source: opengl-game/sdl-game.cpp@ 5ea0a37

feature/imgui-sdl
Last change on this file since 5ea0a37 was 5ea0a37, checked in by Dmitry Portnoy <dportnoy@…>, 3 years ago

Add a function to VulkanBuffer to return a pointer to the buffer memory, and replace the use of updateBufferSet with copyDataToMemory to update all the data for a single pipeline in one call

  • Property mode set to 100644
File size: 55.9 KB
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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.maxStorageBufferRange,
95 deviceProperties.limits.minStorageBufferOffsetAlignment);
96
97 initImGuiOverlay();
98
99 // TODO: Figure out how much of ubo creation and associated variables should be in the pipeline class
100 // Maybe combine the ubo-related objects into a new class
101
102 initGraphicsPipelines();
103
104 initMatrices();
105
106 modelPipeline.addAttribute(VK_FORMAT_R32G32B32_SFLOAT, offset_of(&ModelVertex::pos));
107 modelPipeline.addAttribute(VK_FORMAT_R32G32B32_SFLOAT, offset_of(&ModelVertex::color));
108 modelPipeline.addAttribute(VK_FORMAT_R32G32_SFLOAT, offset_of(&ModelVertex::texCoord));
109 modelPipeline.addAttribute(VK_FORMAT_R32G32B32_SFLOAT, offset_of(&ModelVertex::normal));
110 modelPipeline.addAttribute(VK_FORMAT_R32_UINT, offset_of(&ModelVertex::objIndex));
111
112 createBufferSet(sizeof(UBO_VP_mats),
113 VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
114 VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
115 uniformBuffers_modelPipeline);
116
117 createBufferSet(objects_modelPipeline.capacity * sizeof(SSBO_ModelObject),
118 VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT
119 | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
120 VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
121 storageBuffers_modelPipeline);
122
123 modelPipeline.addDescriptorInfo(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
124 VK_SHADER_STAGE_VERTEX_BIT, &uniformBuffers_modelPipeline.infoSet);
125 modelPipeline.addDescriptorInfo(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
126 VK_SHADER_STAGE_VERTEX_BIT, &storageBuffers_modelPipeline.infoSet);
127 modelPipeline.addDescriptorInfo(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
128 VK_SHADER_STAGE_FRAGMENT_BIT, &floorTextureImageDescriptor);
129
130 SceneObject<ModelVertex>* texturedSquare = nullptr;
131
132 texturedSquare = &addObject(modelObjects, modelPipeline,
133 addObjectIndex<ModelVertex>(modelObjects.size(),
134 addVertexNormals<ModelVertex>({
135 {{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f}},
136 {{ 0.5f, -0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}},
137 {{ 0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f}},
138 {{ 0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f}},
139 {{-0.5f, 0.5f, 0.0f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}},
140 {{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f}}
141 })),
142 {
143 0, 1, 2, 3, 4, 5
144 }, objects_modelPipeline, {
145 mat4(1.0f)
146 });
147
148 texturedSquare->model_base =
149 translate(mat4(1.0f), vec3(0.0f, 0.0f, -2.0f));
150
151 texturedSquare = &addObject(modelObjects, modelPipeline,
152 addObjectIndex<ModelVertex>(modelObjects.size(),
153 addVertexNormals<ModelVertex>({
154 {{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f}},
155 {{ 0.5f, -0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}},
156 {{ 0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f}},
157 {{ 0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f}},
158 {{-0.5f, 0.5f, 0.0f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}},
159 {{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f}}
160 })), {
161 0, 1, 2, 3, 4, 5
162 }, objects_modelPipeline, {
163 mat4(1.0f)
164 });
165
166 texturedSquare->model_base =
167 translate(mat4(1.0f), vec3(0.0f, 0.0f, -1.5f));
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
275// TODO: Maybe change the name to initScene() or something similar
276void VulkanGame::initMatrices() {
277 cam_pos = vec3(0.0f, 0.0f, 2.0f);
278
279 float cam_yaw = 0.0f;
280 float cam_pitch = -50.0f;
281
282 mat4 yaw_mat = rotate(mat4(1.0f), radians(-cam_yaw), vec3(0.0f, 1.0f, 0.0f));
283 mat4 pitch_mat = rotate(mat4(1.0f), radians(-cam_pitch), vec3(1.0f, 0.0f, 0.0f));
284
285 mat4 R_view = pitch_mat * yaw_mat;
286 mat4 T_view = translate(mat4(1.0f), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
287 viewMat = R_view * T_view;
288
289 projMat = perspective(radians(FOV_ANGLE), (float)swapChainExtent.width / (float)swapChainExtent.height, NEAR_CLIP, FAR_CLIP);
290 projMat[1][1] *= -1; // flip the y-axis so that +y is up
291
292 object_VP_mats.view = viewMat;
293 object_VP_mats.proj = projMat;
294}
295
296void VulkanGame::renderLoop() {
297 startTime = steady_clock::now();
298 curTime = duration<float, seconds::period>(steady_clock::now() - startTime).count();
299
300 fpsStartTime = curTime;
301 frameCount = 0;
302
303 ImGuiIO& io = ImGui::GetIO();
304
305 done = false;
306 while (!done) {
307
308 prevTime = curTime;
309 curTime = duration<float, seconds::period>(steady_clock::now() - startTime).count();
310 elapsedTime = curTime - prevTime;
311
312 if (curTime - fpsStartTime >= 1.0f) {
313 fps = (float)frameCount / (curTime - fpsStartTime);
314
315 frameCount = 0;
316 fpsStartTime = curTime;
317 }
318
319 frameCount++;
320
321 gui->processEvents();
322
323 UIEvent uiEvent;
324 while (gui->pollEvent(&uiEvent)) {
325 GameEvent& e = uiEvent.event;
326 SDL_Event sdlEvent = uiEvent.rawEvent.sdl;
327
328 ImGui_ImplSDL2_ProcessEvent(&sdlEvent);
329 if ((e.type == UI_EVENT_MOUSEBUTTONDOWN || e.type == UI_EVENT_MOUSEBUTTONUP || e.type == UI_EVENT_UNKNOWN) &&
330 io.WantCaptureMouse) {
331 if (sdlEvent.type == SDL_MOUSEWHEEL || sdlEvent.type == SDL_MOUSEBUTTONDOWN ||
332 sdlEvent.type == SDL_MOUSEBUTTONUP) {
333 continue;
334 }
335 }
336 if ((e.type == UI_EVENT_KEYDOWN || e.type == UI_EVENT_KEYUP) && io.WantCaptureKeyboard) {
337 if (sdlEvent.type == SDL_KEYDOWN || sdlEvent.type == SDL_KEYUP) {
338 continue;
339 }
340 }
341 if (io.WantTextInput) {
342 // show onscreen keyboard if on mobile
343 }
344
345 switch (e.type) {
346 case UI_EVENT_QUIT:
347 cout << "Quit event detected" << endl;
348 done = true;
349 break;
350 case UI_EVENT_WINDOWRESIZE:
351 cout << "Window resize event detected" << endl;
352 shouldRecreateSwapChain = true;
353 break;
354 case UI_EVENT_KEYDOWN:
355 if (e.key.repeat) {
356 break;
357 }
358
359 if (e.key.keycode == SDL_SCANCODE_ESCAPE) {
