Using final KHR ray tracing extension: VK_KHR_acceleration_structure, VK_KHR_ray_tracing_pipeline and VK_KHR_ray_query

This commit is contained in:
mklefrancois 2020-11-23 11:33:51 +01:00
parent 7179569ec3
commit b26ff92473
80 changed files with 2446 additions and 2351 deletions

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@ -1,32 +1,38 @@
cmake_minimum_required(VERSION 2.8)
#*****************************************************************************
# Copyright 2020 NVIDIA Corporation. All rights reserved.
#*****************************************************************************
cmake_minimum_required(VERSION 3.9.6 FATAL_ERROR)
#--------------------------------------------------------------------------------------------------
# Project setting
get_filename_component(PROJNAME ${CMAKE_CURRENT_SOURCE_DIR} NAME)
SET(PROJNAME vk_${PROJNAME}_KHR)
project(${PROJNAME} LANGUAGES C CXX)
message(STATUS "-------------------------------")
message(STATUS "Processing Project ${PROJNAME}:")
Project(${PROJNAME})
Message(STATUS "-------------------------------")
Message(STATUS "Processing Project ${PROJNAME}:")
#####################################################################################
_add_project_definitions(${PROJNAME})
#--------------------------------------------------------------------------------------------------
# C++ target and defines
set(CMAKE_CXX_STANDARD 17)
add_executable(${PROJNAME})
target_compile_definitions(${PROJNAME} PUBLIC PROJECT_NAME="${PROJNAME}")
#####################################################################################
#--------------------------------------------------------------------------------------------------
# Source files for this project
#
file(GLOB SOURCE_FILES *.cpp *.hpp *.inl *.h *.c)
file(GLOB EXTRA_COMMON "../common/*.*")
file(GLOB EXTRA_COMMON ${TUTO_KHR_DIR}/common/*.*)
list(APPEND COMMON_SOURCE_FILES ${EXTRA_COMMON})
include_directories("../common")
include_directories(${TUTO_KHR_DIR}/common)
#####################################################################################
#--------------------------------------------------------------------------------------------------
# GLSL to SPIR-V custom build
#
# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
SET(VULKAN_TARGET_ENV vulkan1.2)
UNSET(GLSL_SOURCES)
UNSET(SPV_OUTPUT)
file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")
@ -36,48 +42,36 @@ file(GLOB_RECURSE GLSL_SOURCE_FILES
"shaders/*.vert"
"shaders/*.rchit"
"shaders/*.rahit"
"shaders/*.rint"
"shaders/*.rmiss"
"shaders/*.rgen"
"shaders/*.rcall"
)
foreach(GLSL ${GLSL_SOURCE_FILES})
get_filename_component(FILE_NAME ${GLSL} NAME)
_compile_GLSL(${GLSL} "shaders/${FILE_NAME}.spv" GLSL_SOURCES SPV_OUTPUT)
endforeach(GLSL)
list(APPEND GLSL_SOURCES ${GLSL_HEADER_FILES})
source_group(Shader_Files FILES ${GLSL_SOURCES})
#####################################################################################
# Executable
#--------------------------------------------------------------------------------------------------
# Sources
target_sources(${PROJNAME} PUBLIC ${SOURCE_FILES} ${HEADER_FILES})
target_sources(${PROJNAME} PUBLIC ${COMMON_SOURCE_FILES})
target_sources(${PROJNAME} PUBLIC ${PACKAGE_SOURCE_FILES})
target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES})
#--------------------------------------------------------------------------------------------------
# Sub-folders in Visual Studio
#
# if(WIN32 AND NOT GLUT_FOUND)
# add_definitions(/wd4996) #remove printf warning
# add_definitions(/wd4244) #remove double to float conversion warning
# add_definitions(/wd4305) #remove double to float truncation warning
# else()
# add_definitions(-fpermissive)
# endif()
add_executable(${PROJNAME} ${SOURCE_FILES} ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES} ${GLSL_SOURCES} ${CUDA_FILES} ${CUBIN_SOURCES})
source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
source_group("Sources" FILES ${SOURCE_FILES})
source_group("Headers" FILES ${HEADER_FILES})
source_group("Shader_Files" FILES ${GLSL_SOURCES})
#_set_subsystem_console(${PROJNAME})
#####################################################################################
# common source code needed for this sample
#
source_group(common FILES
${COMMON_SOURCE_FILES}
${PACKAGE_SOURCE_FILES}
)
source_group("Source Files" FILES ${SOURCE_FILES})
# if(UNIX)
# set(UNIXLINKLIBS dl pthread)
# else()
# set(UNIXLINKLIBS)
# endif()
#####################################################################################
#--------------------------------------------------------------------------------------------------
# Linkage
#
target_link_libraries(${PROJNAME} ${PLATFORM_LIBRARIES} shared_sources)
@ -90,15 +84,28 @@ foreach(RELEASELIB ${LIBRARIES_OPTIMIZED})
target_link_libraries(${PROJNAME} optimized ${RELEASELIB})
endforeach(RELEASELIB)
#####################################################################################
#--------------------------------------------------------------------------------------------------
