source: opengl-game/sdl-game.cpp@ 8aa4888

feature/imgui-sdl
Last change on this file since 8aa4888 was 8aa4888, checked in by Dmitry Portnoy <dportnoy@…>, 3 years ago

Add buffer usages and memory properties to BufferSet and save them (to help with future recreation) in createBufferSet()

  • Property mode set to 100644
File size: 54.9 KB
Line 
1#include "sdl-game.hpp"
2
3#include <array>
4#include <iostream>
5#include <set>
6
7#include "IMGUI/imgui_impl_sdl.h"
8
9#include "logger.hpp"
10#include "utils.hpp"
11
12#include "gui/imgui/button-imgui.hpp"
13
14using namespace std;
15
16#define IMGUI_UNLIMITED_FRAME_RATE
17
18static void check_imgui_vk_result(VkResult res) {
19 if (res == VK_SUCCESS) {
20 return;
21 }
22
23 ostringstream oss;
24 oss << "[imgui] Vulkan error! VkResult is \"" << VulkanUtils::resultString(res) << "\"" << __LINE__;
25 if (res < 0) {
26 throw runtime_error("Fatal: " + oss.str());
27 } else {
28 cerr << oss.str();
29 }
30}
31
32VKAPI_ATTR VkBool32 VKAPI_CALL VulkanGame::debugCallback(
33 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
34 VkDebugUtilsMessageTypeFlagsEXT messageType,
35 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
36 void* pUserData) {
37 cerr << "validation layer: " << pCallbackData->pMessage << endl;
38
39 // TODO: Figure out what the return value means and if it should always be VK_FALSE
40 return VK_FALSE;
41}
42
43VulkanGame::VulkanGame()
44 : swapChainImageCount(0)
45 , swapChainMinImageCount(0)
46 , swapChainSurfaceFormat({})
47 , swapChainPresentMode(VK_PRESENT_MODE_MAX_ENUM_KHR)
48 , swapChainExtent{ 0, 0 }
49 , swapChain(VK_NULL_HANDLE)
50 , vulkanSurface(VK_NULL_HANDLE)
51 , sdlVersion({ 0, 0, 0 })
52 , instance(VK_NULL_HANDLE)
53 , physicalDevice(VK_NULL_HANDLE)
54 , device(VK_NULL_HANDLE)
55 , debugMessenger(VK_NULL_HANDLE)
56 , resourceCommandPool(VK_NULL_HANDLE)
57 , renderPass(VK_NULL_HANDLE)
58 , graphicsQueue(VK_NULL_HANDLE)
59 , presentQueue(VK_NULL_HANDLE)
60 , depthImage({})
61 , shouldRecreateSwapChain(false)
62 , frameCount(0)
63 , currentFrame(0)
64 , imageIndex(0)
65 , fpsStartTime(0.0f)
66 , curTime(0.0f)
67 , done(false)
68 , currentRenderScreenFn(nullptr)
69 , imguiDescriptorPool(VK_NULL_HANDLE)
70 , gui(nullptr)
71 , window(nullptr)
72 , objects_modelPipeline()
73 , score(0)
74 , fps(0.0f) {
75}
76
77VulkanGame::~VulkanGame() {
78}
79
80void VulkanGame::run(int width, int height, unsigned char guiFlags) {
81 cout << "Vulkan Game" << endl;
82
83 cout << "DEBUGGING IS " << (ENABLE_VALIDATION_LAYERS ? "ON" : "OFF") << endl;
84
85 if (initUI(width, height, guiFlags) == RTWO_ERROR) {
86 return;
87 }
88
89 initVulkan();
90
91 VkPhysicalDeviceProperties deviceProperties;
92 vkGetPhysicalDeviceProperties(physicalDevice, &deviceProperties);
93
94 objects_modelPipeline = VulkanBuffer<SSBO_ModelObject>(10, deviceProperties.limits.minUniformBufferOffsetAlignment);
95
96 initImGuiOverlay();
97
98 // TODO: Figure out how much of ubo creation and associated variables should be in the pipeline class
99 // Maybe combine the ubo-related objects into a new class
100
101 initGraphicsPipelines();
102
103 initMatrices();
104
105 modelPipeline.addAttribute(VK_FORMAT_R32G32B32_SFLOAT, offset_of(&ModelVertex::pos));
106 modelPipeline.addAttribute(VK_FORMAT_R32G32B32_SFLOAT, offset_of(&ModelVertex::color));
107 modelPipeline.addAttribute(VK_FORMAT_R32G32_SFLOAT, offset_of(&ModelVertex::texCoord));
108 modelPipeline.addAttribute(VK_FORMAT_R32G32B32_SFLOAT, offset_of(&ModelVertex::normal));
109 modelPipeline.addAttribute(VK_FORMAT_R32_UINT, offset_of(&ModelVertex::objIndex));
110
111 createBufferSet(sizeof(UBO_VP_mats),
112 VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
113 uniformBuffers_modelPipeline);
114
115 modelPipeline.addDescriptorInfo(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
116 VK_SHADER_STAGE_VERTEX_BIT, &uniformBuffers_modelPipeline.infoSet);
117 modelPipeline.addDescriptorInfo(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
118 VK_SHADER_STAGE_VERTEX_BIT, &storageBuffers_modelPipeline.infoSet);
119 modelPipeline.addDescriptorInfo(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
120 VK_SHADER_STAGE_FRAGMENT_BIT, &floorTextureImageDescriptor);
121
122 SceneObject<ModelVertex, SSBO_ModelObject>* texturedSquare = nullptr;
123
124 // TODO: Ideally, avoid having to make the squares as modified upon creation
125
126 texturedSquare = &addObject(modelObjects, modelPipeline,
127 addObjectIndex<ModelVertex>(modelObjects.size(),
128 addVertexNormals<ModelVertex>({
129 {{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0},
130 {{ 0.5f, -0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0},
131 {{ 0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0},
132 {{ 0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0},
133 {{-0.5f, 0.5f, 0.0f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0},
134 {{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0}
135 })),
136 {
137 0, 1, 2, 3, 4, 5
138 }, {
139 mat4(1.0f)
140 });
141
142 objects_modelPipeline.numObjects++;
143
144 texturedSquare->model_base =
145 translate(mat4(1.0f), vec3(0.0f, 0.0f, -2.0f));
146 texturedSquare->modified = true;
147
148 texturedSquare = &addObject(modelObjects, modelPipeline,
149 addObjectIndex<ModelVertex>(modelObjects.size(),
150 addVertexNormals<ModelVertex>({
151 {{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f}},
152 {{ 0.5f, -0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}},
153 {{ 0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f}},
154 {{ 0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f}},
155 {{-0.5f, 0.5f, 0.0f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}},
156 {{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f}}
157 })), {
158 0, 1, 2, 3, 4, 5
159 }, {
160 mat4(1.0f)
161 });
162
163 objects_modelPipeline.numObjects++;
164
165 texturedSquare->model_base =
166 translate(mat4(1.0f), vec3(0.0f, 0.0f, -1.5f));
167 texturedSquare->modified = true;
168
169 modelPipeline.createDescriptorSetLayout();
170 modelPipeline.createPipeline("shaders/model-vert.spv", "shaders/model-frag.spv");
171 modelPipeline.createDescriptorPool(swapChainImages.size());
172 modelPipeline.createDescriptorSets(swapChainImages.size());
173
174 currentRenderScreenFn = &VulkanGame::renderMainScreen;
175
176 ImGuiIO& io = ImGui::GetIO();
177
178 initGuiValueLists(valueLists);
179
