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hpp_compute_nbody.cpp
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694 lines (566 loc) · 31.1 KB
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/* Copyright (c) 2022-2023, NVIDIA CORPORATION. All rights reserved.
*
* 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.
*/
/*
* Compute shader N-body simulation using two passes and shared compute shader memory, using vulkan.hpp
*/
#include <hpp_compute_nbody.h>
#include <benchmark_mode/benchmark_mode.h>
#include <core/hpp_command_pool.h>
#include <random>
HPPComputeNBody::HPPComputeNBody()
{
title = "Compute shader N-body system";
initializeCamera();
}
HPPComputeNBody::~HPPComputeNBody()
{
if (get_device() && get_device()->get_handle())
{
vk::Device device = get_device()->get_handle();
// Graphics
graphics.uniform_buffer.reset();
device.destroyPipeline(graphics.pipeline);
device.destroyPipelineLayout(graphics.pipeline_layout);
device.destroyDescriptorSetLayout(graphics.descriptor_set_layout);
device.destroySemaphore(graphics.semaphore);
// Compute
compute.storage_buffer.reset();
compute.uniform_buffer.reset();
device.destroyPipelineLayout(compute.pipeline_layout);
device.destroyDescriptorSetLayout(compute.descriptor_set_layout);
device.destroyPipeline(compute.pipeline_calculate);
device.destroyPipeline(compute.pipeline_integrate);
device.destroySemaphore(compute.semaphore);
device.destroyCommandPool(compute.command_pool);
device.destroySampler(textures.particle.sampler);
device.destroySampler(textures.gradient.sampler);
}
}
bool HPPComputeNBody::prepare(vkb::platform::HPPPlatform &platform)
{
if (!HPPApiVulkanSample::prepare(platform))
{
return false;
}
load_assets();
create_descriptor_pool();
prepare_graphics();
prepare_compute();
build_command_buffers();
prepared = true;
return true;
}
bool HPPComputeNBody::resize(const uint32_t width, const uint32_t height)
{
HPPApiVulkanSample::resize(width, height);
update_graphics_uniform_buffers();
return true;
}
void HPPComputeNBody::request_gpu_features(vkb::core::HPPPhysicalDevice &gpu)
{
// Enable anisotropic filtering if supported
if (gpu.get_features().samplerAnisotropy)
{
gpu.get_mutable_requested_features().samplerAnisotropy = VK_TRUE;
}
}
void HPPComputeNBody::build_command_buffers()
{
// Destroy command buffers if already present
if (!check_command_buffers())
{
destroy_command_buffers();
create_command_buffers();
}
std::array<vk::ClearValue, 2> clear_values = {{vk::ClearColorValue(std::array<float, 4>({{0.0f, 0.0f, 0.0f, 1.0f}})),
vk::ClearDepthStencilValue(0.0f, 0)}};
vk::RenderPassBeginInfo render_pass_begin_info(render_pass, {}, {{0, 0}, extent}, clear_values);
for (int32_t i = 0; i < draw_cmd_buffers.size(); ++i)
{
// Set target frame buffer
render_pass_begin_info.framebuffer = framebuffers[i];
vk::CommandBuffer command_buffer = draw_cmd_buffers[i];
command_buffer.begin(vk::CommandBufferBeginInfo());
// Acquire
if (graphics.queue_family_index != compute.queue_family_index)
{
vk::BufferMemoryBarrier buffer_barrier({},
vk::AccessFlagBits::eVertexAttributeRead,
compute.queue_family_index,
graphics.queue_family_index,
compute.storage_buffer->get_handle(),
0,
compute.storage_buffer->get_size());
command_buffer.pipelineBarrier(
vk::PipelineStageFlagBits::eComputeShader, vk::PipelineStageFlagBits::eVertexInput, {}, nullptr, buffer_barrier, nullptr);
}
// Draw the particle system using the update vertex buffer
command_buffer.beginRenderPass(render_pass_begin_info, vk::SubpassContents::eInline);
command_buffer.setViewport(0, {{0.0f, 0.0f, static_cast<float>(extent.width), static_cast<float>(extent.height), 0.0f, 1.0f}});
