source: opengl-game/sdl-game.cpp@ 28ea92f

feature/imgui-sdl
Last change on this file since 28ea92f was 28ea92f, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

Rename the flag for recreating the swap chain to shouldRecreateSwapChain in both VulkanGame and SDLGame

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File size: 37.5 KB
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1#include "sdl-game.hpp"
2
3#include <array>
4#include <iostream>
5#include <set>
6#include <stdexcept>
7
8#include <SDL2/SDL_vulkan.h>
9
10#include "IMGUI/imgui_impl_sdl.h"
11
12#include "logger.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 return VK_FALSE;
40}
41
42VulkanGame::VulkanGame() {
43 // TODO: Double-check whether initialization should happen in the header, where the variables are declared, or here
44 // Also, decide whether to use this-> for all instance variables, or only when necessary
45
46 this->debugMessenger = VK_NULL_HANDLE;
47
48 this->gui = nullptr;
49 this->window = nullptr;
50
51 this->swapChainPresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
52 this->swapChainMinImageCount = 0;
53}
54
55VulkanGame::~VulkanGame() {
56}
57
58void VulkanGame::run(int width, int height, unsigned char guiFlags) {
59 cout << "DEBUGGING IS " << (ENABLE_VALIDATION_LAYERS ? "ON" : "OFF") << endl;
60
61 cout << "Vulkan Game" << endl;
62
63 if (initUI(width, height, guiFlags) == RTWO_ERROR) {
64 return;
65 }
66
67 initVulkan();
68
69 // Create Descriptor Pool
70 {
71 VkDescriptorPoolSize pool_sizes[] =
72 {
73 { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
74 { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
75 { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
76 { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
77 { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
78 { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
79 { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
80 { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
81 { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
82 { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
83 { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
84 };
85 VkDescriptorPoolCreateInfo pool_info = {};
86 pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
87 pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
88 pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
89 pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
90 pool_info.pPoolSizes = pool_sizes;
91
92 VKUTIL_CHECK_RESULT(vkCreateDescriptorPool(device, &pool_info, nullptr, &descriptorPool),
93 "failed to create descriptor pool");
94 }
95
96 // TODO: Do this in one place and save it instead of redoing it every time I need a queue family index
97 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, surface);
98
99 // Setup Dear ImGui context
100 IMGUI_CHECKVERSION();
101 ImGui::CreateContext();
102 ImGuiIO& io = ImGui::GetIO();
103 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
104 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
105
106 // Setup Dear ImGui style
107 ImGui::StyleColorsDark();
108 //ImGui::StyleColorsClassic();
109
110 // Setup Platform/Renderer bindings
111 ImGui_ImplSDL2_InitForVulkan(window);
112 ImGui_ImplVulkan_InitInfo init_info = {};
113 init_info.Instance = instance;
114 init_info.PhysicalDevice = physicalDevice;
115 init_info.Device = device;
116 init_info.QueueFamily = indices.graphicsFamily.value();
117 init_info.Queue = graphicsQueue;
118 init_info.DescriptorPool = descriptorPool;
119 init_info.Allocator = nullptr;
120 init_info.MinImageCount = swapChainMinImageCount;
121 init_info.ImageCount = swapChainImageCount;
122 init_info.CheckVkResultFn = check_imgui_vk_result;
123 ImGui_ImplVulkan_Init(&init_info, renderPass);
124
125 // Load Fonts
126 // - 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.
127 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
128 // - 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).
129 // - 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.
130 // - Read 'docs/FONTS.md' for more instructions and details.
131 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
132 //io.Fonts->AddFontDefault();
133 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
134 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
135 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
136 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
137 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
138 //assert(font != NULL);
139
140 // Upload Fonts
141 {
142 VkCommandBuffer commandBuffer = VulkanUtils::beginSingleTimeCommands(device, resourceCommandPool);
143
144 ImGui_ImplVulkan_CreateFontsTexture(commandBuffer);
145
146 VulkanUtils::endSingleTimeCommands(device, resourceCommandPool, commandBuffer, graphicsQueue);
147
148 ImGui_ImplVulkan_DestroyFontUploadObjects();
149 }
150
151 // Our state
152 bool show_demo_window = true;
153 bool show_another_window = false;
154
155 done = false;
156 while (!done) {
157 // Poll and handle events (inputs, window resize, etc.)
158 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
159 // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
160 // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
161 // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
162 SDL_Event event;
163 while (SDL_PollEvent(&event)) {
164 ImGui_ImplSDL2_ProcessEvent(&event);
165 if (event.type == SDL_QUIT)
166 done = true;
167 if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
168 done = true;
169 }
170
171 // Resize swap chain?
