New version of the samples and tutorials based on KHR_ray_tracing

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mklefrancois 2020-03-31 17:51:08 +02:00
parent 2fd15056a2
commit b6402f0c09
271 changed files with 134108 additions and 2 deletions

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/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <sstream>
#include <vulkan/vulkan.hpp>
extern std::vector<std::string> defaultSearchPaths;
#define STB_IMAGE_IMPLEMENTATION
#include "fileformats/stb_image.h"
#include "obj_loader.h"
#include "hello_vulkan.h"
#include "nvh//cameramanipulator.hpp"
#include "nvvkpp/descriptorsets_vkpp.hpp"
#include "nvvkpp/pipeline_vkpp.hpp"
#include "nvh/fileoperations.hpp"
#include "nvvkpp/commands_vkpp.hpp"
#include "nvvkpp/renderpass_vkpp.hpp"
#include "nvvkpp/utilities_vkpp.hpp"
// Holding the camera matrices
struct CameraMatrices
{
nvmath::mat4f view;
nvmath::mat4f proj;
nvmath::mat4f viewInverse;
};
//--------------------------------------------------------------------------------------------------
// Keep the handle on the device
// Initialize the tool to do all our allocations: buffers, images
//
void HelloVulkan::setup(const vk::Device& device, const vk::PhysicalDevice& physicalDevice, uint32_t queueFamily)
{
AppBase::setup(device, physicalDevice, queueFamily);
m_alloc.init(device, physicalDevice);
m_debug.setup(m_device);
}
//--------------------------------------------------------------------------------------------------
// Called at each frame to update the camera matrix
//
void HelloVulkan::updateUniformBuffer()
{
const float aspectRatio = m_size.width / static_cast<float>(m_size.height);
CameraMatrices ubo = {};
ubo.view = CameraManip.getMatrix();
ubo.proj = nvmath::perspectiveVK(CameraManip.getFov(), aspectRatio, 0.1f, 1000.0f);
//ubo.proj[1][1] *= -1; // Inverting Y for Vulkan
ubo.viewInverse = nvmath::invert(ubo.view);
void* data = m_device.mapMemory(m_cameraMat.allocation, 0, sizeof(ubo));
memcpy(data, &ubo, sizeof(ubo));
m_device.unmapMemory(m_cameraMat.allocation);
}
//--------------------------------------------------------------------------------------------------
// Describing the layout pushed when rendering
//
void HelloVulkan::createDescriptorSetLayout()
{
using vkDS = vk::DescriptorSetLayoutBinding;
using vkDT = vk::DescriptorType;
using vkSS = vk::ShaderStageFlagBits;
uint32_t nbTxt = static_cast<uint32_t>(m_textures.size());
uint32_t nbObj = static_cast<uint32_t>(m_objModel.size());
// Camera matrices (binding = 0)
m_descSetLayoutBind.emplace_back(vkDS(0, vkDT::eUniformBuffer, 1, vkSS::eVertex));
// Materials (binding = 1)
m_descSetLayoutBind.emplace_back(vkDS(1, vkDT::eStorageBuffer, nbObj, vkSS::eVertex | vkSS::eFragment));
// Scene description (binding = 2)
m_descSetLayoutBind.emplace_back( //
vkDS(2, vkDT::eStorageBuffer, 1, vkSS::eVertex | vkSS::eFragment));
// Textures (binding = 3)
m_descSetLayoutBind.emplace_back(vkDS(3, vkDT::eCombinedImageSampler, nbTxt, vkSS::eFragment));
// Materials (binding = 4)
m_descSetLayoutBind.emplace_back(vkDS(4, vkDT::eStorageBuffer, nbObj, vkSS::eFragment));
m_descSetLayout = nvvkpp::util::createDescriptorSetLayout(m_device, m_descSetLayoutBind);
m_descPool = nvvkpp::util::createDescriptorPool(m_device, m_descSetLayoutBind, 1);
m_descSet = nvvkpp::util::createDescriptorSet(m_device, m_descPool, m_descSetLayout);
}
//--------------------------------------------------------------------------------------------------
// Setting up the buffers in the descriptor set
//
void HelloVulkan::updateDescriptorSet()
{
std::vector<vk::WriteDescriptorSet> writes;
// Camera matrices and scene description
vk::DescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[0], &dbiUnif));
vk::DescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[2], &dbiSceneDesc));
// All material buffers, 1 buffer per OBJ
std::vector<vk::DescriptorBufferInfo> dbiMat;
std::vector<vk::DescriptorBufferInfo> dbiMatIdx;