180 valueLists["stats value list"].push_back(UIValue(UIVALUE_INT, "Score", &score));
181 valueLists["stats value list"].push_back(UIValue(UIVALUE_DOUBLE, "FPS", &fps));
182 valueLists["stats value list"].push_back(UIValue(UIVALUE_DOUBLE, "IMGUI FPS", &io.Framerate));
183
184 renderLoop();
185 cleanup();
186
187 close_log();
188}
189
190bool VulkanGame::initUI(int width, int height, unsigned char guiFlags) {
191 // TODO: Create a game-gui function to get the gui version and retrieve it that way
192
193 SDL_VERSION(&sdlVersion); // This gets the compile-time version
194 SDL_GetVersion(&sdlVersion); // This gets the runtime version
195
196 cout << "SDL " <<
197 to_string(sdlVersion.major) << "." <<
198 to_string(sdlVersion.minor) << "." <<
199 to_string(sdlVersion.patch) << endl;
200
201 // TODO: Refactor the logger api to be more flexible,
202 // esp. since gl_log() and gl_log_err() have issues printing anything besides strings
203 restart_gl_log();
204 gl_log("starting SDL\n%s.%s.%s",
205 to_string(sdlVersion.major).c_str(),
206 to_string(sdlVersion.minor).c_str(),
207 to_string(sdlVersion.patch).c_str());
208
209 // TODO: Use open_Log() and related functions instead of gl_log ones
210 // TODO: In addition, delete the gl_log functions
211 open_log();
212 get_log() << "starting SDL" << endl;
213 get_log() <<
214 (int)sdlVersion.major << "." <<
215 (int)sdlVersion.minor << "." <<
216 (int)sdlVersion.patch << endl;
217
218 // TODO: Put all fonts, textures, and images in the assets folder
219 gui = new GameGui_SDL();
220
221 if (gui->init() == RTWO_ERROR) {
222 // TODO: Also print these sorts of errors to the log
223 cout << "UI library could not be initialized!" << endl;
224 cout << gui->getError() << endl;
225 // TODO: Rename RTWO_ERROR to something else
226 return RTWO_ERROR;
227 }
228
229 window = (SDL_Window*)gui->createWindow("Vulkan Game", width, height, guiFlags & GUI_FLAGS_WINDOW_FULLSCREEN);
230 if (window == nullptr) {
231 cout << "Window could not be created!" << endl;
232 cout << gui->getError() << endl;
233 return RTWO_ERROR;
234 }
235
236 cout << "Target window size: (" << width << ", " << height << ")" << endl;
237 cout << "Actual window size: (" << gui->getWindowWidth() << ", " << gui->getWindowHeight() << ")" << endl;
238
239 return RTWO_SUCCESS;
240}
241
242void VulkanGame::initVulkan() {
243 const vector<const char*> validationLayers = {
244 "VK_LAYER_KHRONOS_validation"
245 };
246 const vector<const char*> deviceExtensions = {
247 VK_KHR_SWAPCHAIN_EXTENSION_NAME
248 };
249
250 createVulkanInstance(validationLayers);
251 setupDebugMessenger();
252 createVulkanSurface();
253 pickPhysicalDevice(deviceExtensions);
254 createLogicalDevice(validationLayers, deviceExtensions);
255 chooseSwapChainProperties();
256 createSwapChain();
257 createImageViews();
258
259 createResourceCommandPool();
260 createImageResources();
261
262 createRenderPass();
263 createCommandPools();
264 createFramebuffers();
265 createCommandBuffers();
266 createSyncObjects();
267}
268
269void VulkanGame::initGraphicsPipelines() {
270 modelPipeline = GraphicsPipeline_Vulkan<ModelVertex>(
271 VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, physicalDevice, device, renderPass,
272 { 0, 0, (int)swapChainExtent.width, (int)swapChainExtent.height }, 16, 24);
273
274 createBufferSet(objects_modelPipeline.capacity * sizeof(SSBO_ModelObject),
275 VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
276 VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
277 storageBuffers_modelPipeline);
278}
279
280// TODO: Maybe change the name to initScene() or something similar
281void VulkanGame::initMatrices() {
282 cam_pos = vec3(0.0f, 0.0f, 2.0f);
283
284 float cam_yaw = 0.0f;
285 float cam_pitch = -50.0f;
286
287 mat4 yaw_mat = rotate(mat4(1.0f), radians(-cam_yaw), vec3(0.0f, 1.0f, 0.0f));
288 mat4 pitch_mat = rotate(mat4(1.0f), radians(-cam_pitch), vec3(1.0f, 0.0f, 0.0f));
289
290 mat4 R_view = pitch_mat * yaw_mat;
291 mat4 T_view = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
292 viewMat = R_view * T_view;
293
294 projMat = perspective(radians(FOV_ANGLE), (float)swapChainExtent.width / (float)swapChainExtent.height, NEAR_CLIP, FAR_CLIP);
295 projMat[1][1] *= -1; // flip the y-axis so that +y is up
296
297 object_VP_mats.view = viewMat;
298 object_VP_mats.proj = projMat;
299}
300
301void VulkanGame::renderLoop() {
302 startTime = steady_clock::now();
303 curTime = duration<float, seconds::period>(steady_clock::now() - startTime).count();
304
305 fpsStartTime = curTime;
306 frameCount = 0;
307
308 ImGuiIO& io = ImGui::GetIO();
309
310 done = false;
311 while (!done) {
312
313 prevTime = curTime;
314 curTime = duration<float, seconds::period>(steady_clock::now() - startTime).count();
315 elapsedTime = curTime - prevTime;
316
317 if (curTime - fpsStartTime >= 1.0f) {
318 fps = (float)frameCount / (curTime - fpsStartTime);
319
320 frameCount = 0;
321 fpsStartTime = curTime;
322 }
323
324 frameCount++;
325
326 gui->processEvents();
327
328 UIEvent uiEvent;
329 while (gui->pollEvent(&uiEvent)) {
330 GameEvent& e = uiEvent.event;
331 SDL_Event sdlEvent = uiEvent.rawEvent.sdl;
332
333 ImGui_ImplSDL2_ProcessEvent(&sdlEvent);
334 if ((e.type == UI_EVENT_MOUSEBUTTONDOWN || e.type == UI_EVENT_MOUSEBUTTONUP || e.type == UI_EVENT_UNKNOWN) &&
335 io.WantCaptureMouse) {
336 if (sdlEvent.type == SDL_MOUSEWHEEL || sdlEvent.type == SDL_MOUSEBUTTONDOWN ||
337 sdlEvent.type == SDL_MOUSEBUTTONUP) {
338 continue;
339 }
340 }
341 if ((e.type == UI_EVENT_KEYDOWN || e.type == UI_EVENT_KEYUP) && io.WantCaptureKeyboard) {
342 if (sdlEvent.type == SDL_KEYDOWN || sdlEvent.type == SDL_KEYUP) {
343 continue;
344 }
345 }
346 if (io.WantTextInput) {
347 // show onscreen keyboard if on mobile
348 }
349
350 switch (e.type) {
351 case UI_EVENT_QUIT:
352 cout << "Quit event detected" << endl;
353 done = true;
354 break;
355 case UI_EVENT_WINDOWRESIZE:
356 cout << "Window resize event detected" << endl;
357 shouldRecreateSwapChain = true;
358 break;
359 case UI_EVENT_KEYDOWN:
360 if (e.key.repeat) {
361 break;
362 }
363
364 if (e.key.keycode == SDL_SCANCODE_ESCAPE) {
365 done = true;
366 } else if (e.key.keycode == SDL_SCANCODE_SPACE) {
367 cout << "Adding a plane" << endl;
368 float zOffset = -2.0f + (0.5f * modelObjects.size());
369
370 SceneObject<ModelVertex, SSBO_ModelObject>& texturedSquare =
371 addObject(modelObjects, modelPipeline,
372 addObjectIndex<ModelVertex>(modelObjects.size(),