# copies binaries that need to be put next to the exe files (ZLib, etc.)
#
_copy_binaries_to_target( ${PROJNAME} )
install(FILES ${SPV_OUTPUT} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}/shaders")
install(FILES ${SPV_OUTPUT} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}/shaders")
install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
install(DIRECTORY "../media" CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
install(DIRECTORY "../media" CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
#install(FILES ${SPV_OUTPUT} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}/shaders")
#install(FILES ${SPV_OUTPUT} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}/shaders")
#install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
#install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
#install(DIRECTORY "../media" CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
#install(DIRECTORY "../media" CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
#----------------------------------------------------------------------------------------------------
# Copying elements
# Media
# target_copy_to_output_dir(TARGET ${PROJECT_NAME} FILES "${TUTO_KHR_DIR}/media")
# Spir-V Shaders
target_copy_to_output_dir(
TARGET ${PROJECT_NAME}
RELATIVE ${CMAKE_CURRENT_SOURCE_DIR}
DEST_SUBFOLDER "${PROJECT_NAME}/"
FILES ${SPV_OUTPUT}
)

View file

@ -47,7 +47,7 @@ You can safely remove all raytrace.* shaders
## Support for Fragment shader
In `HelloVulkan::createDescriptorSetLayout`, add the acceleration structure to the description layout.
In `HelloVulkan::createDescriptorSetLayout`, add the acceleration structure to the description layout to have access to the acceleration structure directly in the fragment shader.
~~~~ C++
// The top level acceleration structure

View file

@ -163,7 +163,7 @@ void HelloVulkan::updateDescriptorSet()
std::vector<vk::DescriptorImageInfo> diit;
for(auto& texture : m_textures)
{
diit.push_back(texture.descriptor);
diit.emplace_back(texture.descriptor);
}
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 3, diit.data()));
@ -201,8 +201,8 @@ void HelloVulkan::createGraphicsPipeline()
std::vector<std::string> paths = defaultSearchPaths;
nvvk::GraphicsPipelineGeneratorCombined gpb(m_device, m_pipelineLayout, m_offscreenRenderPass);
gpb.depthStencilState.depthTestEnable = true;
gpb.addShader(nvh::loadFile("shaders/vert_shader.vert.spv", true, paths), vkSS::eVertex);
gpb.addShader(nvh::loadFile("shaders/frag_shader.frag.spv", true, paths), vkSS::eFragment);
gpb.addShader(nvh::loadFile("shaders/vert_shader.vert.spv", true, paths, true), vkSS::eVertex);
gpb.addShader(nvh::loadFile("shaders/frag_shader.frag.spv", true, paths, true), vkSS::eFragment);
gpb.addBindingDescription({0, sizeof(VertexObj)});
gpb.addAttributeDescriptions({{0, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexObj, pos)},
{1, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexObj, nrm)},
@ -220,6 +220,7 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
{
using vkBU = vk::BufferUsageFlagBits;
LOGI("Loading File: %s \n", filename.c_str());
ObjLoader loader;
loader.loadModel(filename);
@ -246,10 +247,12 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
vk::CommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
model.vertexBuffer =
m_alloc.createBuffer(cmdBuf, loader.m_vertices,
vkBU::eVertexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress);
vkBU::eVertexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress
| vkBU::eAccelerationStructureBuildInputReadOnlyKHR);