360 done = true;
361 } else if (e.key.keycode == SDL_SCANCODE_SPACE) {
362 cout << "Adding a plane" << endl;
363 float zOffset = -2.0f + (0.5f * modelObjects.size());
364
365 SceneObject<ModelVertex>& texturedSquare = addObject(modelObjects, modelPipeline,
366 addObjectIndex<ModelVertex>(modelObjects.size(),
367 addVertexNormals<ModelVertex>({
368 {{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f}},
369 {{ 0.5f, -0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}},
370 {{ 0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f}},
371 {{ 0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f}},
372 {{-0.5f, 0.5f, 0.0f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}},
373 {{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f}}
374 })),
375 {
376 0, 1, 2, 3, 4, 5
377 }, objects_modelPipeline, {
378 mat4(1.0f)
379 });
380
381 texturedSquare.model_base =
382 translate(mat4(1.0f), vec3(0.0f, 0.0f, zOffset));
383 // START UNREVIEWED SECTION
384 // END UNREVIEWED SECTION
385 } else {
386 cout << "Key event detected" << endl;
387 }
388 break;
389 case UI_EVENT_KEYUP:
390 // START UNREVIEWED SECTION
391 // END UNREVIEWED SECTION
392 break;
393 case UI_EVENT_WINDOW:
394 case UI_EVENT_MOUSEBUTTONDOWN:
395 case UI_EVENT_MOUSEBUTTONUP:
396 case UI_EVENT_MOUSEMOTION:
397 break;
398 case UI_EVENT_UNHANDLED:
399 cout << "Unhandled event type: 0x" << hex << sdlEvent.type << dec << endl;
400 break;
401 case UI_EVENT_UNKNOWN:
402 default:
403 cout << "Unknown event type: 0x" << hex << sdlEvent.type << dec << endl;
404 break;
405 }
406 }
407
408 if (shouldRecreateSwapChain) {
409 gui->refreshWindowSize();
410 const bool isMinimized = gui->getWindowWidth() == 0 || gui->getWindowHeight() == 0;
411
412 if (!isMinimized) {
413 // TODO: This should be used if the min image count changes, presumably because a new surface was created
414 // with a different image count or something like that. Maybe I want to add code to query for a new min image count
415 // during swapchain recreation to take advantage of this
416 ImGui_ImplVulkan_SetMinImageCount(swapChainMinImageCount);
417
418 recreateSwapChain();
419
420 shouldRecreateSwapChain = false;
421 }
422 }
423
424 updateScene();
425
426 // TODO: Move this into a renderImGuiOverlay() function
427 ImGui_ImplVulkan_NewFrame();
428 ImGui_ImplSDL2_NewFrame(window);
429 ImGui::NewFrame();
430
431 (this->*currentRenderScreenFn)(gui->getWindowWidth(), gui->getWindowHeight());
432
433 ImGui::Render();
434
435 gui->refreshWindowSize();
436 const bool isMinimized = gui->getWindowWidth() == 0 || gui->getWindowHeight() == 0;
437
438 if (!isMinimized) {
439 renderFrame(ImGui::GetDrawData());
440 presentFrame();
441 }
442 }
443}
444
445void VulkanGame::updateScene() {
446 // TODO: Probably move the resizing to the VulkanBuffer class
447 if (objects_modelPipeline.resized) {
448 resizeBufferSet(storageBuffers_modelPipeline, objects_modelPipeline.memorySize(), resourceCommandPool,
449 graphicsQueue, true);
450
451 objects_modelPipeline.resize();
452
453 modelPipeline.updateDescriptorInfo(1, &storageBuffers_modelPipeline.infoSet, swapChainImages.size());
454 }
455
456 for (size_t i = 0; i < modelObjects.size(); i++) {
457 SceneObject<ModelVertex>& obj = modelObjects[i];
458 SSBO_ModelObject& objData = objects_modelPipeline.get(i);
459
460 // Rotate the textured squares
461 obj.model_transform =
462 translate(mat4(1.0f), vec3(0.0f, -2.0f, -0.0f)) *
463 rotate(mat4(1.0f), curTime * radians(90.0f), vec3(0.0f, 0.0f, 1.0f));
464
465 objData.model = obj.model_transform * obj.model_base;
466 obj.center = vec3(objData.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
467 }
468
469 VulkanUtils::copyDataToMemory(device, objects_modelPipeline.data(), storageBuffers_modelPipeline.memory[imageIndex],
470 0, objects_modelPipeline.memorySize(), false);
471
472 VulkanUtils::copyDataToMemory(device, &object_VP_mats, uniformBuffers_modelPipeline.memory[imageIndex], 0,
473 sizeof(object_VP_mats), false);
474}
475
476void VulkanGame::cleanup() {
477 // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
478 //vkQueueWaitIdle(g_Queue);
479 VKUTIL_CHECK_RESULT(vkDeviceWaitIdle(device), "failed to wait for device!");
480
481 cleanupImGuiOverlay();
482
483 cleanupSwapChain();
484
485 VulkanUtils::destroyVulkanImage(device, floorTextureImage);
486 // START UNREVIEWED SECTION
487
488 vkDestroySampler(device, textureSampler, nullptr);
489
490 modelPipeline.cleanupBuffers();
491
492 // END UNREVIEWED SECTION
493
494 vkDestroyCommandPool(device, resourceCommandPool, nullptr);
495
496 vkDestroyDevice(device, nullptr);
497 vkDestroySurfaceKHR(instance, vulkanSurface, nullptr);
498
499 if (ENABLE_VALIDATION_LAYERS) {
500 VulkanUtils::destroyDebugUtilsMessengerEXT(instance, debugMessenger, nullptr);
501 }
502
503 vkDestroyInstance(instance, nullptr);
504
505 gui->destroyWindow();
506 gui->shutdown();
507 delete gui;
508}
509
510void VulkanGame::createVulkanInstance(const vector<const char*>& validationLayers) {
511 if (ENABLE_VALIDATION_LAYERS && !VulkanUtils::checkValidationLayerSupport(validationLayers)) {
512 throw runtime_error("validation layers requested, but not available!");
513 }
514
515 VkApplicationInfo appInfo = {};
516 appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
517 appInfo.pApplicationName = "Vulkan Game";
518 appInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0);
519 appInfo.pEngineName = "No Engine";
520 appInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0);
521 appInfo.apiVersion = VK_API_VERSION_1_0;
522
523 VkInstanceCreateInfo createInfo = {};
524 createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
525 createInfo.pApplicationInfo = &appInfo;
526
527 vector<const char*> extensions = gui->getRequiredExtensions();
528 if (ENABLE_VALIDATION_LAYERS) {
529 extensions.push_back(VK_EXT_DEBUG_UTILS_EXTENSION_NAME);
530 }
531
532 createInfo.enabledExtensionCount = static_cast<uint32_t>(extensions.size());
533 createInfo.ppEnabledExtensionNames = extensions.data();
534
535 cout << endl << "Extensions:" << endl;
536 for (const char* extensionName : extensions) {
537 cout << extensionName << endl;
538 }
539 cout << endl;
540
541 VkDebugUtilsMessengerCreateInfoEXT debugCreateInfo;
542 if (ENABLE_VALIDATION_LAYERS) {
543 createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size());
544 createInfo.ppEnabledLayerNames = validationLayers.data();
545
546 populateDebugMessengerCreateInfo(debugCreateInfo);
