast<int>(FRAME_OVERLAP); i++) {
vkDestroyCommandPool(_device, _frames[i]._commandPool, nullptr);
}
destroy_swapchain();
vkDestroySurfaceKHR(_instance, _surface, nullptr);
vkDestroyDevice(_device, nullptr);
vkb::destroy_debug_utils_messenger(_instance, _debug_messenger);
vkDestroyInstance(_instance, nullptr);
SDL_DestroyWindow(_window);
}
// clear engine pointer
loadedEngine = nullptr;
}
void VkEngine::draw()
{
// wait until the gpu has finished rendering the last frame. Timeout of 1
// second
VK_CHECK(vkWaitForFences(_device, 1, &get_current_frame()._renderFence, true, 1000000000));
get_current_frame()._deletionQueue.flush();
VK_CHECK(vkResetFences(_device, 1, &get_current_frame()._renderFence));
uint32_t swapchainImageIndex;
VK_CHECK(vkAcquireNextImageKHR(_device, _swapchain, 1000000000, get_current_frame()._swapchainSemaphore, nullptr, &swapchainImageIndex));
//naming it cmd for shorter writing
VkCommandBuffer cmd = get_current_frame()._mainCommandBuffer;
// now that we are sure that the commands finished executing, we can safely
// reset the command buffer to begin recording again.
VK_CHECK(vkResetCommandBuffer(cmd, 0));
//begin the command buffer recording. We will use this command buffer exactly once, so we want to let vulkan know that
VkCommandBufferBeginInfo cmdBeginInfo = vkinit::command_buffer_begin_info(VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT);
//start the command buffer recording
VK_CHECK(vkBeginCommandBuffer(cmd, &cmdBeginInfo));
//make the swapchain image into writeable mode before rendering
vkutil::transition_image(cmd, _swapchainImages[swapchainImageIndex], VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL);
//make a clear-color from frame number. This will flash with a 120 frame period.
VkClearColorValue clearValue;
float flash = std::abs(std::sin(_frameNumber / 120.f));
clearValue = { { 0.0f, 0.0f, flash, 1.0f } };
VkImageSubresourceRange clearRange = vkinit::image_subresource_range(VK_IMAGE_ASPECT_COLOR_BIT);
//clear image
vkCmdClearColorImage(cmd, _swapchainImages[swapchainImageIndex], VK_IMAGE_LAYOUT_GENERAL, &clearValue, 1, &clearRange);
//make the swapchain image into presentable mode
vkutil::transition_image(cmd, _swapchainImages[swapchainImageIndex],VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
//finalize the command buffer (we can no longer add commands, but it can now be executed)
VK_CHECK(vkEndCommandBuffer(cmd));
//prepare the submission to the queue.
//we want to wait on the _presentSemaphore, as that semaphore is signaled when the swapchain is ready
//we will signal the _renderSemaphore, to signal that rendering has finished
VkCommandBufferSubmitInfo cmdinfo = vkinit::command_buffer_submit_info(cmd);
VkSemaphoreSubmitInfo waitInfo = vkinit::semaphore_submit_info(VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT_KHR,get_current_frame()._swapchainSemaphore);
VkSemaphoreSubmitInfo signalInfo = vkinit::semaphore_submit_info(VK_PIPELINE_STAGE_2_ALL_GRAPHICS_BIT, get_current_frame()._renderSemaphore);
VkSubmitInfo2 submit = vkinit::submit_info(&cmdinfo,&signalInfo,&waitInfo);
//submit command buffer to the queue and execute it.
// _renderFence will now block until the graphic commands finish execution
VK_CHECK(vkQueueSubmit2(_graphicsQueue, 1, &submit, get_current_frame()._renderFence));
//prepare present
// this will put the image we just rendered to into the visible window.