172 if (shouldRecreateSwapChain) {
173 int width, height;
174 SDL_GetWindowSize(window, &width, &height);
175 if (width > 0 && height > 0) {
176 // TODO: This should be used if the min image count changes, presumably because a new surface was created
177 // with a different image count or something like that. Maybe I want to add code to query for a new min image count
178 // during swapchain recreation to take advantage of this
179 ImGui_ImplVulkan_SetMinImageCount(swapChainMinImageCount);
180
181 recreateSwapChain();
182
183 imageIndex = 0;
184 shouldRecreateSwapChain = false;
185 }
186 }
187
188 // Start the Dear ImGui frame
189 ImGui_ImplVulkan_NewFrame();
190 ImGui_ImplSDL2_NewFrame(window);
191 ImGui::NewFrame();
192
193 // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
194 if (show_demo_window)
195 ImGui::ShowDemoWindow(&show_demo_window);
196
197 // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
198 {
199 static int counter = 0;
200
201 ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
202
203 ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
204 ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
205 ImGui::Checkbox("Another Window", &show_another_window);
206
207 if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
208 counter++;
209 ImGui::SameLine();
210 ImGui::Text("counter = %d", counter);
211
212 ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
213 ImGui::End();
214 }
215
216 // 3. Show another simple window.
217 if (show_another_window)
218 {
219 ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
220 ImGui::Text("Hello from another window!");
221 if (ImGui::Button("Close Me"))
222 show_another_window = false;
223 ImGui::End();
224 }
225
226 // Rendering
227 ImGui::Render();
228 ImDrawData* draw_data = ImGui::GetDrawData();
229 const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
230 if (!is_minimized) {
231 renderFrame(draw_data);
232 presentFrame();
233 }
234 }
235
236 cleanup();
237
238 close_log();
239}
240
241bool VulkanGame::initUI(int width, int height, unsigned char guiFlags) {
242 // TODO: Create a game-gui function to get the gui version and retrieve it that way
243
244 SDL_VERSION(&sdlVersion); // This gets the compile-time version
245 SDL_GetVersion(&sdlVersion); // This gets the runtime version
246
247 cout << "SDL " <<
248 to_string(sdlVersion.major) << "." <<
249 to_string(sdlVersion.minor) << "." <<
250 to_string(sdlVersion.patch) << endl;
251
252 // TODO: Refactor the logger api to be more flexible,
253 // esp. since gl_log() and gl_log_err() have issues printing anything besides strings
254 restart_gl_log();
255 gl_log("starting SDL\n%s.%s.%s",
256 to_string(sdlVersion.major).c_str(),
257 to_string(sdlVersion.minor).c_str(),
258 to_string(sdlVersion.patch).c_str());
259
260 // TODO: Use open_Log() and related functions instead of gl_log ones
261 // TODO: In addition, delete the gl_log functions
262 open_log();
263 get_log() << "starting SDL" << endl;
264 get_log() <<
265 (int)sdlVersion.major << "." <<
266 (int)sdlVersion.minor << "." <<
267 (int)sdlVersion.patch << endl;
268
269 // TODO: Put all fonts, textures, and images in the assets folder
270 gui = new GameGui_SDL();
271
272 if (gui->init() == RTWO_ERROR) {
273 // TODO: Also print these sorts of errors to the log
274 cout << "UI library could not be initialized!" << endl;
275 cout << gui->getError() << endl;
276 return RTWO_ERROR;
277 }
278
279 window = (SDL_Window*)gui->createWindow("Vulkan Game", width, height, guiFlags & GUI_FLAGS_WINDOW_FULLSCREEN);
280 if (window == nullptr) {
281 cout << "Window could not be created!" << endl;
282 cout << gui->getError() << endl;
283 return RTWO_ERROR;
284 }
285
286 cout << "Target window size: (" << width << ", " << height << ")" << endl;
287 cout << "Actual window size: (" << gui->getWindowWidth() << ", " << gui->getWindowHeight() << ")" << endl;
288
289 return RTWO_SUCCESS;
290}
291
292void VulkanGame::initVulkan() {
293 const vector<const char*> validationLayers = {
294 "VK_LAYER_KHRONOS_validation"
295 };
296 const vector<const char*> deviceExtensions = {
297 VK_KHR_SWAPCHAIN_EXTENSION_NAME
298 };
299
300 createVulkanInstance(validationLayers);
301 setupDebugMessenger();
302 createVulkanSurface();
303 pickPhysicalDevice(deviceExtensions);
304 createLogicalDevice(validationLayers, deviceExtensions);
305 chooseSwapChainProperties();
306 createSwapChain();