model.indexBuffer =
m_alloc.createBuffer(cmdBuf, loader.m_indices,
vkBU::eIndexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress);
vkBU::eIndexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress
| vkBU::eAccelerationStructureBuildInputReadOnlyKHR);
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, vkBU::eStorageBuffer);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, vkBU::eStorageBuffer);
// Creates all textures found
@ -340,9 +343,10 @@ void HelloVulkan::createTextureImages(const vk::CommandBuffer& cmdBuf,
std::stringstream o;
int texWidth, texHeight, texChannels;
o << "media/textures/" << texture;
std::string txtFile = nvh::findFile(o.str(), defaultSearchPaths);
std::string txtFile = nvh::findFile(o.str(), defaultSearchPaths, true);
stbi_uc* stbi_pixels = stbi_load(txtFile.c_str(), &texWidth, &texHeight, &texChannels, STBI_rgb_alpha);
stbi_uc* stbi_pixels =
stbi_load(txtFile.c_str(), &texWidth, &texHeight, &texChannels, STBI_rgb_alpha);
std::array<stbi_uc, 4> color{255u, 0u, 255u, 255u};
@ -475,7 +479,7 @@ void HelloVulkan::createOffscreenRender()
| vk::ImageUsageFlagBits::eStorage);
nvvk::Image image = m_alloc.createImage(colorCreateInfo);
nvvk::Image image = m_alloc.createImage(colorCreateInfo);
vk::ImageViewCreateInfo ivInfo = nvvk::makeImageViewCreateInfo(image.image, colorCreateInfo);
m_offscreenColor = m_alloc.createTexture(image, ivInfo, vk::SamplerCreateInfo());
m_offscreenColor.descriptor.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
@ -554,9 +558,9 @@ void HelloVulkan::createPostPipeline()
nvvk::GraphicsPipelineGeneratorCombined pipelineGenerator(m_device, m_postPipelineLayout,
m_renderPass);
pipelineGenerator.addShader(nvh::loadFile("shaders/passthrough.vert.spv", true, paths),
pipelineGenerator.addShader(nvh::loadFile("shaders/passthrough.vert.spv", true, paths, true),
vk::ShaderStageFlagBits::eVertex);
pipelineGenerator.addShader(nvh::loadFile("shaders/post.frag.spv", true, paths),
pipelineGenerator.addShader(nvh::loadFile("shaders/post.frag.spv", true, paths, true),
vk::ShaderStageFlagBits::eFragment);
pipelineGenerator.rasterizationState.setCullMode(vk::CullModeFlagBits::eNone);
m_postPipeline = pipelineGenerator.createPipeline();
@ -620,55 +624,47 @@ void HelloVulkan::drawPost(vk::CommandBuffer cmdBuf)
void HelloVulkan::initRayTracing()
{
// Requesting ray tracing properties
auto properties = m_physicalDevice.getProperties2<vk::PhysicalDeviceProperties2,
vk::PhysicalDeviceRayTracingPropertiesKHR>();
m_rtProperties = properties.get<vk::PhysicalDeviceRayTracingPropertiesKHR>();
auto properties =
m_physicalDevice.getProperties2<vk::PhysicalDeviceProperties2,
vk::PhysicalDeviceRayTracingPipelinePropertiesKHR>();
m_rtProperties = properties.get<vk::PhysicalDeviceRayTracingPipelinePropertiesKHR>();
m_rtBuilder.setup(m_device, &m_alloc, m_graphicsQueueIndex);
}
//--------------------------------------------------------------------------------------------------
// Converting a OBJ primitive to the ray tracing geometry used for the BLAS
//
nvvk::RaytracingBuilderKHR::Blas HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
nvvk::RaytracingBuilderKHR::BlasInput HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
{
// Setting up the creation info of acceleration structure
vk::AccelerationStructureCreateGeometryTypeInfoKHR asCreate;
asCreate.setGeometryType(vk::GeometryTypeKHR::eTriangles);
asCreate.setIndexType(vk::IndexType::eUint32);
asCreate.setVertexFormat(vk::Format::eR32G32B32Sfloat);
asCreate.setMaxPrimitiveCount(model.nbIndices / 3); // Nb triangles