547 createInfo.pNext = &debugCreateInfo;
548 }
549 else {
550 createInfo.enabledLayerCount = 0;
551
552 createInfo.pNext = nullptr;
553 }
554
555 if (vkCreateInstance(&createInfo, nullptr, &instance) != VK_SUCCESS) {
556 throw runtime_error("failed to create instance!");
557 }
558}
559
560void VulkanGame::setupDebugMessenger() {
561 if (!ENABLE_VALIDATION_LAYERS) {
562 return;
563 }
564
565 VkDebugUtilsMessengerCreateInfoEXT createInfo;
566 populateDebugMessengerCreateInfo(createInfo);
567
568 if (VulkanUtils::createDebugUtilsMessengerEXT(instance, &createInfo, nullptr, &debugMessenger) != VK_SUCCESS) {
569 throw runtime_error("failed to set up debug messenger!");
570 }
571}
572
573void VulkanGame::populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo) {
574 createInfo = {};
575 createInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT;
576 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;
577 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;
578 createInfo.pfnUserCallback = debugCallback;
579}
580
581void VulkanGame::createVulkanSurface() {
582 if (gui->createVulkanSurface(instance, &vulkanSurface) == RTWO_ERROR) {
583 throw runtime_error("failed to create window surface!");
584 }
585}
586
587void VulkanGame::pickPhysicalDevice(const vector<const char*>& deviceExtensions) {
588 uint32_t deviceCount = 0;
589 // TODO: Check VkResult
590 vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);
591
592 if (deviceCount == 0) {
593 throw runtime_error("failed to find GPUs with Vulkan support!");
594 }
595
596 vector<VkPhysicalDevice> devices(deviceCount);
597 // TODO: Check VkResult
598 vkEnumeratePhysicalDevices(instance, &deviceCount, devices.data());
599
600 cout << endl << "Graphics cards:" << endl;
601 for (const VkPhysicalDevice& device : devices) {
602 if (isDeviceSuitable(device, deviceExtensions)) {
603 physicalDevice = device;
604 break;
605 }
606 }
607 cout << endl;
608
609 if (physicalDevice == VK_NULL_HANDLE) {
610 throw runtime_error("failed to find a suitable GPU!");
611 }
612}
613
614bool VulkanGame::isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions) {
615 VkPhysicalDeviceProperties deviceProperties;
616 vkGetPhysicalDeviceProperties(physicalDevice, &deviceProperties);
617
618 cout << "Device: " << deviceProperties.deviceName << endl;
619
620 // TODO: Eventually, maybe let the user pick out of a set of GPUs in case the user does want to use
621 // an integrated GPU. On my laptop, this function returns TRUE for the integrated GPU, but crashes
622 // when trying to use it to render. Maybe I just need to figure out which other extensions and features
623 // to check.
624 if (deviceProperties.deviceType != VkPhysicalDeviceType::VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) {
625 return false;
626 }
627
628 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, vulkanSurface);
629 bool extensionsSupported = VulkanUtils::checkDeviceExtensionSupport(physicalDevice, deviceExtensions);
630 bool swapChainAdequate = false;
631
632 if (extensionsSupported) {
633 vector<VkSurfaceFormatKHR> formats = VulkanUtils::querySwapChainFormats(physicalDevice, vulkanSurface);
634 vector<VkPresentModeKHR> presentModes = VulkanUtils::querySwapChainPresentModes(physicalDevice, vulkanSurface);
635
636 swapChainAdequate = !formats.empty() && !presentModes.empty();
637 }
638
639 VkPhysicalDeviceFeatures supportedFeatures;
640 vkGetPhysicalDeviceFeatures(physicalDevice, &supportedFeatures);
641
642 return indices.isComplete() && extensionsSupported && swapChainAdequate && supportedFeatures.samplerAnisotropy;
643}
644
645void VulkanGame::createLogicalDevice(const vector<const char*>& validationLayers,
646 const vector<const char*>& deviceExtensions) {
647 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, vulkanSurface);
648
649 if (!indices.isComplete()) {
650 throw runtime_error("failed to find required queue families!");
651 }
652
653 // TODO: Using separate graphics and present queues currently works, but I should verify that I'm
654 // using them correctly to get the most benefit out of separate queues
655
656 vector<VkDeviceQueueCreateInfo> queueCreateInfoList;
657 set<uint32_t> uniqueQueueFamilies = { indices.graphicsFamily.value(), indices.presentFamily.value() };
658
659 float queuePriority = 1.0f;
660 for (uint32_t queueFamily : uniqueQueueFamilies) {
661 VkDeviceQueueCreateInfo queueCreateInfo = {};
662 queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
663 queueCreateInfo.queueCount = 1;
664 queueCreateInfo.queueFamilyIndex = queueFamily;
665 queueCreateInfo.pQueuePriorities = &queuePriority;
666
667 queueCreateInfoList.push_back(queueCreateInfo);
668 }
669
670 VkPhysicalDeviceFeatures deviceFeatures = {};
671 deviceFeatures.samplerAnisotropy = VK_TRUE;
672
673 VkDeviceCreateInfo createInfo = {};
674 createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
675
676 createInfo.queueCreateInfoCount = static_cast<uint32_t>(queueCreateInfoList.size());
677 createInfo.pQueueCreateInfos = queueCreateInfoList.data();
678
679 createInfo.pEnabledFeatures = &deviceFeatures;
680
681 createInfo.enabledExtensionCount = static_cast<uint32_t>(deviceExtensions.size());
682 createInfo.ppEnabledExtensionNames = deviceExtensions.data();
683
684 // These fields are ignored by up-to-date Vulkan implementations,
685 // but it's a good idea to set them for backwards compatibility
686 if (ENABLE_VALIDATION_LAYERS) {
687 createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size());
688 createInfo.ppEnabledLayerNames = validationLayers.data();
689 }
690 else {
691 createInfo.enabledLayerCount = 0;
692 }
693
694 if (vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS) {
695 throw runtime_error("failed to create logical device!");
696 }
697
698 vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue);
699 vkGetDeviceQueue(device, indices.presentFamily.value(), 0, &presentQueue);
700}
701
702void VulkanGame::chooseSwapChainProperties() {
703 vector<VkSurfaceFormatKHR> availableFormats = VulkanUtils::querySwapChainFormats(physicalDevice, vulkanSurface);
704 vector<VkPresentModeKHR> availablePresentModes = VulkanUtils::querySwapChainPresentModes(physicalDevice, vulkanSurface);
705
706 // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation
707 // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format
708 // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40,
709 // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used.