for(size_t i = 0; i < m_objModel.size(); ++i)
{
dbiMat.push_back({m_objModel[i].matColorBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiMatIdx.push_back({m_objModel[i].matIndexBuffer.buffer, 0, VK_WHOLE_SIZE});
}
writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[1], dbiMat.data()));
writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[4], dbiMatIdx.data()));
// All texture samplers
std::vector<vk::DescriptorImageInfo> diit;
for(size_t i = 0; i < m_textures.size(); ++i)
{
diit.push_back(m_textures[i].descriptor);
}
writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[3], diit.data()));
// Writing the information
m_device.updateDescriptorSets(static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
}
//--------------------------------------------------------------------------------------------------
// Creating the pipeline layout
//
void HelloVulkan::createGraphicsPipeline()
{
using vkSS = vk::ShaderStageFlagBits;
vk::PushConstantRange pushConstantRanges = {vkSS::eVertex | vkSS::eFragment, 0, sizeof(ObjPushConstant)};
// Creating the Pipeline Layout
vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo;
vk::DescriptorSetLayout descSetLayout(m_descSetLayout);
pipelineLayoutCreateInfo.setSetLayoutCount(1);
pipelineLayoutCreateInfo.setPSetLayouts(&descSetLayout);
pipelineLayoutCreateInfo.setPushConstantRangeCount(1);
pipelineLayoutCreateInfo.setPPushConstantRanges(&pushConstantRanges);
m_pipelineLayout = m_device.createPipelineLayout(pipelineLayoutCreateInfo);
// Creating the Pipeline
std::vector<std::string> paths = defaultSearchPaths;
nvvkpp::GraphicsPipelineGenerator gpb(m_device, m_pipelineLayout, m_offscreenRenderPass);
gpb.depthStencilState = {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.vertexInputState.bindingDescriptions = {{0, sizeof(VertexObj)}};
gpb.vertexInputState.attributeDescriptions = {{0, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexObj, pos)},
{1, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexObj, nrm)},
{2, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexObj, color)},
{3, 0, vk::Format::eR32G32Sfloat, offsetof(VertexObj, texCoord)}};
m_graphicsPipeline = gpb.create();
m_debug.setObjectName(m_graphicsPipeline, "Graphics");
}
//--------------------------------------------------------------------------------------------------
// Loading the OBJ file and setting up all buffers
//
void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform)
{
using vkBU = vk::BufferUsageFlagBits;
ObjLoader loader;
loader.loadModel(filename);
// Converting from Srgb to linear
for(auto& m : loader.m_materials)
{
m.ambient = nvmath::pow(m.ambient, 2.2f);
m.diffuse = nvmath::pow(m.diffuse, 2.2f);
m.specular = nvmath::pow(m.specular, 2.2f);
}
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = static_cast<uint32_t>(m_textures.size());
ObjModel model;
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
// Create the buffers on Device and copy vertices, indices and materials
nvvkpp::SingleCommandBuffer cmdBufGet(m_device, m_graphicsQueueIndex);
vk::CommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, vkBU::eVertexBuffer);
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, vkBU::eIndexBuffer);
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
createTextureImages(cmdBuf, loader.m_textures);
cmdBufGet.flushCommandBuffer(cmdBuf);
m_alloc.flushStaging();
std::string objNb = std::to_string(instance.objIndex);
m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str()));
m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str()));
m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str()));
m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str()));
m_objModel.emplace_back(model);
m_objInstance.emplace_back(instance);
}
//--------------------------------------------------------------------------------------------------
// Creating the uniform buffer holding the camera matrices
// - Buffer is host visible
//