307 createImageViews();
308 createRenderPass();
309 createResourceCommandPool();
310
311 createCommandPools();
312
313 VulkanUtils::createDepthImage(device, physicalDevice, resourceCommandPool, findDepthFormat(), swapChainExtent,
314 depthImage, graphicsQueue);
315
316 createFramebuffers();
317
318 // TODO: Initialize pipelines here
319
320 createCommandBuffers();
321
322 createSyncObjects();
323}
324
325void VulkanGame::cleanup() {
326 // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
327 //vkQueueWaitIdle(g_Queue);
328 if (vkDeviceWaitIdle(device) != VK_SUCCESS) {
329 throw runtime_error("failed to wait for device!");
330 }
331
332 ImGui_ImplVulkan_Shutdown();
333 ImGui_ImplSDL2_Shutdown();
334 ImGui::DestroyContext();
335
336 cleanupSwapChain();
337
338 // this would actually be destroyed in the pipeline class
339 vkDestroyDescriptorPool(device, descriptorPool, nullptr);
340
341 vkDestroyCommandPool(device, resourceCommandPool, nullptr);
342
343 vkDestroyDevice(device, nullptr);
344 vkDestroySurfaceKHR(instance, surface, nullptr);
345
346 if (ENABLE_VALIDATION_LAYERS) {
347 VulkanUtils::destroyDebugUtilsMessengerEXT(instance, debugMessenger, nullptr);
348 }
349
350 vkDestroyInstance(instance, nullptr);
351
352 gui->destroyWindow();
353 gui->shutdown();
354 delete gui;
355}
356
357void VulkanGame::createVulkanInstance(const vector<const char*>& validationLayers) {
358 if (ENABLE_VALIDATION_LAYERS && !VulkanUtils::checkValidationLayerSupport(validationLayers)) {
359 throw runtime_error("validation layers requested, but not available!");
360 }
361
362 VkApplicationInfo appInfo = {};
363 appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
364 appInfo.pApplicationName = "Vulkan Game";
365 appInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0);
366 appInfo.pEngineName = "No Engine";
367 appInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0);
368 appInfo.apiVersion = VK_API_VERSION_1_0;
369
370 VkInstanceCreateInfo createInfo = {};
371 createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
372 createInfo.pApplicationInfo = &appInfo;
373
374 vector<const char*> extensions = gui->getRequiredExtensions();
375 if (ENABLE_VALIDATION_LAYERS) {
376 extensions.push_back(VK_EXT_DEBUG_UTILS_EXTENSION_NAME);
377 }
378
379 createInfo.enabledExtensionCount = static_cast<uint32_t>(extensions.size());
380 createInfo.ppEnabledExtensionNames = extensions.data();
381
382 cout << endl << "Extensions:" << endl;
383 for (const char* extensionName : extensions) {
384 cout << extensionName << endl;
385 }
386 cout << endl;
387
388 VkDebugUtilsMessengerCreateInfoEXT debugCreateInfo;
389 if (ENABLE_VALIDATION_LAYERS) {
390 createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size());
391 createInfo.ppEnabledLayerNames = validationLayers.data();
392
393 populateDebugMessengerCreateInfo(debugCreateInfo);
394 createInfo.pNext = &debugCreateInfo;
395 }
396 else {
397 createInfo.enabledLayerCount = 0;
398
399 createInfo.pNext = nullptr;
400 }
401
402 if (vkCreateInstance(&createInfo, nullptr, &instance) != VK_SUCCESS) {
403 throw runtime_error("failed to create instance!");
404 }
405}
406
407void VulkanGame::setupDebugMessenger() {
408 if (!ENABLE_VALIDATION_LAYERS) {
409 return;
410 }
411
412 VkDebugUtilsMessengerCreateInfoEXT createInfo;
413 populateDebugMessengerCreateInfo(createInfo);
414
415 if (VulkanUtils::createDebugUtilsMessengerEXT(instance, &createInfo, nullptr, &debugMessenger) != VK_SUCCESS) {
416 throw runtime_error("failed to set up debug messenger!");
417 }
418}
419
420void VulkanGame::populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo) {
421 createInfo = {};
422 createInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT;
423 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;
424 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;
425 createInfo.pfnUserCallback = debugCallback;
426}
427
428void VulkanGame::createVulkanSurface() {
429 if (gui->createVulkanSurface(instance, &surface) == RTWO_ERROR) {
430 throw runtime_error("failed to create window surface!");
431 }
432}
433
434void VulkanGame::pickPhysicalDevice(const vector<const char*>& deviceExtensions) {
435 uint32_t deviceCount = 0;
436 // TODO: Check VkResult
437 vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);
438
439 if (deviceCount == 0) {
440 throw runtime_error("failed to find GPUs with Vulkan support!");
441 }
442