710 swapChainSurfaceFormat = VulkanUtils::chooseSwapSurfaceFormat(availableFormats,
711 { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM },
712 VK_COLOR_SPACE_SRGB_NONLINEAR_KHR);
713
714#ifdef IMGUI_UNLIMITED_FRAME_RATE
715 vector<VkPresentModeKHR> presentModes{
716 VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR
717 };
718#else
719 vector<VkPresentModeKHR> presentModes{ VK_PRESENT_MODE_FIFO_KHR };
720#endif
721
722 swapChainPresentMode = VulkanUtils::chooseSwapPresentMode(availablePresentModes, presentModes);
723
724 cout << "[vulkan] Selected PresentMode = " << swapChainPresentMode << endl;
725
726 VkSurfaceCapabilitiesKHR capabilities = VulkanUtils::querySwapChainCapabilities(physicalDevice, vulkanSurface);
727
728 // If min image count was not specified, request different count of images dependent on selected present mode
729 if (swapChainMinImageCount == 0) {
730 if (swapChainPresentMode == VK_PRESENT_MODE_MAILBOX_KHR) {
731 swapChainMinImageCount = 3;
732 }
733 else if (swapChainPresentMode == VK_PRESENT_MODE_FIFO_KHR || swapChainPresentMode == VK_PRESENT_MODE_FIFO_RELAXED_KHR) {
734 swapChainMinImageCount = 2;
735 }
736 else if (swapChainPresentMode == VK_PRESENT_MODE_IMMEDIATE_KHR) {
737 swapChainMinImageCount = 1;
738 }
739 else {
740 throw runtime_error("unexpected present mode!");
741 }
742 }
743
744 if (swapChainMinImageCount < capabilities.minImageCount) {
745 swapChainMinImageCount = capabilities.minImageCount;
746 }
747 else if (capabilities.maxImageCount != 0 && swapChainMinImageCount > capabilities.maxImageCount) {
748 swapChainMinImageCount = capabilities.maxImageCount;
749 }
750}
751
752void VulkanGame::createSwapChain() {
753 VkSurfaceCapabilitiesKHR capabilities = VulkanUtils::querySwapChainCapabilities(physicalDevice, vulkanSurface);
754
755 swapChainExtent = VulkanUtils::chooseSwapExtent(capabilities, gui->getWindowWidth(), gui->getWindowHeight());
756
757 VkSwapchainCreateInfoKHR createInfo = {};
758 createInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
759 createInfo.surface = vulkanSurface;
760 createInfo.minImageCount = swapChainMinImageCount;
761 createInfo.imageFormat = swapChainSurfaceFormat.format;
762 createInfo.imageColorSpace = swapChainSurfaceFormat.colorSpace;
763 createInfo.imageExtent = swapChainExtent;
764 createInfo.imageArrayLayers = 1;
765 createInfo.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
766
767 // TODO: Maybe save this result so I don't have to recalculate it every time
768 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, vulkanSurface);
769 uint32_t queueFamilyIndices[] = { indices.graphicsFamily.value(), indices.presentFamily.value() };
770
771 if (indices.graphicsFamily != indices.presentFamily) {
772 createInfo.imageSharingMode = VK_SHARING_MODE_CONCURRENT;
773 createInfo.queueFamilyIndexCount = 2;
774 createInfo.pQueueFamilyIndices = queueFamilyIndices;
775 }
776 else {
777 createInfo.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
778 createInfo.queueFamilyIndexCount = 0;
779 createInfo.pQueueFamilyIndices = nullptr;
780 }
781
782 createInfo.preTransform = capabilities.currentTransform;
783 createInfo.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
784 createInfo.presentMode = swapChainPresentMode;
785 createInfo.clipped = VK_TRUE;
786 createInfo.oldSwapchain = VK_NULL_HANDLE;
787
788 if (vkCreateSwapchainKHR(device, &createInfo, nullptr, &swapChain) != VK_SUCCESS) {
789 throw runtime_error("failed to create swap chain!");
790 }
791
792 if (vkGetSwapchainImagesKHR(device, swapChain, &swapChainImageCount, nullptr) != VK_SUCCESS) {
793 throw runtime_error("failed to get swap chain image count!");
794 }
795
796 swapChainImages.resize(swapChainImageCount);
797 if (vkGetSwapchainImagesKHR(device, swapChain, &swapChainImageCount, swapChainImages.data()) != VK_SUCCESS) {
798 throw runtime_error("failed to get swap chain images!");
799 }
800}
801
802void VulkanGame::createImageViews() {
803 swapChainImageViews.resize(swapChainImageCount);
804
805 for (uint32_t i = 0; i < swapChainImageViews.size(); i++) {
806 swapChainImageViews[i] = VulkanUtils::createImageView(device, swapChainImages[i], swapChainSurfaceFormat.format,
807 VK_IMAGE_ASPECT_COLOR_BIT);
808 }
809}
810
811void VulkanGame::createResourceCommandPool() {
812 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, vulkanSurface);
813
814 VkCommandPoolCreateInfo poolInfo = {};
815 poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
816 poolInfo.queueFamilyIndex = indices.graphicsFamily.value();
817 poolInfo.flags = 0;
818
819 if (vkCreateCommandPool(device, &poolInfo, nullptr, &resourceCommandPool) != VK_SUCCESS) {
820 throw runtime_error("failed to create resource command pool!");
821 }
822}
823
824void VulkanGame::createImageResources() {
825 VulkanUtils::createDepthImage(device, physicalDevice, resourceCommandPool, findDepthFormat(), swapChainExtent,
826 depthImage, graphicsQueue);
827
828 createTextureSampler();
829
830 // TODO: Move all images/textures somewhere into the assets folder
831
832 VulkanUtils::createVulkanImageFromFile(device, physicalDevice, resourceCommandPool, "textures/texture.jpg",
833 floorTextureImage, graphicsQueue);
834
835 floorTextureImageDescriptor = {};
836 floorTextureImageDescriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
837 floorTextureImageDescriptor.imageView = floorTextureImage.imageView;
838 floorTextureImageDescriptor.sampler = textureSampler;
839}
840
841VkFormat VulkanGame::findDepthFormat() {
842 return VulkanUtils::findSupportedFormat(
843 physicalDevice,
844 { VK_FORMAT_D32_SFLOAT_S8_UINT, VK_FORMAT_D32_SFLOAT, VK_FORMAT_D24_UNORM_S8_UINT },
845 VK_IMAGE_TILING_OPTIMAL,
846 VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
847 );
848}
849
850void VulkanGame::createRenderPass() {
851 VkAttachmentDescription colorAttachment = {};
852 colorAttachment.format = swapChainSurfaceFormat.format;
853 colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
