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dynamic_uniform_buffers.h
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/* Copyright (c) 2019-2021, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/*
* Demonstrates the use of dynamic uniform buffers.
*
* Instead of using one uniform buffer per-object, this example allocates one big uniform buffer
* with respect to the alignment reported by the device via minUniformBufferOffsetAlignment that
* contains all matrices for the objects in the scene.
*
* The used descriptor type VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC then allows to set a dynamic
* offset used to pass data from the single uniform buffer to the connected shader binding point.
*/
#pragma once
#include "api_vulkan_sample.h"
#define OBJECT_INSTANCES 125
class DynamicUniformBuffers : public ApiVulkanSample
{
private:
void *aligned_alloc(size_t size, size_t alignment);
void aligned_free(void *data);
public:
struct Vertex
{
float pos[3];
float color[3];
};
std::unique_ptr<vkb::core::Buffer> vertex_buffer;
std::unique_ptr<vkb::core::Buffer> index_buffer;
uint32_t index_count = 0;
struct UniformBuffers
{
std::unique_ptr<vkb::core::Buffer> view;
std::unique_ptr<vkb::core::Buffer> dynamic;
} uniform_buffers;
struct UboVS
{
glm::mat4 projection;
glm::mat4 view;
} ubo_vs;
// Store random per-object rotations
glm::vec3 rotations[OBJECT_INSTANCES];
glm::vec3 rotation_speeds[OBJECT_INSTANCES];
// One big uniform buffer that contains all matrices
// Note that we need to manually allocate the data to cope for GPU-specific uniform buffer offset alignments
struct UboDataDynamic
{
glm::mat4 *model = nullptr;
} ubo_data_dynamic;
VkPipeline pipeline;
VkPipelineLayout pipeline_layout;
VkDescriptorSet descriptor_set;
VkDescriptorSetLayout descriptor_set_layout;
float animation_timer = 0.0f;
size_t dynamic_alignment = 0;
DynamicUniformBuffers();
~DynamicUniformBuffers();
void build_command_buffers() override;
void generate_cube();
void setup_descriptor_pool();
void setup_descriptor_set_layout();
void setup_descriptor_set();
void prepare_pipelines();
void prepare_uniform_buffers();
void update_uniform_buffers();
void update_dynamic_uniform_buffer(float delta_time, bool force = false);
void draw();
bool prepare(vkb::Platform &platform) override;
virtual void render(float delta_time) override;
virtual bool resize(const uint32_t width, const uint32_t height) override;
};
std::unique_ptr<vkb::Application> create_dynamic_uniform_buffers();