443 vector<VkPhysicalDevice> devices(deviceCount);
444 // TODO: Check VkResult
445 vkEnumeratePhysicalDevices(instance, &deviceCount, devices.data());
446
447 cout << endl << "Graphics cards:" << endl;
448 for (const VkPhysicalDevice& device : devices) {
449 if (isDeviceSuitable(device, deviceExtensions)) {
450 physicalDevice = device;
451 break;
452 }
453 }
454 cout << endl;
455
456 if (physicalDevice == VK_NULL_HANDLE) {
457 throw runtime_error("failed to find a suitable GPU!");
458 }
459}
460
461bool VulkanGame::isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions) {
462 VkPhysicalDeviceProperties deviceProperties;
463 vkGetPhysicalDeviceProperties(physicalDevice, &deviceProperties);
464
465 cout << "Device: " << deviceProperties.deviceName << endl;
466
467 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, surface);
468 bool extensionsSupported = VulkanUtils::checkDeviceExtensionSupport(physicalDevice, deviceExtensions);
469 bool swapChainAdequate = false;
470
471 if (extensionsSupported) {
472 vector<VkSurfaceFormatKHR> formats = VulkanUtils::querySwapChainFormats(physicalDevice, surface);
473 vector<VkPresentModeKHR> presentModes = VulkanUtils::querySwapChainPresentModes(physicalDevice, surface);
474
475 swapChainAdequate = !formats.empty() && !presentModes.empty();
476 }
477
478 VkPhysicalDeviceFeatures supportedFeatures;
479 vkGetPhysicalDeviceFeatures(physicalDevice, &supportedFeatures);
480
481 return indices.isComplete() && extensionsSupported && swapChainAdequate && supportedFeatures.samplerAnisotropy;
482}
483
484void VulkanGame::createLogicalDevice(const vector<const char*>& validationLayers,
485 const vector<const char*>& deviceExtensions) {
486 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, surface);
487
488 if (!indices.isComplete()) {
489 throw runtime_error("failed to find required queue families!");
490 }
491
492 // TODO: Using separate graphics and present queues currently works, but I should verify that I'm
493 // using them correctly to get the most benefit out of separate queues
494
495 vector<VkDeviceQueueCreateInfo> queueCreateInfoList;
496 set<uint32_t> uniqueQueueFamilies = { indices.graphicsFamily.value(), indices.presentFamily.value() };
497
498 float queuePriority = 1.0f;
499 for (uint32_t queueFamily : uniqueQueueFamilies) {
500 VkDeviceQueueCreateInfo queueCreateInfo = {};
501 queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
502 queueCreateInfo.queueCount = 1;
503 queueCreateInfo.queueFamilyIndex = queueFamily;
504 queueCreateInfo.pQueuePriorities = &queuePriority;
505
506 queueCreateInfoList.push_back(queueCreateInfo);
507 }
508
509 VkPhysicalDeviceFeatures deviceFeatures = {};
510 deviceFeatures.samplerAnisotropy = VK_TRUE;
511
512 VkDeviceCreateInfo createInfo = {};
513 createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
514
515 createInfo.queueCreateInfoCount = static_cast<uint32_t>(queueCreateInfoList.size());
516 createInfo.pQueueCreateInfos = queueCreateInfoList.data();
517
518 createInfo.pEnabledFeatures = &deviceFeatures;
519
520 createInfo.enabledExtensionCount = static_cast<uint32_t>(deviceExtensions.size());
521 createInfo.ppEnabledExtensionNames = deviceExtensions.data();
522
523 // These fields are ignored by up-to-date Vulkan implementations,
524 // but it's a good idea to set them for backwards compatibility
525 if (ENABLE_VALIDATION_LAYERS) {
526 createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size());
527 createInfo.ppEnabledLayerNames = validationLayers.data();
528 }
529 else {
530 createInfo.enabledLayerCount = 0;
531 }
532
533 if (vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS) {
534 throw runtime_error("failed to create logical device!");
535 }
536
537 vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue);
538 vkGetDeviceQueue(device, indices.presentFamily.value(), 0, &presentQueue);
539}
540
541void VulkanGame::chooseSwapChainProperties() {
542 vector<VkSurfaceFormatKHR> availableFormats = VulkanUtils::querySwapChainFormats(physicalDevice, surface);
543 vector<VkPresentModeKHR> availablePresentModes = VulkanUtils::querySwapChainPresentModes(physicalDevice, surface);
544
545 // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation
546 // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format
547 // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40,
548 // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used.