854 colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Set to VK_ATTACHMENT_LOAD_OP_DONT_CARE to disable clearing
855 colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
856 colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
857 colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
858 colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
859 colorAttachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
860
861 VkAttachmentReference colorAttachmentRef = {};
862 colorAttachmentRef.attachment = 0;
863 colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
864
865 VkAttachmentDescription depthAttachment = {};
866 depthAttachment.format = findDepthFormat();
867 depthAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
868 depthAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
869 depthAttachment.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
870 depthAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
871 depthAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
872 depthAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
873 depthAttachment.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
874
875 VkAttachmentReference depthAttachmentRef = {};
876 depthAttachmentRef.attachment = 1;
877 depthAttachmentRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
878
879 VkSubpassDescription subpass = {};
880 subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
881 subpass.colorAttachmentCount = 1;
882 subpass.pColorAttachments = &colorAttachmentRef;
883 //subpass.pDepthStencilAttachment = &depthAttachmentRef;
884
885 VkSubpassDependency dependency = {};
886 dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
887 dependency.dstSubpass = 0;
888 dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
889 dependency.srcAccessMask = 0;
890 dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
891 dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
892
893 array<VkAttachmentDescription, 2> attachments = { colorAttachment, depthAttachment };
894 VkRenderPassCreateInfo renderPassInfo = {};
895 renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
896 renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
897 renderPassInfo.pAttachments = attachments.data();
898 renderPassInfo.subpassCount = 1;
899 renderPassInfo.pSubpasses = &subpass;
900 renderPassInfo.dependencyCount = 1;
901 renderPassInfo.pDependencies = &dependency;
902
903 if (vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass) != VK_SUCCESS) {
904 throw runtime_error("failed to create render pass!");
905 }
906
907 // We do not create a pipeline by default as this is also used by examples' main.cpp,
908 // but secondary viewport in multi-viewport mode may want to create one with:
909 //ImGui_ImplVulkan_CreatePipeline(device, g_Allocator, VK_NULL_HANDLE, g_MainWindowData.RenderPass, VK_SAMPLE_COUNT_1_BIT, &g_MainWindowData.Pipeline);
910}
911
912void VulkanGame::createCommandPools() {
913 commandPools.resize(swapChainImageCount);
914
915 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, vulkanSurface);
916
917 for (size_t i = 0; i < swapChainImageCount; i++) {
918 VkCommandPoolCreateInfo poolInfo = {};
919 poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
920 poolInfo.queueFamilyIndex = indices.graphicsFamily.value();
921 poolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
922
923 if (vkCreateCommandPool(device, &poolInfo, nullptr, &commandPools[i]) != VK_SUCCESS) {
924 throw runtime_error("failed to create graphics command pool!");
925 }
926 }
927}
928
929void VulkanGame::createTextureSampler() {
930 VkSamplerCreateInfo samplerInfo = {};
931 samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
932 samplerInfo.magFilter = VK_FILTER_LINEAR;
933 samplerInfo.minFilter = VK_FILTER_LINEAR;
934
935 samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
936 samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
937 samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
938
939 samplerInfo.anisotropyEnable = VK_TRUE;
940 samplerInfo.maxAnisotropy = 16;
941 samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
942 samplerInfo.unnormalizedCoordinates = VK_FALSE;
943 samplerInfo.compareEnable = VK_FALSE;
944 samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
945 samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
946 samplerInfo.mipLodBias = 0.0f;
947 samplerInfo.minLod = 0.0f;
948 samplerInfo.maxLod = 0.0f;
949
950 VKUTIL_CHECK_RESULT(vkCreateSampler(device, &samplerInfo, nullptr, &textureSampler),
951 "failed to create texture sampler!");
952}
953
954void VulkanGame::createFramebuffers() {
955 swapChainFramebuffers.resize(swapChainImageCount);
956
957 VkFramebufferCreateInfo framebufferInfo = {};
958 framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
959 framebufferInfo.renderPass = renderPass;
960 framebufferInfo.width = swapChainExtent.width;
961 framebufferInfo.height = swapChainExtent.height;
962 framebufferInfo.layers = 1;
963
964 for (size_t i = 0; i < swapChainImageCount; i++) {
965 array<VkImageView, 2> attachments = {
966 swapChainImageViews[i],
967 depthImage.imageView
968 };
969
970 framebufferInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
971 framebufferInfo.pAttachments = attachments.data();
972
973 if (vkCreateFramebuffer(device, &framebufferInfo, nullptr, &swapChainFramebuffers[i]) != VK_SUCCESS) {
974 throw runtime_error("failed to create framebuffer!");
975 }
976 }
977}
978
979void VulkanGame::createCommandBuffers() {
980 commandBuffers.resize(swapChainImageCount);
981
982 for (size_t i = 0; i < swapChainImageCount; i++) {
983 VkCommandBufferAllocateInfo allocInfo = {};
984 allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
985 allocInfo.commandPool = commandPools[i];
986 allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
987 allocInfo.commandBufferCount = 1;
988
989 if (vkAllocateCommandBuffers(device, &allocInfo, &commandBuffers[i]) != VK_SUCCESS) {
990 throw runtime_error("failed to allocate command buffer!");
991 }
992 }
993}
994