asCreate.setMaxVertexCount(model.nbVertices);
asCreate.setAllowsTransforms(VK_FALSE); // No adding transformation matrices
// Building part
vk::DeviceAddress vertexAddress = m_device.getBufferAddress({model.vertexBuffer.buffer});
vk::DeviceAddress indexAddress = m_device.getBufferAddress({model.indexBuffer.buffer});
vk::AccelerationStructureGeometryTrianglesDataKHR triangles;
triangles.setVertexFormat(asCreate.vertexFormat);
triangles.setVertexFormat(vk::Format::eR32G32B32Sfloat);
triangles.setVertexData(vertexAddress);
triangles.setVertexStride(sizeof(VertexObj));
triangles.setIndexType(asCreate.indexType);
triangles.setIndexType(vk::IndexType::eUint32);
triangles.setIndexData(indexAddress);
triangles.setTransformData({});
triangles.setMaxVertex(model.nbVertices);
// Setting up the build info of the acceleration
vk::AccelerationStructureGeometryKHR asGeom;
asGeom.setGeometryType(asCreate.geometryType);
asGeom.setGeometryType(vk::GeometryTypeKHR::eTriangles);
asGeom.setFlags(vk::GeometryFlagBitsKHR::eOpaque);
asGeom.geometry.setTriangles(triangles);
// The primitive itself
vk::AccelerationStructureBuildOffsetInfoKHR offset;
vk::AccelerationStructureBuildRangeInfoKHR offset;
offset.setFirstVertex(0);
offset.setPrimitiveCount(asCreate.maxPrimitiveCount);
offset.setPrimitiveCount(model.nbIndices / 3); // Nb triangles
offset.setPrimitiveOffset(0);
offset.setTransformOffset(0);
// Our blas is only one geometry, but could be made of many geometries
nvvk::RaytracingBuilderKHR::Blas blas;
nvvk::RaytracingBuilderKHR::BlasInput blas;
blas.asGeometry.emplace_back(asGeom);
blas.asCreateGeometryInfo.emplace_back(asCreate);
blas.asBuildOffsetInfo.emplace_back(offset);
return blas;
@ -680,7 +676,7 @@ nvvk::RaytracingBuilderKHR::Blas HelloVulkan::objectToVkGeometryKHR(const ObjMod
void HelloVulkan::createBottomLevelAS()
{
// BLAS - Storing each primitive in a geometry
std::vector<nvvk::RaytracingBuilderKHR::Blas> allBlas;
std::vector<nvvk::RaytracingBuilderKHR::BlasInput> allBlas;
allBlas.reserve(m_objModel.size());
for(const auto& obj : m_objModel)
{

View file

@ -132,11 +132,11 @@ public:
vk::Format m_offscreenDepthFormat{vk::Format::eD32Sfloat};
// #VKRay
void initRayTracing();
nvvk::RaytracingBuilderKHR::Blas objectToVkGeometryKHR(const ObjModel& model);
void createBottomLevelAS();
void createTopLevelAS();
void initRayTracing();
nvvk::RaytracingBuilderKHR::BlasInput objectToVkGeometryKHR(const ObjModel& model);
void createBottomLevelAS();
void createTopLevelAS();
vk::PhysicalDeviceRayTracingPropertiesKHR m_rtProperties;
nvvk::RaytracingBuilderKHR m_rtBuilder;
vk::PhysicalDeviceRayTracingPipelinePropertiesKHR m_rtProperties;
nvvk::RaytracingBuilderKHR m_rtBuilder;
};

View file

@ -39,6 +39,7 @@ VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE
#include "imgui_impl_glfw.h"
#include "hello_vulkan.h"
#include "imgui_camera_widget.h"
#include "nvh/cameramanipulator.hpp"
#include "nvh/fileoperations.hpp"
#include "nvpsystem.hpp"
@ -63,19 +64,16 @@ static void onErrorCallback(int error, const char* description)
// Extra UI
void renderUI(HelloVulkan& helloVk)
{
static int item = 1;
if(ImGui::Combo("Up Vector", &item, "X\0Y\0Z\0\0"))
ImGuiH::CameraWidget();
if(ImGui::CollapsingHeader("Light"))
{
nvmath::vec3f pos, eye, up;
CameraManip.getLookat(pos, eye, up);
up = nvmath::vec3f(item == 0, item == 1, item == 2);
CameraManip.setLookat(pos, eye, up);
ImGui::RadioButton("Point", &helloVk.m_pushConstant.lightType, 0);
ImGui::SameLine();
ImGui::RadioButton("Infinite", &helloVk.m_pushConstant.lightType, 1);