549 swapChainSurfaceFormat = VulkanUtils::chooseSwapSurfaceFormat(availableFormats,
550 { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM },
551 VK_COLOR_SPACE_SRGB_NONLINEAR_KHR);
552
553#ifdef IMGUI_UNLIMITED_FRAME_RATE
554 vector<VkPresentModeKHR> presentModes{
555 VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR
556 };
557#else
558 vector<VkPresentModeKHR> presentModes{ VK_PRESENT_MODE_FIFO_KHR };
559#endif
560
561 swapChainPresentMode = VulkanUtils::chooseSwapPresentMode(availablePresentModes, presentModes);
562
563 cout << "[vulkan] Selected PresentMode = " << swapChainPresentMode << endl;
564
565 VkSurfaceCapabilitiesKHR capabilities = VulkanUtils::querySwapChainCapabilities(physicalDevice, surface);
566
567 // If min image count was not specified, request different count of images dependent on selected present mode
568 if (swapChainMinImageCount == 0) {
569 if (swapChainPresentMode == VK_PRESENT_MODE_MAILBOX_KHR) {
570 swapChainMinImageCount = 3;
571 }
572 else if (swapChainPresentMode == VK_PRESENT_MODE_FIFO_KHR || swapChainPresentMode == VK_PRESENT_MODE_FIFO_RELAXED_KHR) {
573 swapChainMinImageCount = 2;
574 }
575 else if (swapChainPresentMode == VK_PRESENT_MODE_IMMEDIATE_KHR) {
576 swapChainMinImageCount = 1;
577 }
578 else {
579 throw runtime_error("unexpected present mode!");
580 }
581 }
582
583 if (swapChainMinImageCount < capabilities.minImageCount) {
584 swapChainMinImageCount = capabilities.minImageCount;
585 }
586 else if (capabilities.maxImageCount != 0 && swapChainMinImageCount > capabilities.maxImageCount) {
587 swapChainMinImageCount = capabilities.maxImageCount;
588 }
589}
590
591void VulkanGame::createSwapChain() {
592 VkSurfaceCapabilitiesKHR capabilities = VulkanUtils::querySwapChainCapabilities(physicalDevice, surface);
593
594 swapChainExtent = VulkanUtils::chooseSwapExtent(capabilities, gui->getWindowWidth(), gui->getWindowHeight());
595
596 VkSwapchainCreateInfoKHR createInfo = {};
597 createInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
598 createInfo.surface = surface;
599 createInfo.minImageCount = swapChainMinImageCount;
600 createInfo.imageFormat = swapChainSurfaceFormat.format;
601 createInfo.imageColorSpace = swapChainSurfaceFormat.colorSpace;
602 createInfo.imageExtent = swapChainExtent;
603 createInfo.imageArrayLayers = 1;
604 createInfo.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
605
606 // TODO: Maybe save this result so I don't have to recalculate it every time
607 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, surface);
608 uint32_t queueFamilyIndices[] = { indices.graphicsFamily.value(), indices.presentFamily.value() };
609
610 if (indices.graphicsFamily != indices.presentFamily) {
611 createInfo.imageSharingMode = VK_SHARING_MODE_CONCURRENT;
612 createInfo.queueFamilyIndexCount = 2;
613 createInfo.pQueueFamilyIndices = queueFamilyIndices;
614 }
615 else {
616 createInfo.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
617 createInfo.queueFamilyIndexCount = 0;
618 createInfo.pQueueFamilyIndices = nullptr;
619 }
620
621 createInfo.preTransform = capabilities.currentTransform;
622 createInfo.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
623 createInfo.presentMode = swapChainPresentMode;
624 createInfo.clipped = VK_TRUE;
625 createInfo.oldSwapchain = VK_NULL_HANDLE;
626
627 if (vkCreateSwapchainKHR(device, &createInfo, nullptr, &swapChain) != VK_SUCCESS) {
628 throw runtime_error("failed to create swap chain!");
629 }
630
631 if (vkGetSwapchainImagesKHR(device, swapChain, &swapChainImageCount, nullptr) != VK_SUCCESS) {
632 throw runtime_error("failed to get swap chain image count!");
633 }
634
635 swapChainImages.resize(swapChainImageCount);
636 if (vkGetSwapchainImagesKHR(device, swapChain, &swapChainImageCount, swapChainImages.data()) != VK_SUCCESS) {
637 throw runtime_error("failed to get swap chain images!");
638 }
639}
640
641void VulkanGame::createImageViews() {
642 swapChainImageViews.resize(swapChainImageCount);
643
644 for (uint32_t i = 0; i < swapChainImageViews.size(); i++) {
645 swapChainImageViews[i] = VulkanUtils::createImageView(device, swapChainImages[i], swapChainSurfaceFormat.format,
646 VK_IMAGE_ASPECT_COLOR_BIT);
647 }
648}
649
650void VulkanGame::createRenderPass() {
651 VkAttachmentDescription colorAttachment = {};