373 addVertexNormals<ModelVertex>({
374 {{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0},
375 {{ 0.5f, -0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0},
376 {{ 0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0},
377 {{ 0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0},
378 {{-0.5f, 0.5f, 0.0f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 0},
379 {{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, 0}
380 })),
381 {
382 0, 1, 2, 3, 4, 5
383 }, {
384 mat4(1.0f)
385 });
386
387 objects_modelPipeline.numObjects++;
388
389 texturedSquare.model_base =
390 translate(mat4(1.0f), vec3(0.0f, 0.0f, zOffset));
391 texturedSquare.modified = true;
392 // START UNREVIEWED SECTION
393 // END UNREVIEWED SECTION
394 } else {
395 cout << "Key event detected" << endl;
396 }
397 break;
398 case UI_EVENT_KEYUP:
399 // START UNREVIEWED SECTION
400 // END UNREVIEWED SECTION
401 break;
402 case UI_EVENT_WINDOW:
403 case UI_EVENT_MOUSEBUTTONDOWN:
404 case UI_EVENT_MOUSEBUTTONUP:
405 case UI_EVENT_MOUSEMOTION:
406 break;
407 case UI_EVENT_UNHANDLED:
408 cout << "Unhandled event type: 0x" << hex << sdlEvent.type << dec << endl;
409 break;
410 case UI_EVENT_UNKNOWN:
411 default:
412 cout << "Unknown event type: 0x" << hex << sdlEvent.type << dec << endl;
413 break;
414 }
415 }
416
417 if (shouldRecreateSwapChain) {
418 gui->refreshWindowSize();
419 const bool isMinimized = gui->getWindowWidth() == 0 || gui->getWindowHeight() == 0;
420
421 if (!isMinimized) {
422 // TODO: This should be used if the min image count changes, presumably because a new surface was created
423 // with a different image count or something like that. Maybe I want to add code to query for a new min image count
424 // during swapchain recreation to take advantage of this
425 ImGui_ImplVulkan_SetMinImageCount(swapChainMinImageCount);
426
427 recreateSwapChain();
428
429 shouldRecreateSwapChain = false;
430 }
431 }
432
433 updateScene();
434
435 // TODO: Move this into a renderImGuiOverlay() function
436 ImGui_ImplVulkan_NewFrame();
437 ImGui_ImplSDL2_NewFrame(window);
438 ImGui::NewFrame();
439
440 (this->*currentRenderScreenFn)(gui->getWindowWidth(), gui->getWindowHeight());
441
442 ImGui::Render();
443
444 gui->refreshWindowSize();
445 const bool isMinimized = gui->getWindowWidth() == 0 || gui->getWindowHeight() == 0;
446
447 if (!isMinimized) {
448 renderFrame(ImGui::GetDrawData());
449 presentFrame();
450 }
451 }
452}
453
454void VulkanGame::updateScene() {
455 // Rotate the textured squares
456 for (SceneObject<ModelVertex, SSBO_ModelObject>& model : this->modelObjects) {
457 model.model_transform =
458 translate(mat4(1.0f), vec3(0.0f, -2.0f, -0.0f)) *
459 rotate(mat4(1.0f), curTime * radians(90.0f), vec3(0.0f, 0.0f, 1.0f));
460 model.modified = true;
461 }
462
463 // TODO: Probably move the resizing to the VulkanBuffer class
464 if (objects_modelPipeline.numObjects > objects_modelPipeline.capacity) {
465 // TODO: Also resize the dynamic ubo
466 resizeBufferSet(storageBuffers_modelPipeline, objects_modelPipeline, modelPipeline, resourceCommandPool,
467 graphicsQueue);
468 }
469
470 for (size_t i = 0; i < modelObjects.size(); i++) {
471 if (modelObjects[i].modified) {
472 updateObject(modelObjects[i]);
473 updateBufferSet(storageBuffers_modelPipeline, i, modelObjects[i].ssbo);
474 }
475 }
476
477 VulkanUtils::copyDataToMemory(device, &object_VP_mats, uniformBuffers_modelPipeline.memory[imageIndex], 0,
478 sizeof(object_VP_mats), false);
479}
480
481void VulkanGame::cleanup() {
482 // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
483 //vkQueueWaitIdle(g_Queue);
484 VKUTIL_CHECK_RESULT(vkDeviceWaitIdle(device), "failed to wait for device!");
485
486 cleanupImGuiOverlay();
487
488 cleanupSwapChain();
489
490 VulkanUtils::destroyVulkanImage(device, floorTextureImage);
491 // START UNREVIEWED SECTION
492
493 vkDestroySampler(device, textureSampler, nullptr);
494
495 modelPipeline.cleanupBuffers();
496
497 for (size_t i = 0; i < storageBuffers_modelPipeline.buffers.size(); i++) {
498 vkDestroyBuffer(device, storageBuffers_modelPipeline.buffers[i], nullptr);
499 vkFreeMemory(device, storageBuffers_modelPipeline.memory[i], nullptr);
500 }
501
502 // END UNREVIEWED SECTION
503
504 vkDestroyCommandPool(device, resourceCommandPool, nullptr);
505
506 vkDestroyDevice(device, nullptr);
507 vkDestroySurfaceKHR(instance, vulkanSurface, nullptr);
508
509 if (ENABLE_VALIDATION_LAYERS) {
510 VulkanUtils::destroyDebugUtilsMessengerEXT(instance, debugMessenger, nullptr);
511 }
512
513 vkDestroyInstance(instance, nullptr);
514
515 gui->destroyWindow();
516 gui->shutdown();
517 delete gui;
518}
519
520void VulkanGame::createVulkanInstance(const vector<const char*>& validationLayers) {
521 if (ENABLE_VALIDATION_LAYERS && !VulkanUtils::checkValidationLayerSupport(validationLayers)) {
522 throw runtime_error("validation layers requested, but not available!");
523 }
524
525 VkApplicationInfo appInfo = {};
526 appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
527 appInfo.pApplicationName = "Vulkan Game";
528 appInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0);
529 appInfo.pEngineName = "No Engine";
530 appInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0);
531 appInfo.apiVersion = VK_API_VERSION_1_0;
532
533 VkInstanceCreateInfo createInfo = {};
534 createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
535 createInfo.pApplicationInfo = &appInfo;
536
537 vector<const char*> extensions = gui->getRequiredExtensions();
538 if (ENABLE_VALIDATION_LAYERS) {
539 extensions.push_back(VK_EXT_DEBUG_UTILS_EXTENSION_NAME);
540 }
541
542 createInfo.enabledExtensionCount = static_cast<uint32_t>(extensions.size());
543 createInfo.ppEnabledExtensionNames = extensions.data();
544
545 cout << endl << "Extensions:" << endl;
546 for (const char* extensionName : extensions) {
547 cout << extensionName << endl;
548 }
549 cout << endl;
550
551 VkDebugUtilsMessengerCreateInfoEXT debugCreateInfo;
552 if (ENABLE_VALIDATION_LAYERS) {
553 createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size());
554 createInfo.ppEnabledLayerNames = validationLayers.data();
555
556 populateDebugMessengerCreateInfo(debugCreateInfo);
557 createInfo.pNext = &debugCreateInfo;
558 }
559 else {
560 createInfo.enabledLayerCount = 0;
561
562 createInfo.pNext = nullptr;
563 }
564
565 if (vkCreateInstance(&createInfo, nullptr, &instance) != VK_SUCCESS) {