command_buffer.setScissor(0, {{{0, 0}, extent}});
command_buffer.bindPipeline(vk::PipelineBindPoint::eGraphics, graphics.pipeline);
command_buffer.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, graphics.pipeline_layout, 0, graphics.descriptor_set, nullptr);
command_buffer.bindVertexBuffers(0, compute.storage_buffer->get_handle(), {0});
command_buffer.draw(compute.ubo.particle_count, 1, 0, 0);
draw_ui(command_buffer);
command_buffer.endRenderPass();
// Release barrier
if (graphics.queue_family_index != compute.queue_family_index)
{
vk::BufferMemoryBarrier buffer_barrier(vk::AccessFlagBits::eVertexAttributeRead,
{},
graphics.queue_family_index,
compute.queue_family_index,
compute.storage_buffer->get_handle(),
0,
compute.storage_buffer->get_size());
command_buffer.pipelineBarrier(
vk::PipelineStageFlagBits::eVertexInput, vk::PipelineStageFlagBits::eComputeShader, {}, nullptr, buffer_barrier, nullptr);
}
command_buffer.end();
}
}
void HPPComputeNBody::render(float delta_time)
{
if (!prepared)
return;
draw();
update_compute_uniform_buffers(delta_time);
if (camera.updated)
{
update_graphics_uniform_buffers();
}
}
void HPPComputeNBody::build_compute_command_buffer()
{
compute.command_buffer.begin(vk::CommandBufferBeginInfo());
// Acquire
if (graphics.queue_family_index != compute.queue_family_index)
{
vk::BufferMemoryBarrier buffer_barrier({},
vk::AccessFlagBits::eShaderWrite,
graphics.queue_family_index,
compute.queue_family_index,
compute.storage_buffer->get_handle(),
0,
compute.storage_buffer->get_size());
compute.command_buffer.pipelineBarrier(
vk::PipelineStageFlagBits::eTransfer, vk::PipelineStageFlagBits::eComputeShader, {}, nullptr, buffer_barrier, nullptr);
}
// First pass: Calculate particle movement
// -------------------------------------------------------------------------------------------------------
compute.command_buffer.bindPipeline(vk::PipelineBindPoint::eCompute, compute.pipeline_calculate);
compute.command_buffer.bindDescriptorSets(vk::PipelineBindPoint::eCompute, compute.pipeline_layout, 0, compute.descriptor_set, nullptr);
compute.command_buffer.dispatch(compute.ubo.particle_count / compute.work_group_size, 1, 1);
// Add memory barrier to ensure that the computer shader has finished writing to the buffer
vk::BufferMemoryBarrier memory_barrier(vk::AccessFlagBits::eShaderWrite,
vk::AccessFlagBits::eShaderRead,
VK_QUEUE_FAMILY_IGNORED,
VK_QUEUE_FAMILY_IGNORED,
compute.storage_buffer->get_handle(),
0,
compute.storage_buffer->get_size());
compute.command_buffer.pipelineBarrier(
vk::PipelineStageFlagBits::eComputeShader, vk::PipelineStageFlagBits::eComputeShader, {}, nullptr, memory_barrier, nullptr);
// Second pass: Integrate particles
// -------------------------------------------------------------------------------------------------------
compute.command_buffer.bindPipeline(vk::PipelineBindPoint::eCompute, compute.pipeline_integrate);
compute.command_buffer.dispatch(compute.ubo.particle_count / compute.work_group_size, 1, 1);
// Release
if (graphics.queue_family_index != compute.queue_family_index)
{
vk::BufferMemoryBarrier buffer_barrier(vk::AccessFlagBits::eShaderWrite,
{},
compute.queue_family_index,
graphics.queue_family_index,
compute.storage_buffer->get_handle(),
0,
compute.storage_buffer->get_size());
compute.command_buffer.pipelineBarrier(
vk::PipelineStageFlagBits::eComputeShader, vk::PipelineStageFlagBits::eTransfer, {}, nullptr, buffer_barrier, nullptr);
}
compute.command_buffer.end();
}
void HPPComputeNBody::build_compute_transfer_command_buffer(vk::CommandBuffer command_buffer) const