void HelloVulkan::createUniformBuffer()
{
using vkBU = vk::BufferUsageFlagBits;
using vkMP = vk::MemoryPropertyFlagBits;
m_cameraMat = m_alloc.createBuffer(sizeof(CameraMatrices), vkBU::eUniformBuffer, vkMP::eHostVisible | vkMP::eHostCoherent);
m_debug.setObjectName(m_cameraMat.buffer, "cameraMat");
}
//--------------------------------------------------------------------------------------------------
// Create a storage buffer containing the description of the scene elements
// - Which geometry is used by which instance
// - Transformation
// - Offset for texture
//
void HelloVulkan::createSceneDescriptionBuffer()
{
using vkBU = vk::BufferUsageFlagBits;
nvvkpp::SingleCommandBuffer cmdGen(m_device, m_graphicsQueueIndex);
auto cmdBuf = cmdGen.createCommandBuffer();
m_sceneDesc = m_alloc.createBuffer(cmdBuf, m_objInstance, vkBU::eStorageBuffer);
cmdGen.flushCommandBuffer(cmdBuf);
m_alloc.flushStaging();
m_debug.setObjectName(m_sceneDesc.buffer, "sceneDesc");
}
//--------------------------------------------------------------------------------------------------
// Creating all textures and samplers
//
void HelloVulkan::createTextureImages(const vk::CommandBuffer& cmdBuf, const std::vector<std::string>& textures)
{
using vkIU = vk::ImageUsageFlagBits;
vk::SamplerCreateInfo samplerCreateInfo{{}, vk::Filter::eLinear, vk::Filter::eLinear, vk::SamplerMipmapMode::eLinear};
samplerCreateInfo.setMaxLod(FLT_MAX);
vk::Format format = vk::Format::eR8G8B8A8Srgb;
// If no textures are present, create a dummy one to accommodate the pipeline layout
if(textures.empty() && m_textures.empty())
{
nvvkTexture texture;
std::array<uint8_t, 4> color{255u, 255u, 255u, 255u};
vk::DeviceSize bufferSize = sizeof(color);
auto imgSize = vk::Extent2D(1, 1);
auto imageCreateInfo = nvvkpp::image::create2DInfo(imgSize, format);
// Creating the VKImage
texture = m_alloc.createImage(cmdBuf, bufferSize, color.data(), imageCreateInfo);
// Setting up the descriptor used by the shader
texture.descriptor = nvvkpp::image::create2DDescriptor(m_device, texture.image, samplerCreateInfo, format);
// The image format must be in VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
nvvkpp::image::setImageLayout(cmdBuf, texture.image, vk::ImageLayout::eUndefined, vk::ImageLayout::eShaderReadOnlyOptimal);
m_textures.push_back(texture);
}
else
{
// Uploading all images
for(const auto& texture : textures)
{
std::stringstream o;
int texWidth, texHeight, texChannels;
o << "media/textures/" << texture;
std::string txtFile = nvh::findFile(o.str(), defaultSearchPaths);
stbi_uc* pixels = stbi_load(txtFile.c_str(), &texWidth, &texHeight, &texChannels, STBI_rgb_alpha);
// Handle failure
if(!pixels)
{
texWidth = texHeight = 1;
texChannels = 4;
std::array<uint8_t, 4> color{255u, 0u, 255u, 255u};
pixels = reinterpret_cast<stbi_uc*>(color.data());
}
vk::DeviceSize bufferSize = static_cast<uint64_t>(texWidth) * texHeight * sizeof(uint8_t) * 4;
auto imgSize = vk::Extent2D(texWidth, texHeight);
auto imageCreateInfo = nvvkpp::image::create2DInfo(imgSize, format, vkIU::eSampled, true);
{
nvvkTexture texture;
texture = m_alloc.createImage(cmdBuf, bufferSize, pixels, imageCreateInfo);
nvvkpp::image::generateMipmaps(cmdBuf, texture.image, format, imgSize, imageCreateInfo.mipLevels);
texture.descriptor = nvvkpp::image::create2DDescriptor(m_device, texture.image, samplerCreateInfo, format);
m_textures.push_back(texture);
}
}
}
}
//--------------------------------------------------------------------------------------------------
// Destroying all allocations
//
void HelloVulkan::destroyResources()
{
m_device.destroy(m_graphicsPipeline);
m_device.destroy(m_pipelineLayout);
m_device.destroy(m_descPool);
m_device.destroy(m_descSetLayout);
m_alloc.destroy(m_cameraMat);
m_alloc.destroy(m_sceneDesc);
for(auto& m : m_objModel)
{
m_alloc.destroy(m.vertexBuffer);
m_alloc.destroy(m.indexBuffer);
m_alloc.destroy(m.matColorBuffer);
m_alloc.destroy(m.matIndexBuffer);
}
