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computenbody.cpp
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/*
* Vulkan Example - Compute shader N-body simulation using two passes and shared compute shader memory
*
* This sample shows how to combine compute and graphics for doing N-body particle simulaton
* It calculates the particle system movement using two separate compute passes: calculating particle positions and integrating particles
* For that a shader storage buffer is used which is then used as a vertex buffer for drawing the particle system with a graphics pipeline
* To optimize performance, the compute shaders use shared memory
*
* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanexamplebase.h"
#if defined(__ANDROID__)
// Lower particle count on Android for performance reasons
#define PARTICLES_PER_ATTRACTOR 3 * 1024
#else
#define PARTICLES_PER_ATTRACTOR 4 * 1024
#endif
class VulkanExample : public VulkanExampleBase
{
public:
struct Textures {
vks::Texture2D particle;
vks::Texture2D gradient;
} textures{};
// Particle Definition
struct Particle {
glm::vec4 pos; // xyz = position, w = mass
glm::vec4 vel; // xyz = velocity, w = gradient texture position
};
uint32_t numParticles{ 0 };
// We use a shader storage buffer object to store the particlces
// This is updated by the compute pipeline and displayed as a vertex buffer by the graphics pipeline
vks::Buffer storageBuffer;
// Resources for the graphics part of the example
struct Graphics {
uint32_t queueFamilyIndex; // Used to check if compute and graphics queue families differ and require additional barriers
VkDescriptorSetLayout descriptorSetLayout; // Particle system rendering shader binding layout
VkDescriptorSet descriptorSet; // Particle system rendering shader bindings
VkPipelineLayout pipelineLayout; // Layout of the graphics pipeline
VkPipeline pipeline; // Particle rendering pipeline
VkSemaphore semaphore; // Execution dependency between compute & graphic submission
struct UniformData {
glm::mat4 projection;
glm::mat4 view;
glm::vec2 screenDim;
} uniformData;
vks::Buffer uniformBuffer; // Contains scene matrices
} graphics;
// Resources for the compute part of the example
struct Compute {
uint32_t queueFamilyIndex; // Used to check if compute and graphics queue families differ and require additional barriers
VkQueue queue; // Separate queue for compute commands (queue family may differ from the one used for graphics)
VkCommandPool commandPool; // Use a separate command pool (queue family may differ from the one used for graphics)
VkCommandBuffer commandBuffer; // Command buffer storing the dispatch commands and barriers
VkSemaphore semaphore; // Execution dependency between compute & graphic submission
VkDescriptorSetLayout descriptorSetLayout; // Compute shader binding layout
VkDescriptorSet descriptorSet; // Compute shader bindings
VkPipelineLayout pipelineLayout; // Layout of the compute pipeline
VkPipeline pipelineCalculate; // Compute pipeline for N-Body velocity calculation (1st pass)
VkPipeline pipelineIntegrate; // Compute pipeline for euler integration (2nd pass)
struct UniformData { // Compute shader uniform block object
float deltaT{ 0.0f }; // Frame delta time
int32_t particleCount{ 0 };
// Parameters used to control the behaviour of the particle system
float gravity{ 0.002f };
float power{ 0.75f };
float soften{ 0.05f };
} uniformData;
vks::Buffer uniformBuffer; // Uniform buffer object containing particle system parameters
} compute;
VulkanExample() : VulkanExampleBase()
{
title = "Compute shader N-body system";
camera.type = Camera::CameraType::lookat;
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
camera.setRotation(glm::vec3(-26.0f, 75.0f, 0.0f));
camera.setTranslation(glm::vec3(0.0f, 0.0f, -14.0f));
camera.movementSpeed = 2.5f;
}
~VulkanExample()
{
if (device) {
// Graphics
graphics.uniformBuffer.destroy();
vkDestroyPipeline(device, graphics.pipeline, nullptr);
vkDestroyPipelineLayout(device, graphics.pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, graphics.descriptorSetLayout, nullptr);
vkDestroySemaphore(device, graphics.semaphore, nullptr);
// Compute
compute.uniformBuffer.destroy();
vkDestroyPipelineLayout(device, compute.pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, compute.descriptorSetLayout, nullptr);
vkDestroyPipeline(device, compute.pipelineCalculate, nullptr);
vkDestroyPipeline(device, compute.pipelineIntegrate, nullptr);
