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hpp_hlsl_shaders.cpp
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/* Copyright (c) 2022, 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.
*/
/*
* Using HLSL shaders in Vulkan with the glslang library, using vulkan.hpp
*/
#include "hpp_hlsl_shaders.h"
#include "common/vk_initializers.h"
VKBP_DISABLE_WARNINGS()
#include <SPIRV/GlslangToSpv.h>
#include <StandAlone/ResourceLimits.h>
VKBP_ENABLE_WARNINGS()
vk::PipelineShaderStageCreateInfo HPPHlslShaders::load_hlsl_shader(const std::string &file, vk::ShaderStageFlagBits stage)
{
std::string info_log;
// Compile HLSL to SPIR-V
// Initialize glslang library
glslang::InitializeProcess();
auto messages = static_cast<EShMessages>(EShMsgReadHlsl | EShMsgDefault | EShMsgVulkanRules | EShMsgSpvRules);
EShLanguage language{};
switch (stage)
{
case vk::ShaderStageFlagBits::eVertex:
language = EShLangVertex;
break;
case vk::ShaderStageFlagBits::eFragment:
language = EShLangFragment;
break;
default:
assert(false);
}
std::string source = vkb::fs::read_shader(file);
const char *shader_source = source.data();
glslang::TShader shader(language);
shader.setStringsWithLengths(&shader_source, nullptr, 1);
shader.setEnvInput(glslang::EShSourceHlsl, language, glslang::EShClientVulkan, 1);
shader.setEntryPoint("main");
shader.setSourceEntryPoint("main");
shader.setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_0);
shader.setEnvTarget(glslang::EshTargetSpv, glslang::EShTargetSpv_1_0);
if (!shader.parse(&glslang::DefaultTBuiltInResource, 100, false, messages))
{
LOGE("Failed to parse HLSL shader, Error: {}", std::string(shader.getInfoLog()) + "\n" + std::string(shader.getInfoDebugLog()));
throw std::runtime_error("Failed to parse HLSL shader");
}
// Add shader to new program object
glslang::TProgram program;
program.addShader(&shader);
// Link program
if (!program.link(messages))
{
LOGE("Failed to compile HLSL shader, Error: {}", std::string(program.getInfoLog()) + "\n" + std::string(program.getInfoDebugLog()));
throw std::runtime_error("Failed to compile HLSL shader");
}
if (shader.getInfoLog())
{
info_log += std::string(shader.getInfoLog()) + "\n" + std::string(shader.getInfoDebugLog()) + "\n";
}
if (program.getInfoLog())
{
info_log += std::string(program.getInfoLog()) + "\n" + std::string(program.getInfoDebugLog());
}
// Translate to SPIRV
glslang::TIntermediate *intermediate = program.getIntermediate(language);
if (!intermediate)
{
LOGE("Failed to get shared intermediate code.");
throw std::runtime_error("Failed to compile HLSL shader");
}
spv::SpvBuildLogger logger;
std::vector<uint32_t> spirvCode;
glslang::GlslangToSpv(*intermediate, spirvCode, &logger);
info_log += logger.getAllMessages() + "\n";
glslang::FinalizeProcess();
// Create shader module from generated SPIR-V
vk::ShaderModuleCreateInfo module_create_info({}, spirvCode);
vk::ShaderModule shader_module = get_device()->get_handle().createShaderModule(module_create_info);
shader_modules.push_back(shader_module);
return vk::PipelineShaderStageCreateInfo({}, stage, shader_module, "main");
}
HPPHlslShaders::HPPHlslShaders()
{
zoom = -2.0f;
rotation = {0.0f, 0.0f, 0.0f};
title = "HPP HLSL shaders";
}
HPPHlslShaders::~HPPHlslShaders()
{
if (get_device() && get_device()->get_handle())
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vk::Device device = get_device()->get_handle();
device.destroyPipeline(pipeline);
device.destroyPipelineLayout(pipeline_layout);