995void VulkanGame::createSyncObjects() {
996 imageAcquiredSemaphores.resize(swapChainImageCount);
997 renderCompleteSemaphores.resize(swapChainImageCount);
998 inFlightFences.resize(swapChainImageCount);
999
1000 VkSemaphoreCreateInfo semaphoreInfo = {};
1001 semaphoreInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
1002
1003 VkFenceCreateInfo fenceInfo = {};
1004 fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
1005 fenceInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
1006
1007 for (size_t i = 0; i < swapChainImageCount; i++) {
1008 VKUTIL_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreInfo, nullptr, &imageAcquiredSemaphores[i]),
1009 "failed to create image acquired sempahore for a frame!");
1010
1011 VKUTIL_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreInfo, nullptr, &renderCompleteSemaphores[i]),
1012 "failed to create render complete sempahore for a frame!");
1013
1014 VKUTIL_CHECK_RESULT(vkCreateFence(device, &fenceInfo, nullptr, &inFlightFences[i]),
1015 "failed to create fence for a frame!");
1016 }
1017}
1018
1019void VulkanGame::initImGuiOverlay() {
1020 vector<VkDescriptorPoolSize> pool_sizes {
1021 { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
1022 { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
1023 { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
1024 { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
1025 { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
1026 { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
1027 { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
1028 { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
1029 { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
1030 { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
1031 { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
1032 };
1033
1034 VkDescriptorPoolCreateInfo pool_info = {};
1035 pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
1036 pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
1037 pool_info.maxSets = 1000 * pool_sizes.size();
1038 pool_info.poolSizeCount = static_cast<uint32_t>(pool_sizes.size());
1039 pool_info.pPoolSizes = pool_sizes.data();
1040
1041 VKUTIL_CHECK_RESULT(vkCreateDescriptorPool(device, &pool_info, nullptr, &imguiDescriptorPool),
1042 "failed to create IMGUI descriptor pool!");
1043
1044 // TODO: Do this in one place and save it instead of redoing it every time I need a queue family index
1045 QueueFamilyIndices indices = VulkanUtils::findQueueFamilies(physicalDevice, vulkanSurface);
1046
1047 // Setup Dear ImGui context
1048 IMGUI_CHECKVERSION();
1049 ImGui::CreateContext();
1050 ImGuiIO& io = ImGui::GetIO();
1051 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
1052 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
1053
1054 // Setup Dear ImGui style
1055 ImGui::StyleColorsDark();
1056 //ImGui::StyleColorsClassic();
1057
1058 // Setup Platform/Renderer bindings
1059 ImGui_ImplSDL2_InitForVulkan(window);
1060 ImGui_ImplVulkan_InitInfo init_info = {};
1061 init_info.Instance = instance;
1062 init_info.PhysicalDevice = physicalDevice;
1063 init_info.Device = device;
1064 init_info.QueueFamily = indices.graphicsFamily.value();
1065 init_info.Queue = graphicsQueue;
1066 init_info.DescriptorPool = imguiDescriptorPool;
1067 init_info.Allocator = nullptr;
1068 init_info.MinImageCount = swapChainMinImageCount;
1069 init_info.ImageCount = swapChainImageCount;
1070 init_info.CheckVkResultFn = check_imgui_vk_result;
1071 ImGui_ImplVulkan_Init(&init_info, renderPass);
1072
1073 // Load Fonts
1074 // - 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.
1075 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
1076 // - 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).
1077 // - 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.
1078 // - Read 'docs/FONTS.md' for more instructions and details.
1079 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
1080 //io.Fonts->AddFontDefault();
1081 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
1082 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
1083 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
1084 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
1085 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
1086 //assert(font != NULL);
1087
1088 // Upload Fonts
1089
1090 VkCommandBuffer commandBuffer = VulkanUtils::beginSingleTimeCommands(device, resourceCommandPool);
1091
1092 ImGui_ImplVulkan_CreateFontsTexture(commandBuffer);
1093
1094 VulkanUtils::endSingleTimeCommands(device, resourceCommandPool, commandBuffer, graphicsQueue);
1095
1096 ImGui_ImplVulkan_DestroyFontUploadObjects();
1097}
1098
1099void VulkanGame::cleanupImGuiOverlay() {
1100 ImGui_ImplVulkan_Shutdown();
1101 ImGui_ImplSDL2_Shutdown();
1102 ImGui::DestroyContext();
1103
1104 vkDestroyDescriptorPool(device, imguiDescriptorPool, nullptr);
1105}
1106
1107void VulkanGame::createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags usages, VkMemoryPropertyFlags properties,
1108 BufferSet& set) {
1109 set.usages = usages;
1110 set.properties = properties;
1111
1112 set.buffers.resize(swapChainImageCount);
1113 set.memory.resize(swapChainImageCount);
1114 set.infoSet.resize(swapChainImageCount);
1115
1116 for (size_t i = 0; i < swapChainImageCount; i++) {
1117 VulkanUtils::createBuffer(device, physicalDevice, bufferSize, usages, properties, set.buffers[i], set.memory[i]);
1118
1119 set.infoSet[i].buffer = set.buffers[i];
1120 set.infoSet[i].offset = 0; // This is the offset from the start of the buffer, so always 0 for now
1121 set.infoSet[i].range = bufferSize; // Size of the update starting from offset, or VK_WHOLE_SIZE
1122 }
1123}
1124
1125void VulkanGame::resizeBufferSet(BufferSet& set, VkDeviceSize newSize, VkCommandPool commandPool,
1126 VkQueue graphicsQueue, bool copyData) {
1127 for (size_t i = 0; i < set.buffers.size(); i++) {
1128 VkBuffer newBuffer;
1129 VkDeviceMemory newMemory;
1130
