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2 commits

Author SHA1 Message Date
Ben e8cd239a6b
Create and use render pipeline with shaders 2022-01-18 23:33:20 +01:00
Ben 7127555dea
Add shaders and shader loading 2022-01-18 21:28:25 +01:00
14 changed files with 300 additions and 26 deletions

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@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.22)
cmake_minimum_required(VERSION 3.21)
project(VulkanCppSetup)
set(CMAKE_CXX_STANDARD 20)
@ -6,6 +6,6 @@ set(CMAKE_CXX_STANDARD 20)
find_package(Vulkan REQUIRED)
find_package(Qt5 COMPONENTS Gui REQUIRED)
add_executable(VulkanCppSetup src/main.cpp src/VulkanWindow.cpp src/VulkanRenderer.cpp)
add_executable(VulkanCppSetup src/main.cpp src/VulkanWindow.cpp src/VulkanRenderer.cpp src/ShaderLoader.cpp)
#include_directories(VulkanCppSetup ${Vulkan_INCLUDE_DIRS} ${Qt5_INCLUDE_DIRS})
target_link_libraries(VulkanCppSetup ${Vulkan_LIBRARIES} Qt5::Gui)

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@ -1,8 +1,11 @@
# Vulkan Renderer
Created with Qt 5 and the help of <https://vulkan-tutorial.com>
and <https://vkguide.dev/> and <https://doc.qt.io/qt-5/>.
## Building
Needs cmake 3.22+, C++20 compiler, Qt 5.10+
Needs cmake 3.21+, C++20 compiler, Qt 5.10+
## Usage

9
make_shaders.sh Executable file
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@ -0,0 +1,9 @@
#!/bin/sh
DIR="$(realpath $(dirname $0))"
cd "${DIR}/shaders"
# needs Vulkan SDK
glslc shader.vert -o vert.spv
glslc shader.frag -o frag.spv

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shaders/frag.spv Normal file

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9
shaders/shader.frag Normal file
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@ -0,0 +1,9 @@
#version 450
layout(location = 0) in vec3 fragColor;
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(fragColor, 1.0);
}

20
shaders/shader.vert Normal file
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@ -0,0 +1,20 @@
#version 450
layout(location = 0) out vec3 fragColor;
vec2 positions[3] = vec2[](
vec2(0.0, -0.5),
vec2(0.5, 0.5),
vec2(-0.5, 0.5)
);
vec3 colors[3] = vec3[](
vec3(1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0)
);
void main() {
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
fragColor = colors[gl_VertexIndex];
}

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shaders/vert.spv Normal file

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41
src/ShaderLoader.cpp Normal file
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@ -0,0 +1,41 @@
#include "ShaderLoader.h"
#include <fstream>
std::vector<VkShaderModule> ShaderLoader::loadShaders(
VkDevice device, QVulkanDeviceFunctions *deviceFunctions,
std::string const *shaderFilenames, std::size_t shaderFilenameCount) {
loadedShaders.reserve(loadedShaders.size() + shaderFilenameCount);
for (int i = 0; i < shaderFilenameCount; ++i) {
std::ifstream shaderFile(shaderFilenames[i],
std::ios::ate | std::ios::binary);
if (!shaderFile.is_open()) {
qFatal("Could not open shader file %s", shaderFilenames[i].c_str());
}
// std::ios::ate starts at the end of file => position is the file size
const std::fpos<mbstate_t> &fileSize = shaderFile.tellg();
std::vector<uint32_t> buffer((fileSize / sizeof(uint32_t)) + 1);
shaderFile.seekg(0);
shaderFile.read(reinterpret_cast<char *>(buffer.data()), fileSize);
shaderFile.close();
VkShaderModuleCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
createInfo.codeSize = fileSize;
createInfo.pCode = buffer.data();
VkShaderModule shaderModule;
VkResult result = deviceFunctions->vkCreateShaderModule(
device, &createInfo, nullptr, &shaderModule);
if (result != VK_SUCCESS) {
qFatal("Could not create shader module: code %d", result);
}
loadedShaders.push_back(shaderModule);
}
return loadedShaders;
}
void ShaderLoader::destroyShaders(VkDevice device,
QVulkanDeviceFunctions *devFuncs) {
for (auto &shaderModule : loadedShaders) {
devFuncs->vkDestroyShaderModule(device, shaderModule, nullptr);
}
}