device.destroyDescriptorSetLayout(base_descriptor_set_layout);
device.destroyDescriptorSetLayout(sampler_descriptor_set_layout);
// Delete the implicitly created sampler for the texture loaded via the framework
device.destroySampler(texture.sampler);
}
}
// Enable physical device features required for this example
void HPPHlslShaders::request_gpu_features(vkb::core::HPPPhysicalDevice &gpu)
{
// Enable anisotropic filtering if supported
if (gpu.get_features().samplerAnisotropy)
{
gpu.get_mutable_requested_features().samplerAnisotropy = true;
}
}
void HPPHlslShaders::build_command_buffers()
{
vk::CommandBufferBeginInfo command_buffer_begin_info;
std::array<vk::ClearValue, 2> clear_values = {{default_clear_color, 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];
auto command_buffer = draw_cmd_buffers[i];
command_buffer.begin(command_buffer_begin_info);
command_buffer.beginRenderPass(render_pass_begin_info, vk::SubpassContents::eInline);
vk::Viewport viewport(0.0f, 0.0f, static_cast<float>(extent.width), static_cast<float>(extent.height), 0.0f, 1.0f);
command_buffer.setViewport(0, viewport);
vk::Rect2D scissor({0, 0}, extent);
command_buffer.setScissor(0, scissor);
// Bind the uniform buffer and sampled image to set 0
command_buffer.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipeline_layout, 0, base_descriptor_set, {});
command_buffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline);
vk::DeviceSize offset = 0;
command_buffer.bindVertexBuffers(0, vertex_buffer->get_handle(), offset);
command_buffer.bindIndexBuffer(index_buffer->get_handle(), 0, vk::IndexType::eUint32);
command_buffer.drawIndexed(static_cast<uint32_t>(index_buffer->get_size() / sizeof(uint32_t)), 1, 0, 0, 0);
draw_ui(command_buffer);
command_buffer.endRenderPass();
command_buffer.end();
}
}
void HPPHlslShaders::load_assets()
{
texture = load_texture("textures/metalplate01_rgba.ktx", vkb::sg::Image::Color);
}
void HPPHlslShaders::draw()
{
HPPApiVulkanSample::prepare_frame();
// Command buffer to be submitted to the queue
submit_info.setCommandBuffers(draw_cmd_buffers[current_buffer]);
// Submit to queue
queue.submit(submit_info);
HPPApiVulkanSample::submit_frame();
}
void HPPHlslShaders::generate_quad()
{
// Setup vertices for a single uv-mapped quad made from two triangles
std::vector<VertexStructure> vertices =
{
{{1.0f, 1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
{{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
{{1.0f, -1.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}}};
// Setup indices
std::vector<uint32_t> indices = {0, 1, 2, 2, 3, 0};
auto vertex_buffer_size = vkb::to_u32(vertices.size() * sizeof(VertexStructure));
auto index_buffer_size = vkb::to_u32(indices.size() * sizeof(uint32_t));
// Create buffers
// For the sake of simplicity we won't stage the vertex data to the gpu memory
// Vertex buffer
vertex_buffer = std::make_unique<vkb::core::HPPBuffer>(*get_device(),
vertex_buffer_size,
vk::BufferUsageFlagBits::eTransferDst | vk::BufferUsageFlagBits::eVertexBuffer,
VMA_MEMORY_USAGE_CPU_TO_GPU);
vertex_buffer->update(vertices.data(), vertex_buffer_size);
index_buffer = std::make_unique<vkb::core::HPPBuffer>(*get_device(),
index_buffer_size,
vk::BufferUsageFlagBits::eTransferDst | vk::BufferUsageFlagBits::eIndexBuffer,
VMA_MEMORY_USAGE_CPU_TO_GPU);
index_buffer->update(indices.data(), index_buffer_size);
}
void HPPHlslShaders::setup_descriptor_pool()
{