652 colorAttachment.format = swapChainSurfaceFormat.format;
653 colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
654 colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Set to VK_ATTACHMENT_LOAD_OP_DONT_CARE to disable clearing
655 colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
656 colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
657 colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
658 colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
659 colorAttachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
660
661 VkAttachmentReference colorAttachmentRef = {};
662 colorAttachmentRef.attachment = 0;
663 colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
664
665 VkAttachmentDescription depthAttachment = {};
666 depthAttachment.format = findDepthFormat();
667 depthAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
668 depthAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
669 depthAttachment.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
670 depthAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
671 depthAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
672 depthAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
673 depthAttachment.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
674
675 VkAttachmentReference depthAttachmentRef = {};
676 depthAttachmentRef.attachment = 1;
677 depthAttachmentRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
678
679 VkSubpassDescription subpass = {};
680 subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
681 subpass.colorAttachmentCount = 1;
682 subpass.pColorAttachments = &colorAttachmentRef;
683 //subpass.pDepthStencilAttachment = &depthAttachmentRef;
684
685 VkSubpassDependency dependency = {};
686 dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
687 dependency.dstSubpass = 0;
688 dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
689 dependency.srcAccessMask = 0;
690 dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
691 dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
692
693 array<VkAttachmentDescription, 2> attachments = { colorAttachment, depthAttachment };
694 VkRenderPassCreateInfo renderPassInfo = {};
695 renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
696 renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
697 renderPassInfo.pAttachments = attachments.data();
698 renderPassInfo.subpassCount = 1;
699 renderPassInfo.pSubpasses = &subpass;
700 renderPassInfo.dependencyCount = 1;
701 renderPassInfo.pDependencies = &dependency;
702
703 if (vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass) != VK_SUCCESS) {
704 throw runtime_error("failed to create render pass!");
705 }
706
707 // We do not create a pipeline by default as this is also used by examples' main.cpp,
708 // but secondary viewport in multi-viewport mode may want to create one with:
709 //ImGui_ImplVulkan_CreatePipeline(device, g_Allocator, VK_NULL_HANDLE, g_MainWindowData.RenderPass, VK_SAMPLE_COUNT_1_BIT, &g_MainWindowData.Pipeline);
710}
711
712VkFormat VulkanGame::findDepthFormat() {
713 return VulkanUtils::findSupportedFormat(
714 physicalDevice,
715 { VK_FORMAT_D32_SFLOAT, VK_FORMAT_D32_SFLOAT_S8_UINT, VK_FORMAT_D24_UNORM_S8_UINT },
716 VK_IMAGE_TILING_OPTIMAL,
717 VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
718 );
719}
720
721void VulkanGame::createResourceCommandPool() {
722 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, surface);
723
724 VkCommandPoolCreateInfo poolInfo = {};
725 poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
726 poolInfo.queueFamilyIndex = indices.graphicsFamily.value();
727 poolInfo.flags = 0;
728
729 if (vkCreateCommandPool(device, &poolInfo, nullptr, &resourceCommandPool) != VK_SUCCESS) {
730 throw runtime_error("failed to create resource command pool!");
731 }
732}
733
734void VulkanGame::createCommandPools() {
735 commandPools.resize(swapChainImageCount);
736
737 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, surface);
738
739 for (size_t i = 0; i < swapChainImageCount; i++) {
740 VkCommandPoolCreateInfo poolInfo = {};
741 poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
742 poolInfo.queueFamilyIndex = indices.graphicsFamily.value();
743 poolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
744 if (vkCreateCommandPool(device, &poolInfo, nullptr, &commandPools[i]) != VK_SUCCESS) {