566 throw runtime_error("failed to create instance!");
567 }
568}
569
570void VulkanGame::setupDebugMessenger() {
571 if (!ENABLE_VALIDATION_LAYERS) {
572 return;
573 }
574
575 VkDebugUtilsMessengerCreateInfoEXT createInfo;
576 populateDebugMessengerCreateInfo(createInfo);
577
578 if (VulkanUtils::createDebugUtilsMessengerEXT(instance, &createInfo, nullptr, &debugMessenger) != VK_SUCCESS) {
579 throw runtime_error("failed to set up debug messenger!");
580 }
581}
582
583void VulkanGame::populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo) {
584 createInfo = {};
585 createInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT;
586 createInfo.messageSeverity = VK_DEBUG_UTILS_MESSAGE_SEVERITY_VERBOSE_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT;
587 createInfo.messageType = VK_DEBUG_UTILS_MESSAGE_TYPE_GENERAL_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_PERFORMANCE_BIT_EXT;
588 createInfo.pfnUserCallback = debugCallback;
589}
590
591void VulkanGame::createVulkanSurface() {
592 if (gui->createVulkanSurface(instance, &vulkanSurface) == RTWO_ERROR) {
593 throw runtime_error("failed to create window surface!");
594 }
595}
596
597void VulkanGame::pickPhysicalDevice(const vector<const char*>& deviceExtensions) {
598 uint32_t deviceCount = 0;
599 // TODO: Check VkResult
600 vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);
601
602 if (deviceCount == 0) {
603 throw runtime_error("failed to find GPUs with Vulkan support!");
604 }
605
606 vector<VkPhysicalDevice> devices(deviceCount);
607 // TODO: Check VkResult
608 vkEnumeratePhysicalDevices(instance, &deviceCount, devices.data());
609
610 cout << endl << "Graphics cards:" << endl;
611 for (const VkPhysicalDevice& device : devices) {
612 if (isDeviceSuitable(device, deviceExtensions)) {
613 physicalDevice = device;
614 break;
615 }
616 }
617 cout << endl;
618
619 if (physicalDevice == VK_NULL_HANDLE) {
620 throw runtime_error("failed to find a suitable GPU!");
621 }
622}
623
624bool VulkanGame::isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions) {
625 VkPhysicalDeviceProperties deviceProperties;
626 vkGetPhysicalDeviceProperties(physicalDevice, &deviceProperties);
627
628 cout << "Device: " << deviceProperties.deviceName << endl;
629
630 // TODO: Eventually, maybe let the user pick out of a set of GPUs in case the user does want to use
631 // an integrated GPU. On my laptop, this function returns TRUE for the integrated GPU, but crashes
632 // when trying to use it to render. Maybe I just need to figure out which other extensions and features
633 // to check.
634 if (deviceProperties.deviceType != VkPhysicalDeviceType::VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) {
635 return false;
636 }
637
638 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, vulkanSurface);
639 bool extensionsSupported = VulkanUtils::checkDeviceExtensionSupport(physicalDevice, deviceExtensions);
640 bool swapChainAdequate = false;
641
642 if (extensionsSupported) {
643 vector<VkSurfaceFormatKHR> formats = VulkanUtils::querySwapChainFormats(physicalDevice, vulkanSurface);
644 vector<VkPresentModeKHR> presentModes = VulkanUtils::querySwapChainPresentModes(physicalDevice, vulkanSurface);
645
646 swapChainAdequate = !formats.empty() && !presentModes.empty();
647 }
648
649 VkPhysicalDeviceFeatures supportedFeatures;
650 vkGetPhysicalDeviceFeatures(physicalDevice, &supportedFeatures);
651
652 return indices.isComplete() && extensionsSupported && swapChainAdequate && supportedFeatures.samplerAnisotropy;
653}
654
655void VulkanGame::createLogicalDevice(const vector<const char*>& validationLayers,
656 const vector<const char*>& deviceExtensions) {
657 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, vulkanSurface);
658
659 if (!indices.isComplete()) {
660 throw runtime_error("failed to find required queue families!");
661 }
662
663 // TODO: Using separate graphics and present queues currently works, but I should verify that I'm
664 // using them correctly to get the most benefit out of separate queues
665
666 vector<VkDeviceQueueCreateInfo> queueCreateInfoList;
667 set<uint32_t> uniqueQueueFamilies = { indices.graphicsFamily.value(), indices.presentFamily.value() };
668
669 float queuePriority = 1.0f;
670 for (uint32_t queueFamily : uniqueQueueFamilies) {
671 VkDeviceQueueCreateInfo queueCreateInfo = {};
672 queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
673 queueCreateInfo.queueCount = 1;
674 queueCreateInfo.queueFamilyIndex = queueFamily;
675 queueCreateInfo.pQueuePriorities = &queuePriority;
676
677 queueCreateInfoList.push_back(queueCreateInfo);
678 }
679
680 VkPhysicalDeviceFeatures deviceFeatures = {};
681 deviceFeatures.samplerAnisotropy = VK_TRUE;
682
683 VkDeviceCreateInfo createInfo = {};
684 createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
685
686 createInfo.queueCreateInfoCount = static_cast<uint32_t>(queueCreateInfoList.size());
687 createInfo.pQueueCreateInfos = queueCreateInfoList.data();
688
689 createInfo.pEnabledFeatures = &deviceFeatures;
690
691 createInfo.enabledExtensionCount = static_cast<uint32_t>(deviceExtensions.size());
692 createInfo.ppEnabledExtensionNames = deviceExtensions.data();
693
694 // These fields are ignored by up-to-date Vulkan implementations,
695 // but it's a good idea to set them for backwards compatibility
696 if (ENABLE_VALIDATION_LAYERS) {
697 createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size());
698 createInfo.ppEnabledLayerNames = validationLayers.data();
699 }
700 else {
701 createInfo.enabledLayerCount = 0;
702 }
703
704 if (vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS) {
705 throw runtime_error("failed to create logical device!");
706 }
707
708 vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue);
709 vkGetDeviceQueue(device, indices.presentFamily.value(), 0, &presentQueue);
710}
711
712void VulkanGame::chooseSwapChainProperties() {
713 vector<VkSurfaceFormatKHR> availableFormats = VulkanUtils::querySwapChainFormats(physicalDevice, vulkanSurface);
714 vector<VkPresentModeKHR> availablePresentModes = VulkanUtils::querySwapChainPresentModes(physicalDevice, vulkanSurface);
715
716 // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation
717 // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format
718 // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40,
719 // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used.