std::array<vk::DescriptorPoolSize, 3> pool_sizes = {{{vk::DescriptorType::eUniformBuffer, 1}, {vk::DescriptorType::eCombinedImageSampler, 1}, {vk::DescriptorType::eSampler, 2}}};
vk::DescriptorPoolCreateInfo descriptor_pool_create_info({}, 3, pool_sizes);
descriptor_pool = get_device()->get_handle().createDescriptorPool(descriptor_pool_create_info);
}
void HPPHlslShaders::setup_descriptor_set_layout()
{
// We separate the descriptor sets for the uniform buffer + image and samplers, so we don't need to duplicate the descriptors for the former
std::array<vk::DescriptorSetLayoutBinding, 2> base_set_layout_bindings = {
{{0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex}, // Binding 0 : Vertex shader uniform buffer
{1, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment}}}; // Binding 1 : Fragment shader combined sampler
vk::DescriptorSetLayoutCreateInfo descriptor_layout_create_info({}, base_set_layout_bindings);
base_descriptor_set_layout = get_device()->get_handle().createDescriptorSetLayout(descriptor_layout_create_info);
// Set layout for the samplers
vk::DescriptorSetLayoutBinding sampler_set_layout_binding(0, vk::DescriptorType::eSampler, 1, vk::ShaderStageFlagBits::eFragment); // Binding 0: Fragment shader sampler
descriptor_layout_create_info.setBindings(sampler_set_layout_binding);
sampler_descriptor_set_layout = get_device()->get_handle().createDescriptorSetLayout(descriptor_layout_create_info);
// Pipeline layout
// Set layout for the base descriptors in set 0 and set layout for the sampler descriptors in set 1
std::array<vk::DescriptorSetLayout, 2> set_layouts = {{base_descriptor_set_layout, sampler_descriptor_set_layout}};
vk::PipelineLayoutCreateInfo pipeline_layout_create_info({}, set_layouts);
pipeline_layout = get_device()->get_handle().createPipelineLayout(pipeline_layout_create_info);
}
void HPPHlslShaders::setup_descriptor_set()
{
// We separate the descriptor sets for the uniform buffer + image and samplers, so we don't need to duplicate the descriptors for the former
#if defined(ANDROID)
vk::DescriptorSetAllocateInfo descriptor_set_alloc_info(descriptor_pool, 1, &base_descriptor_set_layout);
#else
vk::DescriptorSetAllocateInfo descriptor_set_alloc_info(descriptor_pool, base_descriptor_set_layout);
#endif
base_descriptor_set = get_device()->get_handle().allocateDescriptorSets(descriptor_set_alloc_info).front();
vk::DescriptorBufferInfo buffer_descriptor(uniform_buffer_vs->get_handle(), 0, VK_WHOLE_SIZE);
// Combined image descriptor for the texture
vk::DescriptorImageInfo image_descriptor(
texture.sampler,
texture.image->get_vk_image_view().get_handle(),
descriptor_type_to_image_layout(vk::DescriptorType::eCombinedImageSampler, texture.image->get_vk_image_view().get_format()));
std::array<vk::WriteDescriptorSet, 2> write_descriptor_sets = {
{{base_descriptor_set, 0, 0, vk::DescriptorType::eUniformBuffer, {}, buffer_descriptor}, // Binding 0 : Vertex shader uniform buffer
{base_descriptor_set, 1, 0, vk::DescriptorType::eCombinedImageSampler, image_descriptor}}}; // Binding 1 : Color map
get_device()->get_handle().updateDescriptorSets(write_descriptor_sets, {});
}
void HPPHlslShaders::prepare_pipelines()
{
std::array<vk::PipelineShaderStageCreateInfo, 2> shader_stages{
load_hlsl_shader("hlsl_shaders/hlsl_shader.vert", vk::ShaderStageFlagBits::eVertex),
load_hlsl_shader("hlsl_shaders/hlsl_shader.frag", vk::ShaderStageFlagBits::eFragment)};
vk::PipelineInputAssemblyStateCreateInfo input_assembly_state({}, vk::PrimitiveTopology::eTriangleList, false);