745 throw runtime_error("failed to create graphics command pool!");
746 }
747 }
748}
749
750void VulkanGame::createFramebuffers() {
751 swapChainFramebuffers.resize(swapChainImageCount);
752
753 VkFramebufferCreateInfo framebufferInfo = {};
754 framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
755 framebufferInfo.renderPass = renderPass;
756 framebufferInfo.width = swapChainExtent.width;
757 framebufferInfo.height = swapChainExtent.height;
758 framebufferInfo.layers = 1;
759
760 for (size_t i = 0; i < swapChainImageCount; i++) {
761 array<VkImageView, 2> attachments = {
762 swapChainImageViews[i],
763 depthImage.imageView
764 };
765
766 framebufferInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
767 framebufferInfo.pAttachments = attachments.data();
768
769 if (vkCreateFramebuffer(device, &framebufferInfo, nullptr, &swapChainFramebuffers[i]) != VK_SUCCESS) {
770 throw runtime_error("failed to create framebuffer!");
771 }
772 }
773}
774
775void VulkanGame::createCommandBuffers() {
776 commandBuffers.resize(swapChainImageCount);
777
778 for (size_t i = 0; i < swapChainImageCount; i++) {
779 VkCommandBufferAllocateInfo allocInfo = {};
780 allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
781 allocInfo.commandPool = commandPools[i];
782 allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
783 allocInfo.commandBufferCount = 1;
784
785 if (vkAllocateCommandBuffers(device, &allocInfo, &commandBuffers[i]) != VK_SUCCESS) {
786 throw runtime_error("failed to allocate command buffers!");
787 }
788 }
789}
790
791void VulkanGame::createSyncObjects() {
792 imageAcquiredSemaphores.resize(swapChainImageCount);
793 renderCompleteSemaphores.resize(swapChainImageCount);
794 inFlightFences.resize(swapChainImageCount);
795
796 VkSemaphoreCreateInfo semaphoreInfo = {};
797 semaphoreInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
798
799 VkFenceCreateInfo fenceInfo = {};
800 fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
801 fenceInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
802
803 for (size_t i = 0; i < swapChainImageCount; i++) {
804 if (vkCreateSemaphore(device, &semaphoreInfo, nullptr, &imageAcquiredSemaphores[i]) != VK_SUCCESS) {
805 throw runtime_error("failed to create image acquired sempahore for a frame!");
806 }
807
808 if (vkCreateSemaphore(device, &semaphoreInfo, nullptr, &renderCompleteSemaphores[i]) != VK_SUCCESS) {
809 throw runtime_error("failed to create render complete sempahore for a frame!");
810 }
811
812 if (vkCreateFence(device, &fenceInfo, nullptr, &inFlightFences[i]) != VK_SUCCESS) {
813 throw runtime_error("failed to create fence for a frame!");
814 }
815 }
816}
817
818void VulkanGame::renderFrame(ImDrawData* draw_data) {
819 VkResult result = vkAcquireNextImageKHR(device, swapChain, numeric_limits<uint64_t>::max(),
820 imageAcquiredSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex);
821
822 if (result == VK_ERROR_OUT_OF_DATE_KHR) {
823 shouldRecreateSwapChain = true;
824 return;
825 } else {
826 VKUTIL_CHECK_RESULT(result, "failed to acquire swap chain image!");
827 }
828
829 VKUTIL_CHECK_RESULT(vkWaitForFences(device, 1, &inFlightFences[imageIndex], VK_TRUE, numeric_limits<uint64_t>::max()),
830 "failed waiting for fence!");
831
832 VKUTIL_CHECK_RESULT(vkResetFences(device, 1, &inFlightFences[imageIndex]),
833 "failed to reset fence!");
834
835 // START OF NEW CODE
836 // I don't have analogous code in vulkan-game right now because I record command buffers once
837 // before the render loop ever starts. I should change this
838
839 VKUTIL_CHECK_RESULT(vkResetCommandPool(device, commandPools[imageIndex], 0),
840 "failed to reset command pool!");
841
842 VkCommandBufferBeginInfo info = {};
843 info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
844 info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
845
846 VKUTIL_CHECK_RESULT(vkBeginCommandBuffer(commandBuffers[imageIndex], &info),
847 "failed to begin recording command buffer!");
848
849 VkRenderPassBeginInfo renderPassInfo = {};
850 renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
851 renderPassInfo.renderPass = renderPass;
852 renderPassInfo.framebuffer = swapChainFramebuffers[imageIndex];
853 renderPassInfo.renderArea.extent = swapChainExtent;
854
855 array<VkClearValue, 2> clearValues = {};