{
command_buffer.begin(vk::CommandBufferBeginInfo());
vk::BufferMemoryBarrier acquire_buffer_barrier({},
vk::AccessFlagBits::eShaderWrite,
graphics.queue_family_index,
compute.queue_family_index,
compute.storage_buffer->get_handle(),
0,
compute.storage_buffer->get_size());
command_buffer.pipelineBarrier(
vk::PipelineStageFlagBits::eTransfer, vk::PipelineStageFlagBits::eComputeShader, {}, nullptr, acquire_buffer_barrier, nullptr);
vk::BufferMemoryBarrier release_buffer_barrier(vk::AccessFlagBits::eShaderWrite,
{},
compute.queue_family_index,
graphics.queue_family_index,
compute.storage_buffer->get_handle(),
0,
compute.storage_buffer->get_size());
command_buffer.pipelineBarrier(
vk::PipelineStageFlagBits::eComputeShader, vk::PipelineStageFlagBits::eTransfer, {}, nullptr, release_buffer_barrier, nullptr);
// Copied from Device::flush_command_buffer, which we can't use because it would be
// working with the wrong command pool
command_buffer.end();
}
void HPPComputeNBody::build_copy_command_buffer(vk::CommandBuffer command_buffer, vk::Buffer staging_buffer, vk::DeviceSize buffer_size) const
{
command_buffer.begin(vk::CommandBufferBeginInfo());
command_buffer.copyBuffer(staging_buffer, compute.storage_buffer->get_handle(), {{0, 0, buffer_size}});
// Execute a transfer to the compute queue, if necessary
if (graphics.queue_family_index != compute.queue_family_index)
{
vk::BufferMemoryBarrier buffer_barrier(vk::AccessFlagBits::eVertexAttributeRead,
{},
graphics.queue_family_index,
compute.queue_family_index,
compute.storage_buffer->get_handle(),
0,
compute.storage_buffer->get_size());
command_buffer.pipelineBarrier(vk::PipelineStageFlagBits::eVertexInput, vk::PipelineStageFlagBits::eComputeShader, {}, nullptr, buffer_barrier, nullptr);
}
command_buffer.end();
}
void HPPComputeNBody::create_compute_descriptor_set_layout()
{
std::array<vk::DescriptorSetLayoutBinding, 2> set_layout_bindings = {{{0, vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eCompute},
{1, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eCompute}}};
compute.descriptor_set_layout = get_device()->get_handle().createDescriptorSetLayout({{}, set_layout_bindings});
}
void HPPComputeNBody::create_compute_pipeline_particle_integration()
{
// 2nd pass - Particle integration
vk::ComputePipelineCreateInfo compute_pipeline_create_info({}, {}, compute.pipeline_layout);
compute_pipeline_create_info.stage = load_shader("compute_nbody/particle_integrate.comp", vk::ShaderStageFlagBits::eCompute);
vk::SpecializationMapEntry integration_specialization_entry(0, 0, sizeof(compute.work_group_size));
vk::SpecializationInfo specialization_info(1, &integration_specialization_entry, sizeof(compute.work_group_size), &compute.work_group_size);
compute_pipeline_create_info.stage.pSpecializationInfo = &specialization_info;
vk::Result result;
std::tie(result, compute.pipeline_integrate) = get_device()->get_handle().createComputePipeline(pipeline_cache, compute_pipeline_create_info);
assert(result == vk::Result::eSuccess);
}
void HPPComputeNBody::create_compute_pipeline_particle_movement()
{
// 1st pass - Particle movement calculations
vk::ComputePipelineCreateInfo compute_pipeline_create_info({}, {}, compute.pipeline_layout);
compute_pipeline_create_info.stage = load_shader("compute_nbody/particle_calculate.comp", vk::ShaderStageFlagBits::eCompute);
// Set some shader parameters via specialization constants
struct MovementSpecializationData
{
uint32_t workgroup_size;
uint32_t shared_data_size;
float gravity;
float power;
float soften;
};