34
src/ShaderLoader.h Normal file
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@ -0,0 +1,34 @@
#ifndef VULKANCPPSETUP_SHADERLOADER_H
#define VULKANCPPSETUP_SHADERLOADER_H
#include <array>
#include <qvulkanfunctions.h>
#include <string>
#include <vector>
#include <vulkan/vulkan_core.h>
class ShaderLoader {
private:
std::vector<VkShaderModule> loadedShaders{};
public:
ShaderLoader() = default;
~ShaderLoader() = default;
std::vector<VkShaderModule>
loadShaders(VkDevice device, QVulkanDeviceFunctions *deviceFunctions,
std::string const *shaderFilenames,
std::size_t shaderFilenameCount);
template <std::size_t amount>
std::vector<VkShaderModule>
loadShaders(VkDevice device, QVulkanDeviceFunctions *deviceFunctions,
const std::array<std::string, amount> &shaderFilenames) {
return loadShaders(device, deviceFunctions, shaderFilenames.data(),
shaderFilenames.size());
}
void destroyShaders(VkDevice device, QVulkanDeviceFunctions *devFuncs);
};
#endif // VULKANCPPSETUP_SHADERLOADER_H

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@ -1,21 +1,178 @@
#include "VulkanRenderer.h"
#include <complex>
VulkanRenderer::VulkanRenderer(QVulkanWindow *w)
: m_window(w), m_devFuncs(nullptr) {}
VulkanRenderer::VulkanRenderer(QVulkanWindow *w) : m_window(w) {}
void VulkanRenderer::initResources() {
m_devFuncs =
m_window->vulkanInstance()->deviceFunctions(m_window->device());
VkResult result;
m_devFuncs = m_window->vulkanInstance()->deviceFunctions(m_window->device());
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = 0; // Optional
pipelineLayoutInfo.pSetLayouts = nullptr; // Optional
pipelineLayoutInfo.pushConstantRangeCount = 0; // Optional
pipelineLayoutInfo.pPushConstantRanges = nullptr; // Optional
result = m_devFuncs->vkCreatePipelineLayout(
m_window->device(), &pipelineLayoutInfo, nullptr, &m_pipelineLayout);
if (result != VK_SUCCESS) {
qFatal("Failed to create pipeline layout, code: %d", result);
}
VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
vertexInputInfo.sType =
VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputInfo.vertexBindingDescriptionCount = 0;
vertexInputInfo.pVertexBindingDescriptions = nullptr; // Optional
vertexInputInfo.vertexAttributeDescriptionCount = 0;
vertexInputInfo.pVertexAttributeDescriptions = nullptr; // Optional
auto shaders =
std::array<std::string, 2>{"shaders/vert.spv", "shaders/frag.spv"};
auto loadedShaders =
m_shaderLoader.loadShaders(m_window->device(), m_devFuncs, shaders);
VkPipelineShaderStageCreateInfo vertShaderStageInfo{};
vertShaderStageInfo.sType =
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
vertShaderStageInfo.module = loadedShaders[0];
vertShaderStageInfo.pName = "main";
VkPipelineShaderStageCreateInfo fragShaderStageInfo{};
fragShaderStageInfo.sType =
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
fragShaderStageInfo.module = loadedShaders[1];
fragShaderStageInfo.pName = "main";
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages{
vertShaderStageInfo, fragShaderStageInfo};
VkGraphicsPipelineCreateInfo pipelineInfo{};
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineInfo.stageCount = shaderStages.size();
pipelineInfo.pStages = shaderStages.data();
pipelineInfo.pVertexInputState = &vertexInputInfo;
VkPipelineInputAssemblyStateCreateInfo ia;
memset(&ia, 0, sizeof(ia));
ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
pipelineInfo.pInputAssemblyState = &ia;
VkPipelineViewportStateCreateInfo vp;
memset(&vp, 0, sizeof(vp));
vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
vp.viewportCount = 1;
vp.scissorCount = 1;
pipelineInfo.pViewportState = &vp;
VkPipelineRasterizationStateCreateInfo rs;
memset(&rs, 0, sizeof(rs));
rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rs.polygonMode = VK_POLYGON_MODE_FILL;
// rs.cullMode = VK_CULL_MODE_BACK_BIT;
rs.cullMode = VK_CULL_MODE_NONE;
rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
rs.lineWidth = 1.0f;
pipelineInfo.pRasterizationState = &rs;
VkPipelineMultisampleStateCreateInfo ms;
memset(&ms, 0, sizeof(ms));
ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
ms.rasterizationSamples = m_window->sampleCountFlagBits();
pipelineInfo.pMultisampleState = &ms;
VkPipelineDepthStencilStateCreateInfo ds;
memset(&ds, 0, sizeof(ds));
ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