for(auto& t : m_textures)
{
m_alloc.destroy(t);
}
//#Post
m_device.destroy(m_postPipeline);
m_device.destroy(m_postPipelineLayout);
m_device.destroy(m_postDescPool);
m_device.destroy(m_postDescSetLayout);
m_alloc.destroy(m_offscreenColor);
m_alloc.destroy(m_offscreenDepth);
m_device.destroy(m_offscreenRenderPass);
m_device.destroy(m_offscreenFramebuffer);
}
//--------------------------------------------------------------------------------------------------
// Drawing the scene in raster mode
//
void HelloVulkan::rasterize(const vk::CommandBuffer& cmdBuf)
{
using vkPBP = vk::PipelineBindPoint;
using vkSS = vk::ShaderStageFlagBits;
vk::DeviceSize offset{0};
m_debug.beginLabel(cmdBuf, "Rasterize");
// Dynamic Viewport
cmdBuf.setViewport(0, {vk::Viewport(0, 0, (float)m_size.width, (float)m_size.height, 0, 1)});
cmdBuf.setScissor(0, {{{0, 0}, {m_size.width, m_size.height}}});
// Drawing all triangles
cmdBuf.bindPipeline(vkPBP::eGraphics, m_graphicsPipeline);
cmdBuf.bindDescriptorSets(vkPBP::eGraphics, m_pipelineLayout, 0, {m_descSet}, {});
for(int i = 0; i < m_objInstance.size(); ++i)
{
auto& inst = m_objInstance[i];
auto& model = m_objModel[inst.objIndex];
m_pushConstant.instanceId = i; // Telling which instance is drawn
cmdBuf.pushConstants<ObjPushConstant>(m_pipelineLayout, vkSS::eVertex | vkSS::eFragment, 0, m_pushConstant);
cmdBuf.bindVertexBuffers(0, 1, &model.vertexBuffer.buffer, &offset);
cmdBuf.bindIndexBuffer(model.indexBuffer.buffer, 0, vk::IndexType::eUint32);
cmdBuf.drawIndexed(model.nbIndices, 1, 0, 0, 0);
}
m_debug.endLabel(cmdBuf);
}
//--------------------------------------------------------------------------------------------------
// Handling resize of the window
//
void HelloVulkan::onResize(int /*w*/, int /*h*/)
{
createOffscreenRender();
updatePostDescriptorSet();
}
//////////////////////////////////////////////////////////////////////////
// Post-processing
//////////////////////////////////////////////////////////////////////////
//--------------------------------------------------------------------------------------------------
// Creating an offscreen frame buffer and the associated render pass
//
void HelloVulkan::createOffscreenRender()
{
m_alloc.destroy(m_offscreenColor);
m_alloc.destroy(m_offscreenDepth);
// Creating the color image
auto colorCreateInfo = nvvkpp::image::create2DInfo(m_size, m_offscreenColorFormat,
vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eSampled
| vk::ImageUsageFlagBits::eStorage);
m_offscreenColor = m_alloc.createImage(colorCreateInfo);
m_offscreenColor.descriptor = nvvkpp::image::create2DDescriptor(m_device, m_offscreenColor.image, vk::SamplerCreateInfo{},
m_offscreenColorFormat, vk::ImageLayout::eGeneral);
// Creating the depth buffer
auto depthCreateInfo =
nvvkpp::image::create2DInfo(m_size, m_offscreenDepthFormat, vk::ImageUsageFlagBits::eDepthStencilAttachment);
m_offscreenDepth = m_alloc.createImage(depthCreateInfo);
vk::ImageViewCreateInfo depthStencilView;
depthStencilView.setViewType(vk::ImageViewType::e2D);
depthStencilView.setFormat(m_offscreenDepthFormat);
depthStencilView.setSubresourceRange({vk::ImageAspectFlagBits::eDepth, 0, 1, 0, 1});
depthStencilView.setImage(m_offscreenDepth.image);
m_offscreenDepth.descriptor.imageView = m_device.createImageView(depthStencilView);
// Setting the image layout for both color and depth
{
nvvkpp::SingleCommandBuffer genCmdBuf(m_device, m_graphicsQueueIndex);
auto cmdBuf = genCmdBuf.createCommandBuffer();
nvvkpp::image::setImageLayout(cmdBuf, m_offscreenColor.image, vk::ImageLayout::eUndefined, vk::ImageLayout::eGeneral);
nvvkpp::image::setImageLayout(cmdBuf, m_offscreenDepth.image, vk::ImageAspectFlagBits::eDepth,
vk::ImageLayout::eUndefined, vk::ImageLayout::eDepthStencilAttachmentOptimal);
genCmdBuf.flushCommandBuffer(cmdBuf);
}
// Creating a renderpass for the offscreen
if(!m_offscreenRenderPass)
{
m_offscreenRenderPass = nvvkpp::util::createRenderPass(m_device, {m_offscreenColorFormat}, m_offscreenDepthFormat, 1,