vkDestroySemaphore(device, compute.semaphore, nullptr);
vkDestroyCommandPool(device, compute.commandPool, nullptr);
storageBuffer.destroy();
textures.particle.destroy();
textures.gradient.destroy();
}
}
void loadAssets()
{
textures.particle.loadFromFile(getAssetPath() + "textures/particle01_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
textures.gradient.loadFromFile(getAssetPath() + "textures/particle_gradient_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = { {0.0f, 0.0f, 0.0f, 1.0f} };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
// Acquire barrier
if (graphics.queueFamilyIndex != compute.queueFamilyIndex)
{
VkBufferMemoryBarrier buffer_barrier =
{
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
nullptr,
0,
VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT,
compute.queueFamilyIndex,
graphics.queueFamilyIndex,
storageBuffer.buffer,
0,
storageBuffer.size
};
vkCmdPipelineBarrier(
drawCmdBuffers[i],
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
0,
0, nullptr,
1, &buffer_barrier,
0, nullptr);
}
// Draw the particle system using the update vertex buffer
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipeline);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphics.pipelineLayout, 0, 1, &graphics.descriptorSet, 0, nullptr);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &storageBuffer.buffer, offsets);
vkCmdDraw(drawCmdBuffers[i], numParticles, 1, 0, 0);
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
// Release barrier
if (graphics.queueFamilyIndex != compute.queueFamilyIndex)
{
VkBufferMemoryBarrier buffer_barrier =
{
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
nullptr,
VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT,
0,
graphics.queueFamilyIndex,
compute.queueFamilyIndex,
storageBuffer.buffer,
0,
storageBuffer.size
};
vkCmdPipelineBarrier(
drawCmdBuffers[i],
VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
0,
0, nullptr,
1, &buffer_barrier,
0, nullptr);
}
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void buildComputeCommandBuffer()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VK_CHECK_RESULT(vkBeginCommandBuffer(compute.commandBuffer, &cmdBufInfo));
// Acquire barrier
if (graphics.queueFamilyIndex != compute.queueFamilyIndex)
{
VkBufferMemoryBarrier buffer_barrier =
{
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
nullptr,
0,
VK_ACCESS_SHADER_WRITE_BIT,
graphics.queueFamilyIndex,
compute.queueFamilyIndex,
storageBuffer.buffer,
0,
storageBuffer.size
};
vkCmdPipelineBarrier(
compute.commandBuffer,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
0,
0, nullptr,
1, &buffer_barrier,
0, nullptr);
}
// First pass: Calculate particle movement
// -------------------------------------------------------------------------------------------------------
vkCmdBindPipeline(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineCalculate);
vkCmdBindDescriptorSets(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineLayout, 0, 1, &compute.descriptorSet, 0, 0);
vkCmdDispatch(compute.commandBuffer, numParticles / 256, 1, 1);
// Add memory barrier to ensure that the computer shader has finished writing to the buffer
VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
bufferBarrier.buffer = storageBuffer.buffer;
bufferBarrier.size = storageBuffer.descriptor.range;
bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
bufferBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
// Transfer ownership if compute and graphics queue family indices differ
bufferBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vkCmdPipelineBarrier(
compute.commandBuffer,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_FLAGS_NONE,
0, nullptr,
1, &bufferBarrier,
0, nullptr);
// Second pass: Integrate particles
// -------------------------------------------------------------------------------------------------------
vkCmdBindPipeline(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineIntegrate);
vkCmdDispatch(compute.commandBuffer, numParticles / 256, 1, 1);
// Release barrier
if (graphics.queueFamilyIndex != compute.queueFamilyIndex)
{
VkBufferMemoryBarrier buffer_barrier =
{
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
nullptr,
VK_ACCESS_SHADER_WRITE_BIT,
0,
compute.queueFamilyIndex,
graphics.queueFamilyIndex,
storageBuffer.buffer,
0,
storageBuffer.size
};
vkCmdPipelineBarrier(
compute.commandBuffer,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
0,
0, nullptr,