1131 VulkanUtils::createBuffer(device, physicalDevice, newSize, set.usages, set.properties, newBuffer, newMemory);
1132
1133 if (copyData) {
1134 VulkanUtils::copyBuffer(device, commandPool, set.buffers[i], newBuffer, 0, 0, set.infoSet[i].range,
1135 graphicsQueue);
1136 }
1137
1138 vkDestroyBuffer(device, set.buffers[i], nullptr);
1139 vkFreeMemory(device, set.memory[i], nullptr);
1140
1141 set.buffers[i] = newBuffer;
1142 set.memory[i] = newMemory;
1143
1144 set.infoSet[i].buffer = set.buffers[i];
1145 set.infoSet[i].offset = 0; // This is the offset from the start of the buffer, so always 0 for now
1146 set.infoSet[i].range = newSize; // Size of the update starting from offset, or VK_WHOLE_SIZE
1147 }
1148}
1149
1150void VulkanGame::renderFrame(ImDrawData* draw_data) {
1151 VkResult result = vkAcquireNextImageKHR(device, swapChain, numeric_limits<uint64_t>::max(),
1152 imageAcquiredSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex);
1153
1154 if (result == VK_SUBOPTIMAL_KHR) {
1155 shouldRecreateSwapChain = true;
1156 } else if (result == VK_ERROR_OUT_OF_DATE_KHR) {
1157 shouldRecreateSwapChain = true;
1158 return;
1159 } else {
1160 VKUTIL_CHECK_RESULT(result, "failed to acquire swap chain image!");
1161 }
1162
1163 VKUTIL_CHECK_RESULT(
1164 vkWaitForFences(device, 1, &inFlightFences[imageIndex], VK_TRUE, numeric_limits<uint64_t>::max()),
1165 "failed waiting for fence!");
1166
1167 VKUTIL_CHECK_RESULT(vkResetFences(device, 1, &inFlightFences[imageIndex]),
1168 "failed to reset fence!");
1169
1170 VKUTIL_CHECK_RESULT(vkResetCommandPool(device, commandPools[imageIndex], 0),
1171 "failed to reset command pool!");
1172
1173 VkCommandBufferBeginInfo beginInfo = {};
1174 beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
1175 beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
1176
1177 VKUTIL_CHECK_RESULT(vkBeginCommandBuffer(commandBuffers[imageIndex], &beginInfo),
1178 "failed to begin recording command buffer!");
1179
1180 VkRenderPassBeginInfo renderPassInfo = {};
1181 renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
1182 renderPassInfo.renderPass = renderPass;
1183 renderPassInfo.framebuffer = swapChainFramebuffers[imageIndex];
1184 renderPassInfo.renderArea.offset = { 0, 0 };
1185 renderPassInfo.renderArea.extent = swapChainExtent;
1186
1187 array<VkClearValue, 2> clearValues = {};
1188 clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
1189 clearValues[1].depthStencil = { 1.0f, 0 };
1190
1191 renderPassInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
1192 renderPassInfo.pClearValues = clearValues.data();
1193
1194 vkCmdBeginRenderPass(commandBuffers[imageIndex], &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);
1195
1196 // TODO: Find a more elegant, per-screen solution for this
1197 if (currentRenderScreenFn == &VulkanGame::renderGameScreen) {
1198 modelPipeline.createRenderCommands(commandBuffers[imageIndex], imageIndex, {});
1199
1200
1201
1202
1203 }
1204
1205 ImGui_ImplVulkan_RenderDrawData(draw_data, commandBuffers[imageIndex]);
1206
1207 vkCmdEndRenderPass(commandBuffers[imageIndex]);
1208
1209 VKUTIL_CHECK_RESULT(vkEndCommandBuffer(commandBuffers[imageIndex]),
1210 "failed to record command buffer!");
1211
1212 VkSemaphore waitSemaphores[] = { imageAcquiredSemaphores[currentFrame] };
1213 VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT };
1214 VkSemaphore signalSemaphores[] = { renderCompleteSemaphores[currentFrame] };
1215
1216 VkSubmitInfo submitInfo = {};
1217 submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
1218 submitInfo.waitSemaphoreCount = 1;
1219 submitInfo.pWaitSemaphores = waitSemaphores;
1220 submitInfo.pWaitDstStageMask = waitStages;
1221 submitInfo.commandBufferCount = 1;
1222 submitInfo.pCommandBuffers = &commandBuffers[imageIndex];
1223 submitInfo.signalSemaphoreCount = 1;
1224 submitInfo.pSignalSemaphores = signalSemaphores;
1225
1226 VKUTIL_CHECK_RESULT(vkQueueSubmit(graphicsQueue, 1, &submitInfo, inFlightFences[imageIndex]),
1227 "failed to submit draw command buffer!");
1228}
1229
1230void VulkanGame::presentFrame() {
1231 VkSemaphore signalSemaphores[] = { renderCompleteSemaphores[currentFrame] };
1232
1233 VkPresentInfoKHR presentInfo = {};
1234 presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
1235 presentInfo.waitSemaphoreCount = 1;
1236 presentInfo.pWaitSemaphores = signalSemaphores;
1237 presentInfo.swapchainCount = 1;
1238 presentInfo.pSwapchains = &swapChain;
1239 presentInfo.pImageIndices = &imageIndex;
1240 presentInfo.pResults = nullptr;
1241
1242 VkResult result = vkQueuePresentKHR(presentQueue, &presentInfo);
1243
1244 if (result == VK_SUBOPTIMAL_KHR) {
1245 shouldRecreateSwapChain = true;
1246 } else if (result == VK_ERROR_OUT_OF_DATE_KHR) {
1247 shouldRecreateSwapChain = true;
1248 return;
1249 } else {
1250 VKUTIL_CHECK_RESULT(result, "failed to present swap chain image!");
1251 }
1252
1253 currentFrame = (currentFrame + 1) % swapChainImageCount;
1254}
1255
1256void VulkanGame::recreateSwapChain() {
1257 if (vkDeviceWaitIdle(device) != VK_SUCCESS) {
1258 throw runtime_error("failed to wait for device!");
1259 }
1260
1261 cleanupSwapChain();
1262
1263 createSwapChain();
1264 createImageViews();
1265
1266 // The depth buffer does need to be recreated with the swap chain since its dimensions depend on the window size
1267 // and resizing the window is a common reason to recreate the swapchain
1268 VulkanUtils::createDepthImage(device, physicalDevice, resourceCommandPool, findDepthFormat(), swapChainExtent,
1269 depthImage, graphicsQueue);
1270
1271 createRenderPass();
1272 createCommandPools();
1273 createFramebuffers();
1274 createCommandBuffers();
1275 createSyncObjects();
1276
1277 createBufferSet(sizeof(UBO_VP_mats),
1278 VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
1279 VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
1280 uniformBuffers_modelPipeline);
1281
1282 createBufferSet(objects_modelPipeline.memorySize(),
1283 VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT
1284 | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