720 swapChainSurfaceFormat = VulkanUtils::chooseSwapSurfaceFormat(availableFormats,
721 { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM },
722 VK_COLOR_SPACE_SRGB_NONLINEAR_KHR);
723
724#ifdef IMGUI_UNLIMITED_FRAME_RATE
725 vector<VkPresentModeKHR> presentModes{
726 VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR
727 };
728#else
729 vector<VkPresentModeKHR> presentModes{ VK_PRESENT_MODE_FIFO_KHR };
730#endif
731
732 swapChainPresentMode = VulkanUtils::chooseSwapPresentMode(availablePresentModes, presentModes);
733
734 cout << "[vulkan] Selected PresentMode = " << swapChainPresentMode << endl;
735
736 VkSurfaceCapabilitiesKHR capabilities = VulkanUtils::querySwapChainCapabilities(physicalDevice, vulkanSurface);
737
738 // If min image count was not specified, request different count of images dependent on selected present mode
739 if (swapChainMinImageCount == 0) {
740 if (swapChainPresentMode == VK_PRESENT_MODE_MAILBOX_KHR) {
741 swapChainMinImageCount = 3;
742 }
743 else if (swapChainPresentMode == VK_PRESENT_MODE_FIFO_KHR || swapChainPresentMode == VK_PRESENT_MODE_FIFO_RELAXED_KHR) {
744 swapChainMinImageCount = 2;
745 }
746 else if (swapChainPresentMode == VK_PRESENT_MODE_IMMEDIATE_KHR) {
747 swapChainMinImageCount = 1;
748 }
749 else {
750 throw runtime_error("unexpected present mode!");
751 }
752 }
753
754 if (swapChainMinImageCount < capabilities.minImageCount) {
755 swapChainMinImageCount = capabilities.minImageCount;
756 }
757 else if (capabilities.maxImageCount != 0 && swapChainMinImageCount > capabilities.maxImageCount) {
758 swapChainMinImageCount = capabilities.maxImageCount;
759 }
760}
761
762void VulkanGame::createSwapChain() {
763 VkSurfaceCapabilitiesKHR capabilities = VulkanUtils::querySwapChainCapabilities(physicalDevice, vulkanSurface);
764
765 swapChainExtent = VulkanUtils::chooseSwapExtent(capabilities, gui->getWindowWidth(), gui->getWindowHeight());
766
767 VkSwapchainCreateInfoKHR createInfo = {};
768 createInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
769 createInfo.surface = vulkanSurface;
770 createInfo.minImageCount = swapChainMinImageCount;
771 createInfo.imageFormat = swapChainSurfaceFormat.format;
772 createInfo.imageColorSpace = swapChainSurfaceFormat.colorSpace;
773 createInfo.imageExtent = swapChainExtent;
774 createInfo.imageArrayLayers = 1;
775 createInfo.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
776
777 // TODO: Maybe save this result so I don't have to recalculate it every time
778 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, vulkanSurface);
779 uint32_t queueFamilyIndices[] = { indices.graphicsFamily.value(), indices.presentFamily.value() };
780
781 if (indices.graphicsFamily != indices.presentFamily) {
782 createInfo.imageSharingMode = VK_SHARING_MODE_CONCURRENT;
783 createInfo.queueFamilyIndexCount = 2;
784 createInfo.pQueueFamilyIndices = queueFamilyIndices;
785 }
786 else {
787 createInfo.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
788 createInfo.queueFamilyIndexCount = 0;
789 createInfo.pQueueFamilyIndices = nullptr;
790 }
791
792 createInfo.preTransform = capabilities.currentTransform;
793 createInfo.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
794 createInfo.presentMode = swapChainPresentMode;
795 createInfo.clipped = VK_TRUE;
796 createInfo.oldSwapchain = VK_NULL_HANDLE;
797
798 if (vkCreateSwapchainKHR(device, &createInfo, nullptr, &swapChain) != VK_SUCCESS) {
799 throw runtime_error("failed to create swap chain!");
800 }
801
802 if (vkGetSwapchainImagesKHR(device, swapChain, &swapChainImageCount, nullptr) != VK_SUCCESS) {
803 throw runtime_error("failed to get swap chain image count!");
804 }
805
806 swapChainImages.resize(swapChainImageCount);
807 if (vkGetSwapchainImagesKHR(device, swapChain, &swapChainImageCount, swapChainImages.data()) != VK_SUCCESS) {
808 throw runtime_error("failed to get swap chain images!");
809 }
810}
811
812void VulkanGame::createImageViews() {
813 swapChainImageViews.resize(swapChainImageCount);
814
815 for (uint32_t i = 0; i < swapChainImageViews.size(); i++) {
816 swapChainImageViews[i] = VulkanUtils::createImageView(device, swapChainImages[i], swapChainSurfaceFormat.format,
817 VK_IMAGE_ASPECT_COLOR_BIT);
818 }
819}
820
821void VulkanGame::createResourceCommandPool() {
822 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, vulkanSurface);
823
824 VkCommandPoolCreateInfo poolInfo = {};
825 poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
826 poolInfo.queueFamilyIndex = indices.graphicsFamily.value();
827 poolInfo.flags = 0;
828
829 if (vkCreateCommandPool(device, &poolInfo, nullptr, &resourceCommandPool) != VK_SUCCESS) {
830 throw runtime_error("failed to create resource command pool!");
831 }
832}
833
834void VulkanGame::createImageResources() {
835 VulkanUtils::createDepthImage(device, physicalDevice, resourceCommandPool, findDepthFormat(), swapChainExtent,
836 depthImage, graphicsQueue);
837
838 createTextureSampler();
839
840 // TODO: Move all images/textures somewhere into the assets folder
841
842 VulkanUtils::createVulkanImageFromFile(device, physicalDevice, resourceCommandPool, "textures/texture.jpg",
843 floorTextureImage, graphicsQueue);
844
845 floorTextureImageDescriptor = {};
846 floorTextureImageDescriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
847 floorTextureImageDescriptor.imageView = floorTextureImage.imageView;
848 floorTextureImageDescriptor.sampler = textureSampler;
849}
850
851VkFormat VulkanGame::findDepthFormat() {
852 return VulkanUtils::findSupportedFormat(
853 physicalDevice,
854 { VK_FORMAT_D32_SFLOAT_S8_UINT, VK_FORMAT_D32_SFLOAT, VK_FORMAT_D24_UNORM_S8_UINT },
855 VK_IMAGE_TILING_OPTIMAL,
856 VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
857 );
858}
859
860void VulkanGame::createRenderPass() {
861 VkAttachmentDescription colorAttachment = {};
862 colorAttachment.format = swapChainSurfaceFormat.format;
863 colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
864 colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Set to VK_ATTACHMENT_LOAD_OP_DONT_CARE to disable clearing
865 colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
866 colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
867 colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
868 colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
869 colorAttachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
870
871 VkAttachmentReference colorAttachmentRef = {};
872 colorAttachmentRef.attachment = 0;
873 colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
874
875 VkAttachmentDescription depthAttachment = {};
876 depthAttachment.format = findDepthFormat();
877 depthAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
878 depthAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
879 depthAttachment.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
880 depthAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
881 depthAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
882 depthAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
883 depthAttachment.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
884
885 VkAttachmentReference depthAttachmentRef = {};
886 depthAttachmentRef.attachment = 1;
887 depthAttachmentRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
888
889 VkSubpassDescription subpass = {};
890 subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
891 subpass.colorAttachmentCount = 1;
892 subpass.pColorAttachments = &colorAttachmentRef;
893 //subpass.pDepthStencilAttachment = &depthAttachmentRef;
894
895 VkSubpassDependency dependency = {};
896 dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
897 dependency.dstSubpass = 0;
898 dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
899 dependency.srcAccessMask = 0;
900 dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
901 dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
902