std::array<vk::SpecializationMapEntry, 5> movement_specialization_map_entries = {
{{0, offsetof(MovementSpecializationData, workgroup_size), sizeof(uint32_t)},
{1, offsetof(MovementSpecializationData, shared_data_size), sizeof(uint32_t)},
{2, offsetof(MovementSpecializationData, gravity), sizeof(float)},
{3, offsetof(MovementSpecializationData, power), sizeof(float)},
{4, offsetof(MovementSpecializationData, soften), sizeof(float)}}};
MovementSpecializationData movement_specialization_data{compute.work_group_size, compute.shared_data_size, 0.002f, 0.75f, 0.05f};
vk::SpecializationInfo specialization_info(static_cast<uint32_t>(movement_specialization_map_entries.size()),
movement_specialization_map_entries.data(),
sizeof(movement_specialization_data),
&movement_specialization_data);
compute_pipeline_create_info.stage.pSpecializationInfo = &specialization_info;
vk::Result result;
std::tie(result, compute.pipeline_calculate) = get_device()->get_handle().createComputePipeline(pipeline_cache, compute_pipeline_create_info);
assert(result == vk::Result::eSuccess);
}
void HPPComputeNBody::create_compute_pipelines()
{
create_compute_pipeline_particle_movement();
create_compute_pipeline_particle_integration();
}
// Setup and fill the compute shader storage buffers containing the particles
void HPPComputeNBody::prepare_compute_storage_buffers()
{
#if 0
std::vector<glm::vec3> attractors = {
glm::vec3(2.5f, 1.5f, 0.0f),
glm::vec3(-2.5f, -1.5f, 0.0f),
};
#else
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),
};
#endif
compute.ubo.particle_count = static_cast<uint32_t>(attractors.size()) * PARTICLES_PER_ATTRACTOR;
// Initial particle positions
std::vector<Particle> particle_buffer(compute.ubo.particle_count);
std::default_random_engine rnd_engine(platform->using_plugin<::plugins::BenchmarkMode>() ? 0 : (unsigned) time(nullptr));
std::normal_distribution<float> rnd_distribution(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 = particle_buffer[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(rnd_distribution(rnd_engine), rnd_distribution(rnd_engine), rnd_distribution(rnd_engine)) * 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(rnd_distribution(rnd_engine), rnd_distribution(rnd_engine), rnd_distribution(rnd_engine) * 0.025f);
float mass = (rnd_distribution(rnd_engine) * 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());
}
}
vk::DeviceSize storage_buffer_size = particle_buffer.size() * sizeof(Particle);
// Staging
// SSBO won't be changed on the host after upload so copy to device local memory
vkb::core::HPPBuffer staging_buffer(*get_device(), storage_buffer_size, vk::BufferUsageFlagBits::eTransferSrc, VMA_MEMORY_USAGE_CPU_ONLY);
staging_buffer.update(particle_buffer.data(), storage_buffer_size);
compute.storage_buffer = std::make_unique<vkb::core::HPPBuffer>(*get_device(),
storage_buffer_size,
vk::BufferUsageFlagBits::eVertexBuffer | vk::BufferUsageFlagBits::eStorageBuffer |
vk::BufferUsageFlagBits::eTransferDst,
VMA_MEMORY_USAGE_GPU_ONLY);
// Copy from staging buffer to storage buffer
vk::Device device = get_device()->get_handle();
vk::CommandBuffer copy_command = device.allocateCommandBuffers({get_device()->get_command_pool().get_handle(), vk::CommandBufferLevel::ePrimary, 1}).front();
build_copy_command_buffer(copy_command, staging_buffer.get_handle(), storage_buffer_size);
vkb::common::submit_and_wait(device, queue, {copy_command});
device.freeCommandBuffers(get_device()->get_command_pool().get_handle(), copy_command);
}
void HPPComputeNBody::create_descriptor_pool()
{
std::array<vk::DescriptorPoolSize, 3> pool_sizes = {