// we want to wait on the _renderSemaphore for that,
// as its necessary that drawing commands have finished before the image is displayed to the user
VkPresentInfoKHR presentInfo = {};
presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
presentInfo.pNext = nullptr;
presentInfo.pSwapchains = &_swapchain;
presentInfo.swapchainCount = 1;
presentInfo.pWaitSemaphores = &get_current_frame()._renderSemaphore;
presentInfo.waitSemaphoreCount = 1;
presentInfo.pImageIndices = &swapchainImageIndex;
VK_CHECK(vkQueuePresentKHR(_graphicsQueue, &presentInfo));
//increase the number of frames drawn
_frameNumber++;
}
//< extras
//> drawloop
void VkEngine::run()
{
SDL_Event e;
bool bQuit = false;
// main loop
while (!bQuit) {
// Handle events on queue
while (SDL_PollEvent(&e) != 0) {
// close the window when user alt-f4s or clicks the X button
if (e.type == SDL_QUIT)
bQuit = true;
if (e.type == SDL_WINDOWEVENT) {
if (e.window.event == SDL_WINDOWEVENT_MINIMIZED) {
stop_rendering = true;
}
if (e.window.event == SDL_WINDOWEVENT_RESTORED) {
stop_rendering = false;
}
}
}
// do not draw if we are minimized
if (stop_rendering) {
// throttle the speed to avoid the endless spinning
std::this_thread::sleep_for(std::chrono::milliseconds(100));
continue;
}
draw();
}
}
void VkEngine::init_vulkan()
{
vkb::InstanceBuilder builder;
//make the vulkan instance, with basic debug features
auto inst_ret = builder.set_app_name("Example Vulkan Application")
.request_validation_layers(bUseValidationLayers)
.use_default_debug_messenger()
.require_api_version(1, 3, 0)
.build();
vkb::Instance vkb_inst = inst_ret.value();
//grab the instance
_instance = vkb_inst.instance;
_debug_messenger = vkb_inst.debug_messenger;
SDL_Vulkan_CreateSurface(_window, _instance, &_surface);
//vulkan 1.3 features
VkPhysicalDeviceVulkan13Features features{};
features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_FEATURES;
features.dynamicRendering = true;
features.synchronization2 = true;
//vulkan 1.2 features
VkPhysicalDeviceVulkan12Features features12{};
features12.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES;
features12.bufferDeviceAddress = true;
features12.descriptorIndexing = true;
//use vkbootstrap to select a gpu.
//We want a gpu that can write to the SDL surface and supports vulkan 1.3 with the correct features
vkb::PhysicalDeviceSelector selector{ vkb_inst };
vkb::PhysicalDevice physicalDevice = selector
.set_minimum_version(1, 3)
.set_required_features_13(features)
.set_required_features_12(features12)
.set_surface(_surface)
.select()
.value();
//create the final vulkan device
vkb::DeviceBuilder deviceBuilder{ physicalDevice };
vkb::Device vkbDevice = deviceBuilder.build().value();
// Get the VkDevice handle used in the rest of a vulkan application
_device = vkbDevice.device;
_chosenGPU = physicalDevice.physical_device;
_graphicsQueue = vkbDevice.get_queue(vkb::QueueType::graphics).value();
_graphicsQueueFamily = vkbDevice.get_queue_index(vkb::QueueType::graphics).value();
// initialize the memory allocator
VmaAllocatorCreateInfo allocatorInfo = {};
allocatorInfo.physicalDevice = _chosenGPU;
allocatorInfo.device = _device;
allocatorInfo.instance = _instance;
allocatorInfo.flags = VMA_ALLOCATOR_CREATE_BUFFER_DEVICE_ADDRESS_BIT;
vmaCreateAllocator(&allocatorInfo, &_allocator);
_mainDeletionQueue.push_function([&]() {
vmaDestroyAllocator(_allocator);
});
}
void VkEngine::create_swapchain(uint32_t width, uint32_t height)
{
vkb::SwapchainBuilder swapchainBuilder{ _chosenGPU,_device,_surface };
_swapchainImageFormat = VK_FORMAT_B8G8R8A8_UNORM;
vkb::Swapchain vkbSwapchain = swapchainBuilder
//.use_default_format_selection()
.set_desired_format(VkSurfaceFormatKHR{ .format = _swapchainImageFormat, .colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR })
//use vsync present mode
.set_desired_present_mode(VK_PRESENT_MODE_FIFO_KHR)
.set_desired_extent(width, height)
.add_image_usage_flags(VK_IMAGE_USAGE_TRANSFER_DST_BIT)
.build()
.value();
_swapchainExtent = vkbSwapchain.extent;
//store swapchain and its related images
_swapchain = vkbSwapchain.swapchain;
_swapchainImages = vkbSwapchain.get_images().value();
_swapchainImageViews = vkbSwapchain.get_image_views().value();
}
void VkEngine::destroy_swapchain()
{
vkDestroySwapchainKHR(_device, _swapchain, nullptr);
// destroy swapchain resources
for (int i = 0; i < static_cast<int>(_swapchainImageViews.size()); i++) {
vkDestroyImageView(_device, _swapchainImageViews[i], nullptr);
}
}
void VkEngine::init_swapchain()
{
create_swapchain(_windowExtent.width, _windowExtent.height);
//draw image size will match the window
VkExtent3D drawImageExtent = {
_windowExtent.width,
_windowExtent.height,
1
};
//hardcoding the draw format to 32 bit float
_drawImage.imageFormat = VK_FORMAT_R16G16B16A16_SFLOAT;
_drawImage.imageExtent = drawImageExtent;
VkImageUsageFlags drawImageUsages{};
drawImageUsages |= VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
drawImageUsages |= VK_IMAGE_USAGE_TRANSFER_DST_BIT;
drawImageUsages |= VK_IMAGE_USAGE_STORAGE_BIT;
drawImageUsages |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
VkImageCreateInfo rimg_info = vkinit::image_create_info(_drawImage.imageFormat, drawImageUsages, drawImageExtent);
//for the draw image, we want to allocate it from gpu local memory
VmaAllocationCreateInfo rimg_allocinfo = {};
rimg_allocinfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
rimg_allocinfo.requiredFlags = VkMemoryPropertyFlags(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
//allocate and create the image
vmaCreateImage(_allocator, &rimg_info, &rimg_allocinfo, &_drawImage.image, &_drawImage.allocation, nullptr);
//build a image-view for the draw image to use for rendering
VkImageViewCreateInfo rview_info = vkinit::imageview_create_info(_drawImage.imageFormat, _drawImage.image, VK_IMAGE_ASPECT_COLOR_BIT);
VK_CHECK(vkCreateImageView(_device, &rview_info, nullptr, &_drawImage.imageView));
//add to deletion queues
_mainDeletionQueue.push_function([=]() {
vkDestroyImageView(_device, _drawImage.imageView, nullptr);
vmaDestroyImage(_allocator, _drawImage.image, _drawImage.allocation);
});
}
void VkEngine::init_commands()
{
VkCommandPoolCreateInfo commandPoolInfo = vkinit::command_pool_create_info(_graphicsQueueFamily, VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT);
for (int i = 0; i < static_cast<int>(FRAME_OVERLAP); i++) {
VK_CHECK(vkCreateCommandPool(_device, &commandPoolInfo, nullptr, &_frames[i]._commandPool));
// allocate the default command buffer that we will use for rendering
VkCommandBufferAllocateInfo cmdAllocInfo = vkinit::command_buffer_allocate_info(_frames[i]._commandPool, 1);
VK_CHECK(vkAllocateCommandBuffers(_device, &cmdAllocInfo, &_frames[i]._mainCommandBuffer));
}
}
void VkEngine::init_sync_structures()
{
//create syncronization structures
//one fence to control when the gpu has finished rendering the frame,
//and 2 semaphores to syncronize rendering with swapchain
//we want the fence to start signalled so we can wait on it on the first frame
VkFenceCreateInfo fenceCreateInfo = vkinit::fence_create_info(VK_FENCE_CREATE_SIGNALED_BIT);
VkSemaphoreCreateInfo semaphoreCreateInfo = vkinit::semaphore_create_info();
for (int i = 0; i < static_cast<int>(FRAME_OVERLAP); i++) {
VK_CHECK(vkCreateFence(_device, &fenceCreateInfo, nullptr, &_frames[i]._renderFence));
VK_CHECK(vkCreateSemaphore(_device, &semaphoreCreateInfo, nullptr, &_frames[i]._swapchainSemaphore));
VK_CHECK(vkCreateSemaphore(_device, &semaphoreCreateInfo, nullptr, &_frames[i]._renderSemaphore));
}
}