903 array<VkAttachmentDescription, 2> attachments = { colorAttachment, depthAttachment };
904 VkRenderPassCreateInfo renderPassInfo = {};
905 renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
906 renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
907 renderPassInfo.pAttachments = attachments.data();
908 renderPassInfo.subpassCount = 1;
909 renderPassInfo.pSubpasses = &subpass;
910 renderPassInfo.dependencyCount = 1;
911 renderPassInfo.pDependencies = &dependency;
912
913 if (vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass) != VK_SUCCESS) {
914 throw runtime_error("failed to create render pass!");
915 }
916
917 // We do not create a pipeline by default as this is also used by examples' main.cpp,
918 // but secondary viewport in multi-viewport mode may want to create one with:
919 //ImGui_ImplVulkan_CreatePipeline(device, g_Allocator, VK_NULL_HANDLE, g_MainWindowData.RenderPass, VK_SAMPLE_COUNT_1_BIT, &g_MainWindowData.Pipeline);
920}
921
922void VulkanGame::createCommandPools() {
923 commandPools.resize(swapChainImageCount);
924
925 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, vulkanSurface);
926
927 for (size_t i = 0; i < swapChainImageCount; i++) {
928 VkCommandPoolCreateInfo poolInfo = {};
929 poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
930 poolInfo.queueFamilyIndex = indices.graphicsFamily.value();
931 poolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
932
933 if (vkCreateCommandPool(device, &poolInfo, nullptr, &commandPools[i]) != VK_SUCCESS) {
934 throw runtime_error("failed to create graphics command pool!");
935 }
936 }
937}
938
939void VulkanGame::createTextureSampler() {
940 VkSamplerCreateInfo samplerInfo = {};
941 samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
942 samplerInfo.magFilter = VK_FILTER_LINEAR;
943 samplerInfo.minFilter = VK_FILTER_LINEAR;
944
945 samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
946 samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
947 samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
948
949 samplerInfo.anisotropyEnable = VK_TRUE;
950 samplerInfo.maxAnisotropy = 16;
951 samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
952 samplerInfo.unnormalizedCoordinates = VK_FALSE;
953 samplerInfo.compareEnable = VK_FALSE;
954 samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
955 samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
956 samplerInfo.mipLodBias = 0.0f;
957 samplerInfo.minLod = 0.0f;
958 samplerInfo.maxLod = 0.0f;
959
960 VKUTIL_CHECK_RESULT(vkCreateSampler(device, &samplerInfo, nullptr, &textureSampler),
961 "failed to create texture sampler!");
962}
963
964void VulkanGame::createFramebuffers() {
965 swapChainFramebuffers.resize(swapChainImageCount);
966
967 VkFramebufferCreateInfo framebufferInfo = {};
968 framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
969 framebufferInfo.renderPass = renderPass;
970 framebufferInfo.width = swapChainExtent.width;
971 framebufferInfo.height = swapChainExtent.height;
972 framebufferInfo.layers = 1;
973
974 for (size_t i = 0; i < swapChainImageCount; i++) {
975 array<VkImageView, 2> attachments = {
976 swapChainImageViews[i],
977 depthImage.imageView
978 };
979
980 framebufferInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
981 framebufferInfo.pAttachments = attachments.data();
982
983 if (vkCreateFramebuffer(device, &framebufferInfo, nullptr, &swapChainFramebuffers[i]) != VK_SUCCESS) {
984 throw runtime_error("failed to create framebuffer!");
985 }
986 }
987}
988
989void VulkanGame::createCommandBuffers() {
990 commandBuffers.resize(swapChainImageCount);
991
992 for (size_t i = 0; i < swapChainImageCount; i++) {
993 VkCommandBufferAllocateInfo allocInfo = {};
994 allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
995 allocInfo.commandPool = commandPools[i];
996 allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
997 allocInfo.commandBufferCount = 1;
998
999 if (vkAllocateCommandBuffers(device, &allocInfo, &commandBuffers[i]) != VK_SUCCESS) {
1000 throw runtime_error("failed to allocate command buffer!");
1001 }
1002 }
1003}
1004
1005void VulkanGame::createSyncObjects() {
1006 imageAcquiredSemaphores.resize(swapChainImageCount);
1007 renderCompleteSemaphores.resize(swapChainImageCount);
1008 inFlightFences.resize(swapChainImageCount);
1009
1010 VkSemaphoreCreateInfo semaphoreInfo = {};
1011 semaphoreInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
1012
1013 VkFenceCreateInfo fenceInfo = {};
1014 fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
1015 fenceInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
1016
1017 for (size_t i = 0; i < swapChainImageCount; i++) {
1018 VKUTIL_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreInfo, nullptr, &imageAcquiredSemaphores[i]),
1019 "failed to create image acquired sempahore for a frame!");
1020
1021 VKUTIL_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreInfo, nullptr, &renderCompleteSemaphores[i]),
1022 "failed to create render complete sempahore for a frame!");
1023
1024 VKUTIL_CHECK_RESULT(vkCreateFence(device, &fenceInfo, nullptr, &inFlightFences[i]),
1025 "failed to create fence for a frame!");
1026 }
1027}
1028
1029void VulkanGame::initImGuiOverlay() {
1030 vector<VkDescriptorPoolSize> pool_sizes {
1031 { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
1032 { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
1033 { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
1034 { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
1035 { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
1036 { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
1037 { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
1038 { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
1039 { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
1040 { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
1041 { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
1042 };
1043
1044 VkDescriptorPoolCreateInfo pool_info = {};
1045 pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
1046 pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
1047 pool_info.maxSets = 1000 * pool_sizes.size();
1048 pool_info.poolSizeCount = static_cast<uint32_t>(pool_sizes.size());
1049 pool_info.pPoolSizes = pool_sizes.data();
1050
1051 VKUTIL_CHECK_RESULT(vkCreateDescriptorPool(device, &pool_info, nullptr, &imguiDescriptorPool),
1052 "failed to create IMGUI descriptor pool!");
1053
1054 // TODO: Do this in one place and save it instead of redoing it every time I need a queue family index
1055 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, vulkanSurface);
1056
1057 // Setup Dear ImGui context
1058 IMGUI_CHECKVERSION();
1059 ImGui::CreateContext();
1060 ImGuiIO& io = ImGui::GetIO();
1061 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
1062 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
1063
1064 // Setup Dear ImGui style
1065 ImGui::StyleColorsDark();
1066 //ImGui::StyleColorsClassic();
1067
1068 // Setup Platform/Renderer bindings
1069 ImGui_ImplSDL2_InitForVulkan(window);
1070 ImGui_ImplVulkan_InitInfo init_info = {};
1071 init_info.Instance = instance;
1072 init_info.PhysicalDevice = physicalDevice;
1073 init_info.Device = device;
1074 init_info.QueueFamily = indices.graphicsFamily.value();
1075 init_info.Queue = graphicsQueue;
1076 init_info.DescriptorPool = imguiDescriptorPool;
1077 init_info.Allocator = nullptr;
1078 init_info.MinImageCount = swapChainMinImageCount;
1079 init_info.ImageCount = swapChainImageCount;
1080 init_info.CheckVkResultFn = check_imgui_vk_result;
1081 ImGui_ImplVulkan_Init(&init_info, renderPass);
1082
1083 // Load Fonts
1084 // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
1085 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
1086 // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
1087 // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
1088 // - Read 'docs/FONTS.md' for more instructions and details.