vk::PipelineViewportStateCreateInfo viewport_state({}, 1, nullptr, 1, nullptr);
vk::PipelineRasterizationStateCreateInfo rasterization_state;
rasterization_state.polygonMode = vk::PolygonMode::eFill;
rasterization_state.cullMode = vk::CullModeFlagBits::eNone;
rasterization_state.frontFace = vk::FrontFace::eCounterClockwise;
rasterization_state.lineWidth = 1.0f;
vk::PipelineMultisampleStateCreateInfo multisample_state({}, vk::SampleCountFlagBits::e1);
// Note: Using Reversed depth-buffer for increased precision, so Greater depth values are kept
vk::PipelineDepthStencilStateCreateInfo depth_stencil_state({}, true, true, vk::CompareOp::eGreater);
depth_stencil_state.back.compareOp = vk::CompareOp::eAlways;
vk::PipelineColorBlendAttachmentState blend_attachment_state;
blend_attachment_state.colorWriteMask =
vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA;
vk::PipelineColorBlendStateCreateInfo color_blend_state({}, false, {}, blend_attachment_state);
std::array<vk::DynamicState, 2> dynamic_state_enables = {vk::DynamicState::eViewport, vk::DynamicState::eScissor};
vk::PipelineDynamicStateCreateInfo dynamic_state({}, dynamic_state_enables);
// Vertex bindings and attributes
vk::VertexInputBindingDescription vertex_input_binding(0, sizeof(VertexStructure), vk::VertexInputRate::eVertex);
std::array<vk::VertexInputAttributeDescription, 3> vertex_input_attributes = {
{{0, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexStructure, pos)}, // Location 0 : Position
{1, 0, vk::Format::eR32G32Sfloat, offsetof(VertexStructure, uv)}, // Location 1: Texture Coordinates
{2, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexStructure, normal)}}}; // Location 2 : Normal
vk::PipelineVertexInputStateCreateInfo vertex_input_state({}, vertex_input_binding, 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,
pipeline_layout,
render_pass,
{},
{},
-1);
vk::Result result;
std::tie(result, pipeline) = get_device()->get_handle().createGraphicsPipeline(pipeline_cache, pipeline_create_info);
assert(result == vk::Result::eSuccess);
}
// Prepare and initialize uniform buffer containing shader uniforms
void HPPHlslShaders::prepare_uniform_buffers()
{
// Vertex shader uniform buffer block
uniform_buffer_vs = std::make_unique<vkb::core::HPPBuffer>(*get_device(),
sizeof(ubo_vs),
vk::BufferUsageFlagBits::eUniformBuffer,
VMA_MEMORY_USAGE_CPU_TO_GPU);
update_uniform_buffers();
}
void HPPHlslShaders::update_uniform_buffers()
{
// Vertex shader
ubo_vs.projection = glm::perspective(glm::radians(60.0f), (float) extent.width / (float) extent.height, 0.001f, 256.0f);
glm::mat4 view_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
ubo_vs.model = view_matrix * glm::translate(glm::mat4(1.0f), camera_pos);
ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
ubo_vs.view_pos = glm::vec4(0.0f, 0.0f, -zoom, 0.0f);
uniform_buffer_vs->convert_and_update(ubo_vs);
}
bool HPPHlslShaders::prepare(vkb::platform::HPPPlatform &platform)
{
if (!HPPApiVulkanSample::prepare(platform))
{
return false;
}
load_assets();
generate_quad();
prepare_uniform_buffers();
setup_descriptor_set_layout();
prepare_pipelines();
setup_descriptor_pool();
setup_descriptor_set();
build_command_buffers();
prepared = true;
return true;
}
void HPPHlslShaders::render(float delta_time)
{
if (!prepared)
return;
draw();
}
void HPPHlslShaders::view_changed()
{
update_uniform_buffers();
}
std::unique_ptr<vkb::Application> create_hpp_hlsl_shaders()
{
return std::make_unique<HPPHlslShaders>();
}