{{vk::DescriptorType::eUniformBuffer, 2}, {vk::DescriptorType::eStorageBuffer, 1}, {vk::DescriptorType::eCombinedImageSampler, 2}}};
descriptor_pool = get_device()->get_handle().createDescriptorPool({{}, 2, pool_sizes});
}
void HPPComputeNBody::create_graphics_descriptor_set_layout()
{
std::array<vk::DescriptorSetLayoutBinding, 3> set_layout_bindings = {
{{0, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment},
{1, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment},
{2, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex}}};
graphics.descriptor_set_layout = get_device()->get_handle().createDescriptorSetLayout({{}, set_layout_bindings});
}
void HPPComputeNBody::create_graphics_pipeline()
{
vk::PipelineInputAssemblyStateCreateInfo input_assembly_state({}, vk::PrimitiveTopology::ePointList);
vk::PipelineRasterizationStateCreateInfo rasterization_state(
{}, {}, {}, vk::PolygonMode::eFill, vk::CullModeFlagBits::eNone, vk::FrontFace::eCounterClockwise, {}, {}, {}, {}, 1.0f);
// Additive blending
vk::PipelineColorBlendAttachmentState blend_attachment_state(true,
vk::BlendFactor::eOne,
vk::BlendFactor::eOne,
vk::BlendOp::eAdd,
vk::BlendFactor::eSrcAlpha,
vk::BlendFactor::eDstAlpha,
vk::BlendOp::eAdd,
vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG |
vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA);
vk::PipelineColorBlendStateCreateInfo color_blend_state({}, {}, {}, blend_attachment_state);
vk::PipelineDepthStencilStateCreateInfo depth_stencil_state({}, false, false, vk::CompareOp::eAlways, {}, {}, {}, {{}, {}, {}, vk::CompareOp::eAlways});
vk::PipelineViewportStateCreateInfo viewport_state({}, 1, nullptr, 1, nullptr);
vk::PipelineMultisampleStateCreateInfo multisample_state({}, vk::SampleCountFlagBits::e1);
std::array<vk::DynamicState, 2> dynamic_state_enables = {{vk::DynamicState::eViewport, vk::DynamicState::eScissor}};
vk::PipelineDynamicStateCreateInfo dynamic_state({}, dynamic_state_enables);
// Rendering pipeline
// Load shaders
std::array<vk::PipelineShaderStageCreateInfo, 2> shader_stages = {{load_shader("compute_nbody/particle.vert", vk::ShaderStageFlagBits::eVertex),
load_shader("compute_nbody/particle.frag", vk::ShaderStageFlagBits::eFragment)}};
// Vertex bindings and attributes
vk::VertexInputBindingDescription vertex_input_bindings(0, sizeof(Particle), vk::VertexInputRate::eVertex);
std::array<vk::VertexInputAttributeDescription, 2> vertex_input_attributes = {
{{0, 0, vk::Format::eR32G32B32A32Sfloat, offsetof(Particle, pos)}, // Location 0 : Position
{1, 0, vk::Format::eR32G32B32A32Sfloat, offsetof(Particle, vel)}}}; // Location 1 : Velocity
vk::PipelineVertexInputStateCreateInfo vertex_input_state({}, vertex_input_bindings, vertex_input_attributes);
vk::GraphicsPipelineCreateInfo pipeline_create_info({},
shader_stages,
&vertex_input_state,
&input_assembly_state,
{},
&viewport_state,
&rasterization_state,
&multisample_state,
&depth_stencil_state,
&color_blend_state,
&dynamic_state,
graphics.pipeline_layout,
render_pass,
{},
{},
-1);
vk::Result result;
std::tie(result, graphics.pipeline) = get_device()->get_handle().createGraphicsPipeline(pipeline_cache, pipeline_create_info);
assert(result == vk::Result::eSuccess);
}
void HPPComputeNBody::draw()
{
HPPApiVulkanSample::prepare_frame();
std::array<vk::PipelineStageFlags, 2> graphics_wait_stage_masks = {vk::PipelineStageFlagBits::eVertexInput,
vk::PipelineStageFlagBits::eColorAttachmentOutput};
std::array<vk::Semaphore, 2> graphics_wait_semaphores = {compute.semaphore, semaphores.acquired_image_ready};
std::array<vk::Semaphore, 2> graphics_signal_semaphores = {graphics.semaphore, semaphores.render_complete};