1, &buffer_barrier,
0, nullptr);
}
vkEndCommandBuffer(compute.commandBuffer);
}
// Setup and fill the compute shader storage buffers containing the particles
void prepareStorageBuffers()
{
// We mark a few particles as attractors that move along a given path, these will pull in the other particles
std::vector<glm::vec3> attractors = {
glm::vec3(5.0f, 0.0f, 0.0f),
glm::vec3(-5.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 5.0f),
glm::vec3(0.0f, 0.0f, -5.0f),
glm::vec3(0.0f, 4.0f, 0.0f),
glm::vec3(0.0f, -8.0f, 0.0f),
};
numParticles = static_cast<uint32_t>(attractors.size()) * PARTICLES_PER_ATTRACTOR;
// Initial particle positions
std::vector<Particle> particleBuffer(numParticles);
std::default_random_engine rndEngine(benchmark.active ? 0 : (unsigned)time(nullptr));
std::normal_distribution<float> rndDist(0.0f, 1.0f);
for (uint32_t i = 0; i < static_cast<uint32_t>(attractors.size()); i++)
{
for (uint32_t j = 0; j < PARTICLES_PER_ATTRACTOR; j++)
{
Particle& particle = particleBuffer[i * PARTICLES_PER_ATTRACTOR + j];
// First particle in group as heavy center of gravity
if (j == 0)
{
particle.pos = glm::vec4(attractors[i] * 1.5f, 90000.0f);
particle.vel = glm::vec4(glm::vec4(0.0f));
}
else
{
// Position
glm::vec3 position(attractors[i] + glm::vec3(rndDist(rndEngine), rndDist(rndEngine), rndDist(rndEngine)) * 0.75f);
float len = glm::length(glm::normalize(position - attractors[i]));
position.y *= 2.0f - (len * len);
// Velocity
glm::vec3 angular = glm::vec3(0.5f, 1.5f, 0.5f) * (((i % 2) == 0) ? 1.0f : -1.0f);
glm::vec3 velocity = glm::cross((position - attractors[i]), angular) + glm::vec3(rndDist(rndEngine), rndDist(rndEngine), rndDist(rndEngine) * 0.025f);
float mass = (rndDist(rndEngine) * 0.5f + 0.5f) * 75.0f;
particle.pos = glm::vec4(position, mass);
particle.vel = glm::vec4(velocity, 0.0f);
}
// Color gradient offset
particle.vel.w = (float)i * 1.0f / static_cast<uint32_t>(attractors.size());
}
}
compute.uniformData.particleCount = numParticles;
VkDeviceSize storageBufferSize = particleBuffer.size() * sizeof(Particle);
// Staging
// SSBO won't be changed on the host after upload so copy to device local memory
vks::Buffer stagingBuffer;
vulkanDevice->createBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &stagingBuffer, storageBufferSize, particleBuffer.data());
// The SSBO will be used as a storage buffer for the compute pipeline and as a vertex buffer in the graphics pipeline
vulkanDevice->createBuffer(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &storageBuffer, storageBufferSize);
// Copy from staging buffer to storage buffer
VkCommandBuffer copyCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkBufferCopy copyRegion = {};
copyRegion.size = storageBufferSize;
vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, storageBuffer.buffer, 1, ©Region);
// Execute a transfer barrier to the compute queue, if necessary
if (graphics.queueFamilyIndex != compute.queueFamilyIndex)
{
VkBufferMemoryBarrier buffer_barrier =
{
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
nullptr,
VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT,
0,
graphics.queueFamilyIndex,
compute.queueFamilyIndex,
storageBuffer.buffer,
0,
storageBuffer.size
};
vkCmdPipelineBarrier(
copyCmd,
VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
0,
0, nullptr,
1, &buffer_barrier,
0, nullptr);
}
vulkanDevice->flushCommandBuffer(copyCmd, queue, true);
stagingBuffer.destroy();
}
void prepareGraphics()
{
// Vertex shader uniform buffer block
vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &graphics.uniformBuffer, sizeof(Graphics::UniformData));
VK_CHECK_RESULT(graphics.uniformBuffer.map());
// Descriptor pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Descriptor layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings;
setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 0),
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 2),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &graphics.descriptorSetLayout));
// Descriptor set
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &graphics.descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
vks::initializers::writeDescriptorSet(graphics.descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &textures.particle.descriptor),
vks::initializers::writeDescriptorSet(graphics.descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.gradient.descriptor),