true, true, vk::ImageLayout::eGeneral, vk::ImageLayout::eGeneral);
}
// Creating the frame buffer for offscreen
std::vector<vk::ImageView> attachments = {m_offscreenColor.descriptor.imageView, m_offscreenDepth.descriptor.imageView};
m_device.destroy(m_offscreenFramebuffer);
vk::FramebufferCreateInfo info;
info.setRenderPass(m_offscreenRenderPass);
info.setAttachmentCount(2);
info.setPAttachments(attachments.data());
info.setWidth(m_size.width);
info.setHeight(m_size.height);
info.setLayers(1);
m_offscreenFramebuffer = m_device.createFramebuffer(info);
}
//--------------------------------------------------------------------------------------------------
// The pipeline is how things are rendered, which shaders, type of primitives, depth test and more
//
void HelloVulkan::createPostPipeline()
{
// Push constants in the fragment shader
vk::PushConstantRange pushConstantRanges = {vk::ShaderStageFlagBits::eFragment, 0, sizeof(float)};
// Creating the pipeline layout
vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo;
pipelineLayoutCreateInfo.setSetLayoutCount(1);
pipelineLayoutCreateInfo.setPSetLayouts(&m_postDescSetLayout);
pipelineLayoutCreateInfo.setPushConstantRangeCount(1);
pipelineLayoutCreateInfo.setPPushConstantRanges(&pushConstantRanges);
m_postPipelineLayout = m_device.createPipelineLayout(pipelineLayoutCreateInfo);
// Pipeline: completely generic, no vertices
std::vector<std::string> paths = defaultSearchPaths;
nvvkpp::GraphicsPipelineGenerator pipelineGenerator(m_device, m_postPipelineLayout, m_renderPass);
pipelineGenerator.addShader(nvh::loadFile("shaders/passthrough.vert.spv", true, paths), vk::ShaderStageFlagBits::eVertex);
pipelineGenerator.addShader(nvh::loadFile("shaders/post.frag.spv", true, paths), vk::ShaderStageFlagBits::eFragment);
pipelineGenerator.rasterizationState.setCullMode(vk::CullModeFlagBits::eNone);
m_postPipeline = pipelineGenerator.create();
m_debug.setObjectName(m_postPipeline, "post");
}
//--------------------------------------------------------------------------------------------------
// The descriptor layout is the description of the data that is passed to the vertex or the
// fragment program.
//
void HelloVulkan::createPostDescriptor()
{
using vkDS = vk::DescriptorSetLayoutBinding;
using vkDT = vk::DescriptorType;
using vkSS = vk::ShaderStageFlagBits;
m_postDescSetLayoutBind.emplace_back(vkDS(0, vkDT::eCombinedImageSampler, 1, vkSS::eFragment));
m_postDescSetLayout = nvvkpp::util::createDescriptorSetLayout(m_device, m_postDescSetLayoutBind);
m_postDescPool = nvvkpp::util::createDescriptorPool(m_device, m_postDescSetLayoutBind);
m_postDescSet = nvvkpp::util::createDescriptorSet(m_device, m_postDescPool, m_postDescSetLayout);
}
//--------------------------------------------------------------------------------------------------
// Update the output
//
void HelloVulkan::updatePostDescriptorSet()
{
vk::WriteDescriptorSet writeDescriptorSets =
nvvkpp::util::createWrite(m_postDescSet, m_postDescSetLayoutBind[0], &m_offscreenColor.descriptor);
m_device.updateDescriptorSets(writeDescriptorSets, nullptr);
}
//--------------------------------------------------------------------------------------------------
// Draw a full screen quad with the attached image
//
void HelloVulkan::drawPost(vk::CommandBuffer cmdBuf)
{
m_debug.beginLabel(cmdBuf, "Post");
cmdBuf.setViewport(0, {vk::Viewport(0, 0, (float)m_size.width, (float)m_size.height, 0, 1)});
cmdBuf.setScissor(0, {{{0, 0}, {m_size.width, m_size.height}}});
auto aspectRatio = static_cast<float>(m_size.width) / static_cast<float>(m_size.height);
cmdBuf.pushConstants<float>(m_postPipelineLayout, vk::ShaderStageFlagBits::eFragment, 0, aspectRatio);
cmdBuf.bindPipeline(vk::PipelineBindPoint::eGraphics, m_postPipeline);
cmdBuf.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, m_postPipelineLayout, 0, m_postDescSet, {});
cmdBuf.draw(3, 1, 0, 0);
m_debug.endLabel(cmdBuf);
}