1089 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
1090 //io.Fonts->AddFontDefault();
1091 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
1092 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
1093 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
1094 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
1095 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
1096 //assert(font != NULL);
1097
1098 // Upload Fonts
1099
1100 VkCommandBuffer commandBuffer = VulkanUtils::beginSingleTimeCommands(device, resourceCommandPool);
1101
1102 ImGui_ImplVulkan_CreateFontsTexture(commandBuffer);
1103
1104 VulkanUtils::endSingleTimeCommands(device, resourceCommandPool, commandBuffer, graphicsQueue);
1105
1106 ImGui_ImplVulkan_DestroyFontUploadObjects();
1107}
1108
1109void VulkanGame::cleanupImGuiOverlay() {
1110 ImGui_ImplVulkan_Shutdown();
1111 ImGui_ImplSDL2_Shutdown();
1112 ImGui::DestroyContext();
1113
1114 vkDestroyDescriptorPool(device, imguiDescriptorPool, nullptr);
1115}
1116
1117void VulkanGame::createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags usages, VkMemoryPropertyFlags properties,
1118 BufferSet& set) {
1119 set.usages = usages;
1120 set.properties = properties;
1121
1122 set.buffers.resize(swapChainImageCount);
1123 set.memory.resize(swapChainImageCount);
1124 set.infoSet.resize(swapChainImageCount);
1125
1126 for (size_t i = 0; i < swapChainImageCount; i++) {
1127 VulkanUtils::createBuffer(device, physicalDevice, bufferSize, usages, properties, set.buffers[i], set.memory[i]);
1128
1129 set.infoSet[i].buffer = set.buffers[i];
1130 set.infoSet[i].offset = 0; // This is the offset from the start of the buffer, so always 0 for now
1131 set.infoSet[i].range = bufferSize; // Size of the update starting from offset, or VK_WHOLE_SIZE
1132 }
1133}
1134
1135void VulkanGame::renderFrame(ImDrawData* draw_data) {
1136 VkResult result = vkAcquireNextImageKHR(device, swapChain, numeric_limits<uint64_t>::max(),
1137 imageAcquiredSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex);
1138
1139 if (result == VK_SUBOPTIMAL_KHR) {
1140 shouldRecreateSwapChain = true;
1141 } else if (result == VK_ERROR_OUT_OF_DATE_KHR) {
1142 shouldRecreateSwapChain = true;
1143 return;
1144 } else {
1145 VKUTIL_CHECK_RESULT(result, "failed to acquire swap chain image!");
1146 }
1147
1148 VKUTIL_CHECK_RESULT(
1149 vkWaitForFences(device, 1, &inFlightFences[imageIndex], VK_TRUE, numeric_limits<uint64_t>::max()),
1150 "failed waiting for fence!");
1151
1152 VKUTIL_CHECK_RESULT(vkResetFences(device, 1, &inFlightFences[imageIndex]),
1153 "failed to reset fence!");
1154
1155 VKUTIL_CHECK_RESULT(vkResetCommandPool(device, commandPools[imageIndex], 0),
1156 "failed to reset command pool!");
1157
1158 VkCommandBufferBeginInfo beginInfo = {};
1159 beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
1160 beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
1161
1162 VKUTIL_CHECK_RESULT(vkBeginCommandBuffer(commandBuffers[imageIndex], &beginInfo),
1163 "failed to begin recording command buffer!");
1164
1165 VkRenderPassBeginInfo renderPassInfo = {};
1166 renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
1167 renderPassInfo.renderPass = renderPass;
1168 renderPassInfo.framebuffer = swapChainFramebuffers[imageIndex];
1169 renderPassInfo.renderArea.offset = { 0, 0 };
1170 renderPassInfo.renderArea.extent = swapChainExtent;
1171
1172 array<VkClearValue, 2> clearValues = {};
1173 clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
1174 clearValues[1].depthStencil = { 1.0f, 0 };
1175
1176 renderPassInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
1177 renderPassInfo.pClearValues = clearValues.data();
1178
1179 vkCmdBeginRenderPass(commandBuffers[imageIndex], &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);
1180
1181 // TODO: Find a more elegant, per-screen solution for this
1182 if (currentRenderScreenFn == &VulkanGame::renderGameScreen) {
1183 modelPipeline.createRenderCommands(commandBuffers[imageIndex], imageIndex, {});
1184
1185
1186
1187
1188 }
1189
1190 ImGui_ImplVulkan_RenderDrawData(draw_data, commandBuffers[imageIndex]);
1191
1192 vkCmdEndRenderPass(commandBuffers[imageIndex]);
1193
1194 VKUTIL_CHECK_RESULT(vkEndCommandBuffer(commandBuffers[imageIndex]),
1195 "failed to record command buffer!");
1196
1197 VkSemaphore waitSemaphores[] = { imageAcquiredSemaphores[currentFrame] };
1198 VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT };
1199 VkSemaphore signalSemaphores[] = { renderCompleteSemaphores[currentFrame] };
1200
1201 VkSubmitInfo submitInfo = {};
1202 submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
1203 submitInfo.waitSemaphoreCount = 1;
1204 submitInfo.pWaitSemaphores = waitSemaphores;
1205 submitInfo.pWaitDstStageMask = waitStages;
1206 submitInfo.commandBufferCount = 1;
1207 submitInfo.pCommandBuffers = &commandBuffers[imageIndex];
1208 submitInfo.signalSemaphoreCount = 1;
1209 submitInfo.pSignalSemaphores = signalSemaphores;
1210
1211 VKUTIL_CHECK_RESULT(vkQueueSubmit(graphicsQueue, 1, &submitInfo, inFlightFences[imageIndex]),
1212 "failed to submit draw command buffer!");
1213}
1214
1215void VulkanGame::presentFrame() {
1216 VkSemaphore signalSemaphores[] = { renderCompleteSemaphores[currentFrame] };
1217
1218 VkPresentInfoKHR presentInfo = {};
1219 presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
1220 presentInfo.waitSemaphoreCount = 1;
1221 presentInfo.pWaitSemaphores = signalSemaphores;
1222 presentInfo.swapchainCount = 1;
1223 presentInfo.pSwapchains = &swapChain;
1224 presentInfo.pImageIndices = &imageIndex;
1225 presentInfo.pResults = nullptr;
1226
1227 VkResult result = vkQueuePresentKHR(presentQueue, &presentInfo);
1228
1229 if (result == VK_SUBOPTIMAL_KHR) {
1230 shouldRecreateSwapChain = true;
1231 } else if (result == VK_ERROR_OUT_OF_DATE_KHR) {
1232 shouldRecreateSwapChain = true;
1233 return;
1234 } else {
1235 VKUTIL_CHECK_RESULT(result, "failed to present swap chain image!");
1236 }
1237
1238 currentFrame = (currentFrame + 1) % swapChainImageCount;
1239}
1240
1241void VulkanGame::recreateSwapChain() {
1242 if (vkDeviceWaitIdle(device) != VK_SUCCESS) {
1243 throw runtime_error("failed to wait for device!");
1244 }
1245
1246 cleanupSwapChain();
1247
1248 createSwapChain();
1249 createImageViews();
1250
1251 // The depth buffer does need to be recreated with the swap chain since its dimensions depend on the window size