// Submit graphics commands
submit_info.setCommandBuffers(draw_cmd_buffers[current_buffer]);
submit_info.setWaitSemaphores(graphics_wait_semaphores);
submit_info.setWaitDstStageMask(graphics_wait_stage_masks);
submit_info.setSignalSemaphores(graphics_signal_semaphores);
queue.submit(submit_info);
HPPApiVulkanSample::submit_frame();
// Submit compute commands, waiting for rendering finished
vk::PipelineStageFlags wait_stage_mask = vk::PipelineStageFlagBits::eComputeShader;
vk::SubmitInfo compute_submit_info(graphics.semaphore, wait_stage_mask, compute.command_buffer, compute.semaphore);
compute.queue.submit(compute_submit_info);
}
void HPPComputeNBody::initializeCamera()
{
camera.type = vkb::CameraType::LookAt;
// Note: Using Reversed depth-buffer for increased precision, so Z-Near and Z-Far are flipped
camera.set_perspective(60.0f, (float) extent.width / (float) extent.height, 512.0f, 0.1f);
camera.set_rotation(glm::vec3(-26.0f, 75.0f, 0.0f));
camera.set_translation(glm::vec3(0.0f, 0.0f, -14.0f));
camera.translation_speed = 2.5f;
}
void HPPComputeNBody::load_assets()
{
textures.particle = load_texture("textures/particle_rgba.ktx", vkb::sg::Image::Color);
textures.gradient = load_texture("textures/particle_gradient_rgba.ktx", vkb::sg::Image::Color);
}
void HPPComputeNBody::prepare_compute()
{
vk::Device device = get_device()->get_handle();
compute.queue_family_index = get_device()->get_queue_family_index(vk::QueueFlagBits::eCompute);
vk::PhysicalDeviceLimits const &limits = get_device()->get_gpu().get_properties().limits;
// Not all implementations support a work group size of 256, so we need to check with the device limits
compute.work_group_size = std::min<uint32_t>(256, limits.maxComputeWorkGroupSize[0]);
// Same for shared data size for passing data between shader invocations
compute.shared_data_size = std::min<uint32_t>(1024, limits.maxComputeSharedMemorySize / sizeof(glm::vec4));
prepare_compute_storage_buffers();
// Compute shader uniform buffer block
compute.uniform_buffer =
std::make_unique<vkb::core::HPPBuffer>(*get_device(), sizeof(compute.ubo), vk::BufferUsageFlagBits::eUniformBuffer, VMA_MEMORY_USAGE_CPU_TO_GPU);
update_compute_uniform_buffers(1.0f);
// Get compute queue
// Compute pipelines are created separate from graphics pipelines even if they use the same queue (family index)
compute.queue = device.getQueue(compute.queue_family_index, 0);
create_compute_descriptor_set_layout();
compute.descriptor_set = vkb::common::allocate_descriptor_set(device, descriptor_pool, compute.descriptor_set_layout);
update_compute_descriptor_set();
compute.pipeline_layout = vkb::common::create_pipeline_layout(device, compute.descriptor_set_layout);
create_compute_pipelines();
// Separate command pool as queue family for compute may be different than graphics
compute.command_pool = device.createCommandPool({vk::CommandPoolCreateFlagBits::eResetCommandBuffer, compute.queue_family_index});
// Create a command buffer for compute operations
compute.command_buffer = device.allocateCommandBuffers({compute.command_pool, vk::CommandBufferLevel::ePrimary, 1}).front();
// Semaphore for compute & graphics sync
compute.semaphore = device.createSemaphore({});
// Signal the semaphore
vkb::common::submit_and_wait(device, queue, {}, {compute.semaphore});
// Build a single command buffer containing the compute dispatch commands
build_compute_command_buffer();
// If necessary, acquire and immediately release the storage buffer, so that the initial acquire
// from the graphics command buffers are matched up properly.