856 clearValues[0].color = { { 0.45f, 0.55f, 0.60f, 1.00f } };
857 clearValues[1].depthStencil = { 1.0f, 0 };
858
859 renderPassInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
860 renderPassInfo.pClearValues = clearValues.data();
861
862 vkCmdBeginRenderPass(commandBuffers[imageIndex], &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);
863
864 // Record dear imgui primitives into command buffer
865 ImGui_ImplVulkan_RenderDrawData(draw_data, commandBuffers[imageIndex]);
866
867 // Submit command buffer
868 vkCmdEndRenderPass(commandBuffers[imageIndex]);
869
870 VKUTIL_CHECK_RESULT(vkEndCommandBuffer(commandBuffers[imageIndex]),
871 "failed to record command buffer!");
872
873 // END OF NEW CODE
874
875 VkSemaphore waitSemaphores[] = { imageAcquiredSemaphores[currentFrame] };
876 VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
877 VkSemaphore signalSemaphores[] = { renderCompleteSemaphores[currentFrame] };
878
879 VkSubmitInfo submitInfo = {};
880 submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
881 submitInfo.waitSemaphoreCount = 1;
882 submitInfo.pWaitSemaphores = waitSemaphores;
883 submitInfo.pWaitDstStageMask = &wait_stage;
884 submitInfo.commandBufferCount = 1;
885 submitInfo.pCommandBuffers = &commandBuffers[imageIndex];
886 submitInfo.signalSemaphoreCount = 1;
887 submitInfo.pSignalSemaphores = signalSemaphores;
888
889 VKUTIL_CHECK_RESULT(vkQueueSubmit(graphicsQueue, 1, &submitInfo, inFlightFences[imageIndex]),
890 "failed to submit draw command buffer!");
891}
892
893void VulkanGame::presentFrame() {
894 if (shouldRecreateSwapChain) {
895 return;
896 }
897
898 VkSemaphore signalSemaphores[] = { renderCompleteSemaphores[currentFrame] };
899
900 VkPresentInfoKHR presentInfo = {};
901 presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
902 presentInfo.waitSemaphoreCount = 1;
903 presentInfo.pWaitSemaphores = signalSemaphores;
904 presentInfo.swapchainCount = 1;
905 presentInfo.pSwapchains = &swapChain;
906 presentInfo.pImageIndices = &imageIndex;
907 presentInfo.pResults = nullptr;
908
909 VkResult result = vkQueuePresentKHR(presentQueue, &presentInfo);
910
911 // In vulkan-game, I also handle VK_SUBOPTIMAL_KHR and framebufferResized. g_SwapChainRebuild is kind of similar
912 // to framebufferResized, but not quite the same
913 if (result == VK_ERROR_OUT_OF_DATE_KHR) {
914 shouldRecreateSwapChain = true;
915 return;
916 } else if (result != VK_SUCCESS) {
917 throw runtime_error("failed to present swap chain image!");
918 }
919
920 currentFrame = (currentFrame + 1) % swapChainImageCount;
921}
922
923void VulkanGame::recreateSwapChain() {
924 if (vkDeviceWaitIdle(device) != VK_SUCCESS) {
925 throw runtime_error("failed to wait for device!");
926 }
927
928 cleanupSwapChain();
929
930 createSwapChain();
931 createImageViews();
932 createRenderPass();
933
934 createCommandPools();
935
936 // The depth buffer does need to be recreated with the swap chain since its dimensions depend on the window size
937 // and resizing the window is a common reason to recreate the swapchain
938 VulkanUtils::createDepthImage(device, physicalDevice, resourceCommandPool, findDepthFormat(), swapChainExtent,
939 depthImage, graphicsQueue);
940
941 createFramebuffers();
942
943 // TODO: Update pipelines here
944
945 createCommandBuffers();
946
947 createSyncObjects();
948}
949
950void VulkanGame::cleanupSwapChain() {
951 VulkanUtils::destroyVulkanImage(device, depthImage);
952
953 for (VkFramebuffer framebuffer : swapChainFramebuffers) {
954 vkDestroyFramebuffer(device, framebuffer, nullptr);
955 }
956
957 for (uint32_t i = 0; i < swapChainImageCount; i++) {
958 vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
959 vkDestroyCommandPool(device, commandPools[i], nullptr);
960 }
961
962 for (uint32_t i = 0; i < swapChainImageCount; i++) {
963 vkDestroySemaphore(device, imageAcquiredSemaphores[i], nullptr);
964 vkDestroySemaphore(device, renderCompleteSemaphores[i], nullptr);
965 vkDestroyFence(device, inFlightFences[i], nullptr);
966 }
967
968 vkDestroyRenderPass(device, renderPass, nullptr);
969
970 for (VkImageView imageView : swapChainImageViews) {
971 vkDestroyImageView(device, imageView, nullptr);
972 }
973
974 vkDestroySwapchainKHR(device, swapChain, nullptr);
975}
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