1285 VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
1286 storageBuffers_modelPipeline);
1287
1288 modelPipeline.updateRenderPass(renderPass);
1289 modelPipeline.createPipeline("shaders/model-vert.spv", "shaders/model-frag.spv");
1290 modelPipeline.createDescriptorPool(swapChainImages.size());
1291 modelPipeline.createDescriptorSets(swapChainImages.size());
1292
1293 imageIndex = 0;
1294}
1295
1296void VulkanGame::cleanupSwapChain() {
1297 VulkanUtils::destroyVulkanImage(device, depthImage);
1298
1299 for (VkFramebuffer framebuffer : swapChainFramebuffers) {
1300 vkDestroyFramebuffer(device, framebuffer, nullptr);
1301 }
1302
1303 for (uint32_t i = 0; i < swapChainImageCount; i++) {
1304 vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
1305 vkDestroyCommandPool(device, commandPools[i], nullptr);
1306 }
1307
1308 modelPipeline.cleanup();
1309
1310 for (size_t i = 0; i < uniformBuffers_modelPipeline.buffers.size(); i++) {
1311 vkDestroyBuffer(device, uniformBuffers_modelPipeline.buffers[i], nullptr);
1312 vkFreeMemory(device, uniformBuffers_modelPipeline.memory[i], nullptr);
1313 }
1314
1315 for (size_t i = 0; i < storageBuffers_modelPipeline.buffers.size(); i++) {
1316 vkDestroyBuffer(device, storageBuffers_modelPipeline.buffers[i], nullptr);
1317 vkFreeMemory(device, storageBuffers_modelPipeline.memory[i], nullptr);
1318 }
1319
1320 for (uint32_t i = 0; i < swapChainImageCount; i++) {
1321 vkDestroySemaphore(device, imageAcquiredSemaphores[i], nullptr);
1322 vkDestroySemaphore(device, renderCompleteSemaphores[i], nullptr);
1323 vkDestroyFence(device, inFlightFences[i], nullptr);
1324 }
1325
1326 vkDestroyRenderPass(device, renderPass, nullptr);
1327
1328 for (VkImageView imageView : swapChainImageViews) {
1329 vkDestroyImageView(device, imageView, nullptr);
1330 }
1331
1332 vkDestroySwapchainKHR(device, swapChain, nullptr);
1333}
1334
1335void VulkanGame::renderMainScreen(int width, int height) {
1336 {
1337 int padding = 4;
1338 ImGui::SetNextWindowPos(vec2(-padding, -padding), ImGuiCond_Once);
1339 ImGui::SetNextWindowSize(vec2(width + 2 * padding, height + 2 * padding), ImGuiCond_Always);
1340 ImGui::Begin("WndMain", nullptr,
1341 ImGuiWindowFlags_NoTitleBar |
1342 ImGuiWindowFlags_NoResize |
1343 ImGuiWindowFlags_NoMove);
1344
1345 ButtonImGui btn("New Game");
1346
1347 ImGui::InvisibleButton("", vec2(10, height / 6));
1348 if (btn.draw((width - btn.getWidth()) / 2)) {
1349 goToScreen(&VulkanGame::renderGameScreen);
1350 }
1351
1352 ButtonImGui btn2("Quit");
1353
1354 ImGui::InvisibleButton("", vec2(10, 15));
1355 if (btn2.draw((width - btn2.getWidth()) / 2)) {
1356 quitGame();
1357 }
1358
1359 ImGui::End();
1360 }
1361}
1362
1363void VulkanGame::renderGameScreen(int width, int height) {
1364 {
1365 ImGui::SetNextWindowSize(vec2(130, 65), ImGuiCond_Once);
1366 ImGui::SetNextWindowPos(vec2(10, 50), ImGuiCond_Once);
1367 ImGui::Begin("WndStats", nullptr,
1368 ImGuiWindowFlags_NoTitleBar |
1369 ImGuiWindowFlags_NoResize |
1370 ImGuiWindowFlags_NoMove);
1371
1372 //ImGui::Text(ImGui::GetIO().Framerate);
1373 renderGuiValueList(valueLists["stats value list"]);
1374
1375 ImGui::End();
1376 }
1377
1378 {
1379 ImGui::SetNextWindowSize(vec2(250, 35), ImGuiCond_Once);
1380 ImGui::SetNextWindowPos(vec2(width - 260, 10), ImGuiCond_Always);
1381 ImGui::Begin("WndMenubar", nullptr,
1382 ImGuiWindowFlags_NoTitleBar |
1383 ImGuiWindowFlags_NoResize |
1384 ImGuiWindowFlags_NoMove);
1385 ImGui::InvisibleButton("", vec2(155, 18));
1386 ImGui::SameLine();
1387 if (ImGui::Button("Main Menu")) {
1388 goToScreen(&VulkanGame::renderMainScreen);
1389 }
1390 ImGui::End();
1391 }
1392
1393 {
1394 ImGui::SetNextWindowSize(vec2(200, 200), ImGuiCond_Once);
1395 ImGui::SetNextWindowPos(vec2(width - 210, 60), ImGuiCond_Always);
1396 ImGui::Begin("WndDebug", nullptr,
1397 ImGuiWindowFlags_NoTitleBar |
1398 ImGuiWindowFlags_NoResize |
1399 ImGuiWindowFlags_NoMove);
1400
1401 renderGuiValueList(valueLists["debug value list"]);
1402
1403 ImGui::End();
1404 }
1405}
1406
1407void VulkanGame::initGuiValueLists(map<string, vector<UIValue>>& valueLists) {
1408 valueLists["stats value list"] = vector<UIValue>();
1409 valueLists["debug value list"] = vector<UIValue>();
1410}
1411
1412// TODO: Probably turn this into a UI widget class
1413void VulkanGame::renderGuiValueList(vector<UIValue>& values) {
1414 float maxWidth = 0.0f;
1415 float cursorStartPos = ImGui::GetCursorPosX();
1416
1417 for (vector<UIValue>::iterator it = values.begin(); it != values.end(); it++) {
1418 float textWidth = ImGui::CalcTextSize(it->label.c_str()).x;
1419
1420 if (maxWidth < textWidth)
1421 maxWidth = textWidth;
1422 }
1423
1424 stringstream ss;
1425
1426 // TODO: Possibly implement this based on gui/ui-value.hpp instead and use templates
1427 // to keep track of the type. This should make it a bit easier to use and maintain
1428 // Also, implement this in a way that's agnostic to the UI renderer.
1429 for (vector<UIValue>::iterator it = values.begin(); it != values.end(); it++) {
1430 ss.str("");
1431 ss.clear();
1432
1433 switch (it->type) {
1434 case UIVALUE_INT:
1435 ss << it->label << ": " << *(unsigned int*)it->value;
1436 break;
1437 case UIVALUE_DOUBLE:
1438 ss << it->label << ": " << *(double*)it->value;
1439 break;
1440 }
1441
1442 float textWidth = ImGui::CalcTextSize(it->label.c_str()).x;
1443
1444 ImGui::SetCursorPosX(cursorStartPos + maxWidth - textWidth);
1445 //ImGui::Text("%s", ss.str().c_str());
1446 ImGui::Text("%s: %.1f", it->label.c_str(), *(float*)it->value);
1447 }
1448}
1449
1450void VulkanGame::goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height)) {
1451 currentRenderScreenFn = renderScreenFn;
1452
1453 // TODO: Maybe just set shouldRecreateSwapChain to true instead. Check this render loop logic
1454 // to make sure there'd be no issues
1455 //recreateSwapChain();
1456}
1457
1458void VulkanGame::quitGame() {
1459 done = true;
1460}
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