vks::initializers::writeDescriptorSet(graphics.descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2, &graphics.uniformBuffer.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
// Pipeline layout
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&graphics.descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &graphics.pipelineLayout));
// Pipeline
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_POINT_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_FALSE, VK_FALSE, VK_COMPARE_OP_ALWAYS);
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
// Vertex Input state
std::vector<VkVertexInputBindingDescription> inputBindings = {
vks::initializers::vertexInputBindingDescription(0, sizeof(Particle), VK_VERTEX_INPUT_RATE_VERTEX)
};
std::vector<VkVertexInputAttributeDescription> inputAttributes = {
// Location 0 : Position
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(Particle, pos)),
// Location 1 : Velocity (used for color gradient lookup)
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(Particle, vel)),
};
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(inputBindings.size());
vertexInputState.pVertexBindingDescriptions = inputBindings.data();
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(inputAttributes.size());
vertexInputState.pVertexAttributeDescriptions = inputAttributes.data();
// Shaders
shaderStages[0] = loadShader(getShadersPath() + "computenbody/particle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "computenbody/particle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo(graphics.pipelineLayout, renderPass, 0);
pipelineCreateInfo.pVertexInputState = &vertexInputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCreateInfo.pStages = shaderStages.data();
pipelineCreateInfo.renderPass = renderPass;
// Additive blending
blendAttachmentState.colorWriteMask = 0xF;
blendAttachmentState.blendEnable = VK_TRUE;
blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE;
blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &graphics.pipeline));
// We use a semaphore to synchronize compute and graphics
VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &graphics.semaphore));
// Signal the semaphore for the first run
VkSubmitInfo submitInfo = vks::initializers::submitInfo();
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &graphics.semaphore;
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VK_CHECK_RESULT(vkQueueWaitIdle(queue));
buildCommandBuffers();
}
void prepareCompute()
{
// Create a compute capable device queue
// The VulkanDevice::createLogicalDevice functions finds a compute capable queue and prefers queue families that only support compute
// Depending on the implementation this may result in different queue family indices for graphics and computes,
// requiring proper synchronization (see the memory barriers in buildComputeCommandBuffer)
vkGetDeviceQueue(device, compute.queueFamilyIndex, 0, &compute.queue);
// Compute shader uniform buffer block
vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &compute.uniformBuffer, sizeof(Compute::UniformData));
VK_CHECK_RESULT(compute.uniformBuffer.map());
// Create compute pipeline
// Compute pipelines are created separate from graphics pipelines even if they use the same queue (family index)
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0 : Particle position storage buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, VK_SHADER_STAGE_COMPUTE_BIT, 0),
// Binding 1 : Uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_COMPUTE_BIT, 1),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &compute.descriptorSetLayout));
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &compute.descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSet));
std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets = {
// Binding 0 : Particle position storage buffer
vks::initializers::writeDescriptorSet(compute.descriptorSet, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0, &storageBuffer.descriptor),
// Binding 1 : Uniform buffer
vks::initializers::writeDescriptorSet(compute.descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,1,&compute.uniformBuffer.descriptor)
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(computeWriteDescriptorSets.size()), computeWriteDescriptorSets.data(), 0, nullptr);
// Create pipelines
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&compute.descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &compute.pipelineLayout));