1252 // and resizing the window is a common reason to recreate the swapchain
1253 VulkanUtils::createDepthImage(device, physicalDevice, resourceCommandPool, findDepthFormat(), swapChainExtent,
1254 depthImage, graphicsQueue);
1255
1256 createRenderPass();
1257 createCommandPools();
1258 createFramebuffers();
1259 createCommandBuffers();
1260 createSyncObjects();
1261
1262 // TODO: Move UBO creation/management into GraphicsPipeline_Vulkan, like I did with SSBOs
1263 // TODO: Check if the shader stages and maybe some other properties of the pipeline can be re-used
1264 // instead of recreated every time
1265
1266 createBufferSet(sizeof(UBO_VP_mats),
1267 VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
1268 uniformBuffers_modelPipeline);
1269
1270 modelPipeline.updateRenderPass(renderPass);
1271 modelPipeline.createPipeline("shaders/model-vert.spv", "shaders/model-frag.spv");
1272 modelPipeline.createDescriptorPool(swapChainImages.size());
1273 modelPipeline.createDescriptorSets(swapChainImages.size());
1274
1275 imageIndex = 0;
1276}
1277
1278void VulkanGame::cleanupSwapChain() {
1279 VulkanUtils::destroyVulkanImage(device, depthImage);
1280
1281 for (VkFramebuffer framebuffer : swapChainFramebuffers) {
1282 vkDestroyFramebuffer(device, framebuffer, nullptr);
1283 }
1284
1285 for (uint32_t i = 0; i < swapChainImageCount; i++) {
1286 vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
1287 vkDestroyCommandPool(device, commandPools[i], nullptr);
1288 }
1289
1290 modelPipeline.cleanup();
1291
1292 for (size_t i = 0; i < uniformBuffers_modelPipeline.buffers.size(); i++) {
1293 vkDestroyBuffer(device, uniformBuffers_modelPipeline.buffers[i], nullptr);
1294 vkFreeMemory(device, uniformBuffers_modelPipeline.memory[i], nullptr);
1295 }
1296
1297 for (uint32_t i = 0; i < swapChainImageCount; i++) {
1298 vkDestroySemaphore(device, imageAcquiredSemaphores[i], nullptr);
1299 vkDestroySemaphore(device, renderCompleteSemaphores[i], nullptr);
1300 vkDestroyFence(device, inFlightFences[i], nullptr);
1301 }
1302
1303 vkDestroyRenderPass(device, renderPass, nullptr);
1304
1305 for (VkImageView imageView : swapChainImageViews) {
1306 vkDestroyImageView(device, imageView, nullptr);
1307 }
1308
1309 vkDestroySwapchainKHR(device, swapChain, nullptr);
1310}
1311
1312void VulkanGame::renderMainScreen(int width, int height) {
1313 {
1314 int padding = 4;
1315 ImGui::SetNextWindowPos(vec2(-padding, -padding), ImGuiCond_Once);
1316 ImGui::SetNextWindowSize(vec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Always);
1317 ImGui::Begin("WndMain", nullptr,
1318 ImGuiWindowFlags_NoTitleBar |
1319 ImGuiWindowFlags_NoResize |
1320 ImGuiWindowFlags_NoMove);
1321
1322 ButtonImGui btn("New Game");
1323
1324 ImGui::InvisibleButton("", vec2(10, height / 6));
1325 if (btn.draw((width - btn.getWidth()) / 2)) {
1326 goToScreen(&VulkanGame::renderGameScreen);
1327 }
1328
1329 ButtonImGui btn2("Quit");
1330
1331 ImGui::InvisibleButton("", vec2(10, 15));
1332 if (btn2.draw((width - btn2.getWidth()) / 2)) {
1333 quitGame();
1334 }
1335
1336 ImGui::End();
1337 }
1338}
1339
1340void VulkanGame::renderGameScreen(int width, int height) {
1341 {
1342 ImGui::SetNextWindowSize(vec2(130, 65), ImGuiCond_Once);
1343 ImGui::SetNextWindowPos(vec2(10, 50), ImGuiCond_Once);
1344 ImGui::Begin("WndStats", nullptr,
1345 ImGuiWindowFlags_NoTitleBar |
1346 ImGuiWindowFlags_NoResize |
1347 ImGuiWindowFlags_NoMove);
1348
1349 //ImGui::Text(ImGui::GetIO().Framerate);
1350 renderGuiValueList(valueLists["stats value list"]);
1351
1352 ImGui::End();
1353 }
1354
1355 {
1356 ImGui::SetNextWindowSize(vec2(250, 35), ImGuiCond_Once);
1357 ImGui::SetNextWindowPos(vec2(width - 260, 10), ImGuiCond_Always);
1358 ImGui::Begin("WndMenubar", nullptr,
1359 ImGuiWindowFlags_NoTitleBar |
1360 ImGuiWindowFlags_NoResize |
1361 ImGuiWindowFlags_NoMove);
1362 ImGui::InvisibleButton("", vec2(155, 18));
1363 ImGui::SameLine();
1364 if (ImGui::Button("Main Menu")) {
1365 goToScreen(&VulkanGame::renderMainScreen);
1366 }
1367 ImGui::End();
1368 }
1369
1370 {
1371 ImGui::SetNextWindowSize(vec2(200, 200), ImGuiCond_Once);
1372 ImGui::SetNextWindowPos(vec2(width - 210, 60), ImGuiCond_Always);
1373 ImGui::Begin("WndDebug", nullptr,
1374 ImGuiWindowFlags_NoTitleBar |
1375 ImGuiWindowFlags_NoResize |
1376 ImGuiWindowFlags_NoMove);
1377
1378 renderGuiValueList(valueLists["debug value list"]);
1379
1380 ImGui::End();
1381 }
1382}
1383
1384void VulkanGame::initGuiValueLists(map<string, vector<UIValue>>& valueLists) {
1385 valueLists["stats value list"] = vector<UIValue>();
1386 valueLists["debug value list"] = vector<UIValue>();
1387}
1388
1389// TODO: Probably turn this into a UI widget class
1390void VulkanGame::renderGuiValueList(vector<UIValue>& values) {
1391 float maxWidth = 0.0f;
1392 float cursorStartPos = ImGui::GetCursorPosX();
1393
1394 for (vector<UIValue>::iterator it = values.begin(); it != values.end(); it++) {
1395 float textWidth = ImGui::CalcTextSize(it->label.c_str()).x;
1396
1397 if (maxWidth < textWidth)
1398 maxWidth = textWidth;
1399 }
1400
1401 stringstream ss;
1402
1403 // TODO: Possibly implement this based on gui/ui-value.hpp instead and use templates
1404 // to keep track of the type. This should make it a bit easier to use and maintain
1405 // Also, implement this in a way that's agnostic to the UI renderer.
1406 for (vector<UIValue>::iterator it = values.begin(); it != values.end(); it++) {
1407 ss.str("");
1408 ss.clear();
1409
1410 switch (it->type) {
1411 case UIVALUE_INT:
1412 ss << it->label << ": " << *(unsigned int*)it->value;
1413 break;
1414 case UIVALUE_DOUBLE:
1415 ss << it->label << ": " << *(double*)it->value;
1416 break;
1417 }
1418
1419 float textWidth = ImGui::CalcTextSize(it->label.c_str()).x;
1420
1421 ImGui::SetCursorPosX(cursorStartPos + maxWidth - textWidth);
1422 //ImGui::Text("%s", ss.str().c_str());
1423 ImGui::Text("%s: %.1f", it->label.c_str(), *(float*)it->value);
1424 }
1425}
1426
1427void VulkanGame::goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height)) {
1428 currentRenderScreenFn = renderScreenFn;
1429
1430 // TODO: Maybe just set shouldRecreateSwapChain to true instead. Check this render loop logic
1431 // to make sure there'd be no issues
1432 //recreateSwapChain();
1433}
1434
1435void VulkanGame::quitGame() {
1436 done = true;
1437}
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