ImGui::SliderFloat3("Position", &helloVk.m_pushConstant.lightPosition.x, -20.f, 20.f);
ImGui::SliderFloat("Intensity", &helloVk.m_pushConstant.lightIntensity, 0.f, 150.f);
}
ImGui::SliderFloat3("Light Position", &helloVk.m_pushConstant.lightPosition.x, -20.f, 20.f);
ImGui::SliderFloat("Light Intensity", &helloVk.m_pushConstant.lightIntensity, 0.f, 100.f);
ImGui::RadioButton("Point", &helloVk.m_pushConstant.lightType, 0);
ImGui::SameLine();
ImGui::RadioButton("Infinite", &helloVk.m_pushConstant.lightType, 1);
}
//////////////////////////////////////////////////////////////////////////
@ -117,20 +115,16 @@ int main(int argc, char** argv)
// Search path for shaders and other media
defaultSearchPaths = {
PROJECT_ABSDIRECTORY, // shaders
PROJECT_ABSDIRECTORY "../", // media
PROJECT_NAME, // installed: shaders + media
NVPSystem::exePath(),
NVPSystem::exePath() + std::string(PROJECT_NAME),
};
// Enabling the extension feature
vk::PhysicalDeviceRayTracingFeaturesKHR raytracingFeature;
// Requesting Vulkan extensions and layers
nvvk::ContextCreateInfo contextInfo(true);
contextInfo.setVersion(1, 2);
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME);
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true);
#ifdef WIN32
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
#else
@ -142,11 +136,16 @@ int main(int argc, char** argv)
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
// #VKRay: Activate the ray tracing extension
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_EXTENSION_NAME, false, &raytracingFeature);
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
// #VKRay: Activate the ray tracing extension
vk::PhysicalDeviceAccelerationStructureFeaturesKHR accelFeatures;
contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false,
&accelFeatures);
vk::PhysicalDeviceRayQueryFeaturesKHR rayQueryFeatures;
contextInfo.addDeviceExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME, false, &rayQueryFeatures);
// Creating Vulkan base application
@ -168,7 +167,7 @@ int main(int argc, char** argv)
helloVk.setup(vkctx.m_instance, vkctx.m_device, vkctx.m_physicalDevice,
vkctx.m_queueGCT.familyIndex);
helloVk.createSurface(surface, SAMPLE_WIDTH, SAMPLE_HEIGHT);
helloVk.createSwapchain(surface, SAMPLE_WIDTH, SAMPLE_HEIGHT);
helloVk.createDepthBuffer();
helloVk.createRenderPass();
helloVk.createFrameBuffers();
@ -177,8 +176,8 @@ int main(int argc, char** argv)
helloVk.initGUI(0); // Using sub-pass 0
// Creation of the example
helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths));
helloVk.loadModel(nvh::findFile("media/scenes/Medieval_building.obj", defaultSearchPaths));
helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true));
helloVk.loadModel(nvh::findFile("media/scenes/Medieval_building.obj", defaultSearchPaths, true));
helloVk.createOffscreenRender();
helloVk.createDescriptorSetLayout();
@ -220,14 +219,16 @@ int main(int argc, char** argv)
helloVk.updateUniformBuffer();
// Show UI window.
if(1 == 1)
if(helloVk.showGui())
{
ImGuiH::Panel::Begin();
ImGui::ColorEdit3("Clear color", reinterpret_cast<float*>(&clearColor));
renderUI(helloVk);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::Render();
ImGuiH::Control::Info("", "", "(F10) Toggle Pane", ImGuiH::Control::Flags::Disabled);
ImGuiH::Panel::End();
}
// Start rendering the scene
@ -275,6 +276,7 @@ int main(int argc, char** argv)
// Rendering tonemapper
helloVk.drawPost(cmdBuff);
// Rendering UI
ImGui::Render();
ImGui::RenderDrawDataVK(cmdBuff, ImGui::GetDrawData());
cmdBuff.endRenderPass();
}