VkComputePipelineCreateInfo computePipelineCreateInfo = vks::initializers::computePipelineCreateInfo(compute.pipelineLayout, 0);
// 1st pass
computePipelineCreateInfo.stage = loadShader(getShadersPath() + "computenbody/particle_calculate.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
// We want to use as much shared memory for the compute shader invocations as available, so we calculate it based on the device limits and pass it to the shader via specialization constants
uint32_t sharedDataSize = std::min((uint32_t)1024, (uint32_t)(vulkanDevice->properties.limits.maxComputeSharedMemorySize / sizeof(glm::vec4)));
VkSpecializationMapEntry specializationMapEntry = vks::initializers::specializationMapEntry(0, 0, sizeof(uint32_t));
VkSpecializationInfo specializationInfo = vks::initializers::specializationInfo(1, &specializationMapEntry, sizeof(int32_t), &sharedDataSize);
computePipelineCreateInfo.stage.pSpecializationInfo = &specializationInfo;
VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &compute.pipelineCalculate));
// 2nd pass
computePipelineCreateInfo.stage = loadShader(getShadersPath() + "computenbody/particle_integrate.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &compute.pipelineIntegrate));
// Separate command pool as queue family for compute may be different than graphics
VkCommandPoolCreateInfo cmdPoolInfo = {};
cmdPoolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
cmdPoolInfo.queueFamilyIndex = compute.queueFamilyIndex;
cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &compute.commandPool));
// Create a command buffer for compute operations
compute.commandBuffer = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, compute.commandPool);
// Semaphore for compute & graphics sync
VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &compute.semaphore));
// Build a single command buffer containing the compute dispatch commands
buildComputeCommandBuffer();
}
void updateComputeUniformBuffers()
{
compute.uniformData.deltaT = paused ? 0.0f : frameTimer * 0.05f;
memcpy(compute.uniformBuffer.mapped, &compute.uniformData, sizeof(Compute::UniformData));
}
void updateGraphicsUniformBuffers()
{
graphics.uniformData.projection = camera.matrices.perspective;
graphics.uniformData.view = camera.matrices.view;
graphics.uniformData.screenDim = glm::vec2((float)width, (float)height);
memcpy(graphics.uniformBuffer.mapped, &graphics.uniformData, sizeof(Graphics::UniformData));
}
void prepare()
{
VulkanExampleBase::prepare();
// We will be using the queue family indices to check if graphics and compute queue families differ
// If that's the case, we need additional barriers for acquiring and releasing resources
graphics.queueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics;
compute.queueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
loadAssets();
prepareStorageBuffers();
prepareGraphics();
prepareCompute();
prepared = true;
}
void draw()
{
// Wait for rendering finished
VkPipelineStageFlags waitStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
// Submit compute commands
VkSubmitInfo computeSubmitInfo = vks::initializers::submitInfo();
computeSubmitInfo.commandBufferCount = 1;
computeSubmitInfo.pCommandBuffers = &compute.commandBuffer;
computeSubmitInfo.waitSemaphoreCount = 1;
computeSubmitInfo.pWaitSemaphores = &graphics.semaphore;
computeSubmitInfo.pWaitDstStageMask = &waitStageMask;
computeSubmitInfo.signalSemaphoreCount = 1;
computeSubmitInfo.pSignalSemaphores = &compute.semaphore;
VK_CHECK_RESULT(vkQueueSubmit(compute.queue, 1, &computeSubmitInfo, VK_NULL_HANDLE));
VulkanExampleBase::prepareFrame();
VkPipelineStageFlags graphicsWaitStageMasks[] = { VK_PIPELINE_STAGE_VERTEX_INPUT_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT };
VkSemaphore graphicsWaitSemaphores[] = { compute.semaphore, semaphores.presentComplete };
VkSemaphore graphicsSignalSemaphores[] = { graphics.semaphore, semaphores.renderComplete };
// Submit graphics commands
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
submitInfo.waitSemaphoreCount = 2;
submitInfo.pWaitSemaphores = graphicsWaitSemaphores;
submitInfo.pWaitDstStageMask = graphicsWaitStageMasks;
submitInfo.signalSemaphoreCount = 2;
submitInfo.pSignalSemaphores = graphicsSignalSemaphores;
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
virtual void render()
{
if (!prepared)
return;
updateComputeUniformBuffers();
updateGraphicsUniformBuffers();
draw();
}
};
VULKAN_EXAMPLE_MAIN()