if (graphics.queue_family_index != compute.queue_family_index)
{
// Create a transient command buffer for setting up the initial buffer transfer state
vk::CommandBuffer transfer_command = device.allocateCommandBuffers({compute.command_pool, vk::CommandBufferLevel::ePrimary, 1}).front();
build_compute_transfer_command_buffer(transfer_command);
// Submit and wait for compute commands
vkb::common::submit_and_wait(device, compute.queue, {transfer_command});
// free the transfer command buffer
device.freeCommandBuffers(compute.command_pool, transfer_command);
}
}
void HPPComputeNBody::prepare_graphics()
{
vk::Device device = get_device()->get_handle();
graphics.queue_family_index = get_device()->get_queue_family_index(vk::QueueFlagBits::eGraphics);
// Vertex shader uniform buffer block
graphics.uniform_buffer =
std::make_unique<vkb::core::HPPBuffer>(*get_device(), sizeof(graphics.ubo), vk::BufferUsageFlagBits::eUniformBuffer, VMA_MEMORY_USAGE_CPU_TO_GPU);
update_graphics_uniform_buffers();
create_graphics_descriptor_set_layout();
graphics.descriptor_set = vkb::common::allocate_descriptor_set(device, descriptor_pool, graphics.descriptor_set_layout);
update_graphics_descriptor_set();
graphics.pipeline_layout = vkb::common::create_pipeline_layout(device, graphics.descriptor_set_layout);
create_graphics_pipeline();
// Semaphore for compute & graphics sync
graphics.semaphore = device.createSemaphore({});
}
void HPPComputeNBody::update_compute_descriptor_set()
{
vk::DescriptorBufferInfo storage_buffer_descriptor(compute.storage_buffer->get_handle(), 0, VK_WHOLE_SIZE);
vk::DescriptorBufferInfo uniform_buffer_descriptor(compute.uniform_buffer->get_handle(), 0, VK_WHOLE_SIZE);
std::array<vk::WriteDescriptorSet, 2> compute_write_descriptor_sets = {
{// Binding 0 : Particle position storage buffer
{compute.descriptor_set, 0, {}, vk::DescriptorType::eStorageBuffer, {}, storage_buffer_descriptor},
// Binding 1 : Uniform buffer
{compute.descriptor_set, 1, {}, vk::DescriptorType::eUniformBuffer, {}, uniform_buffer_descriptor}}};
get_device()->get_handle().updateDescriptorSets(compute_write_descriptor_sets, nullptr);
}
void HPPComputeNBody::update_compute_uniform_buffers(float delta_time)
{
compute.ubo.delta_time = paused ? 0.0f : delta_time;
compute.uniform_buffer->convert_and_update(compute.ubo);
}
void HPPComputeNBody::update_graphics_descriptor_set()
{
vk::DescriptorBufferInfo buffer_descriptor(graphics.uniform_buffer->get_handle(), 0, VK_WHOLE_SIZE);
vk::DescriptorImageInfo particle_image_descriptor(
textures.particle.sampler,
textures.particle.image->get_vk_image_view().get_handle(),
descriptor_type_to_image_layout(vk::DescriptorType::eCombinedImageSampler, textures.particle.image->get_vk_image_view().get_format()));
vk::DescriptorImageInfo gradient_image_descriptor(
textures.gradient.sampler,
textures.gradient.image->get_vk_image_view().get_handle(),
descriptor_type_to_image_layout(vk::DescriptorType::eCombinedImageSampler, textures.gradient.image->get_vk_image_view().get_format()));
std::array<vk::WriteDescriptorSet, 3> write_descriptor_sets = {
{{graphics.descriptor_set, 0, 0, vk::DescriptorType::eCombinedImageSampler, particle_image_descriptor},
{graphics.descriptor_set, 1, 0, vk::DescriptorType::eCombinedImageSampler, gradient_image_descriptor},
{graphics.descriptor_set, 2, 0, vk::DescriptorType::eUniformBuffer, {}, buffer_descriptor}}};
get_device()->get_handle().updateDescriptorSets(write_descriptor_sets, nullptr);
}
void HPPComputeNBody::update_graphics_uniform_buffers()
{
graphics.ubo.projection = camera.matrices.perspective;
graphics.ubo.view = camera.matrices.view;
graphics.ubo.screenDim = glm::vec2(static_cast<float>(extent.width), static_cast<float>(extent.height));
graphics.uniform_buffer->convert_and_update(graphics.ubo);
}
std::unique_ptr<vkb::Application> create_hpp_compute_nbody()
{
return std::make_unique<HPPComputeNBody>();
}