ds.depthTestEnable = VK_FALSE;
ds.depthWriteEnable = VK_TRUE;
ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
pipelineInfo.pDepthStencilState = &ds;
VkPipelineColorBlendStateCreateInfo cb;
memset(&cb, 0, sizeof(cb));
cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
VkPipelineColorBlendAttachmentState att;
memset(&att, 0, sizeof(att));
att.colorWriteMask = 0xF;
cb.attachmentCount = 1;
cb.pAttachments = &att;
pipelineInfo.pColorBlendState = &cb;
VkDynamicState dynamicStates[] = {VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR};
VkPipelineDynamicStateCreateInfo dyn;
memset(&dyn, 0, sizeof(dyn));
dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dyn.dynamicStateCount = sizeof(dynamicStates) / sizeof(VkDynamicState);
dyn.pDynamicStates = dynamicStates;
pipelineInfo.pDynamicState = &dyn;
pipelineInfo.layout = m_pipelineLayout;
pipelineInfo.renderPass = m_window->defaultRenderPass();
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE; // Optional
pipelineInfo.basePipelineIndex = -1; // Optional
result = m_devFuncs->vkCreateGraphicsPipelines(
m_window->device(), VK_NULL_HANDLE, 1, &pipelineInfo, nullptr,
&m_graphicsPipeline);
if (result != VK_SUCCESS) {
qFatal("Failed to create graphics pipeline: code %d", result);
}
}
void VulkanRenderer::initSwapChainResources() {}
void VulkanRenderer::releaseSwapChainResources() {}
void VulkanRenderer::releaseResources() {}
void VulkanRenderer::releaseResources() {
m_devFuncs->vkDestroyPipeline(m_window->device(), m_graphicsPipeline,
nullptr);
m_devFuncs->vkDestroyPipelineLayout(m_window->device(), m_pipelineLayout,
nullptr);
m_shaderLoader.destroyShaders(m_window->device(), m_devFuncs);
}
void VulkanRenderer::startNextFrame() {
VkCommandBuffer cmdBuf = m_window->currentCommandBuffer();
// m_devFuncs->vkCmdBeginRenderPass(…);
VkClearDepthStencilValue clearDS = {1, 0};
std::array<VkClearValue, 3> clearValue{};
float flash = std::abs(std::sin(static_cast<float>(m_frameNumber) / 120.f));
clearValue[0].color = {{0.0f, 0.0f, flash, 1.0f}};
clearValue[1].depthStencil = clearDS;
clearValue[2].color = clearValue[0].color;
VkRenderPassBeginInfo rpInfo{};
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
rpInfo.pNext = nullptr;
rpInfo.renderPass = m_window->defaultRenderPass();
rpInfo.renderArea.offset.x = 0;
rpInfo.renderArea.offset.y = 0;
rpInfo.renderArea.extent.width = m_window->width();
rpInfo.renderArea.extent.height = m_window->height();
rpInfo.clearValueCount =
m_window->sampleCountFlagBits() > VK_SAMPLE_COUNT_1_BIT ? 3 : 2;
rpInfo.pClearValues = clearValue.data();
rpInfo.framebuffer = m_window->currentFramebuffer();
m_devFuncs->vkCmdBeginRenderPass(cmdBuf, &rpInfo, VK_SUBPASS_CONTENTS_INLINE);
const QSize renderTargetSize = m_window->swapChainImageSize();
VkViewport viewport = {
0, 0, float(renderTargetSize.width()), float(renderTargetSize.height()),
0, 1};
m_devFuncs->vkCmdSetViewport(cmdBuf, 0, 1, &viewport);
VkRect2D scissor = {{0, 0},
{uint32_t(renderTargetSize.width()),
uint32_t(renderTargetSize.height())}};
m_devFuncs->vkCmdSetScissor(cmdBuf, 0, 1, &scissor);
m_devFuncs->vkCmdBindPipeline(cmdBuf, VK_PIPELINE_BIND_POINT_GRAPHICS,
m_graphicsPipeline);
m_devFuncs->vkCmdDraw(cmdBuf, 3, 1, 0, 0);
m_devFuncs->vkCmdEndRenderPass(cmdBuf);
m_window->frameReady();
++m_frameNumber;
m_window->requestUpdate();
}

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@ -1,6 +1,7 @@
#ifndef VULKANCPPSETUP_VULKANRENDERER_H
#define VULKANCPPSETUP_VULKANRENDERER_H
#include "ShaderLoader.h"
#include <QVulkanWindowRenderer>
#include <qvulkanfunctions.h>
@ -9,15 +10,17 @@ public:
explicit VulkanRenderer(QVulkanWindow *w);
void initResources() override;
void initSwapChainResources() override;
void releaseSwapChainResources() override;
void releaseResources() override;
void startNextFrame() override;
private:
QVulkanWindow *m_window;
QVulkanDeviceFunctions *m_devFuncs;
QVulkanDeviceFunctions *m_devFuncs{};
unsigned long m_frameNumber{0UL};
ShaderLoader m_shaderLoader{};
VkPipelineLayout m_pipelineLayout{};
VkPipeline m_graphicsPipeline{};
};
#endif // VULKANCPPSETUP_VULKANRENDERER_H

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@ -6,9 +6,8 @@ static const int KEY_ESCAPE = 16777216;
void VulkanWindow::keyPressEvent(QKeyEvent *event) {
QWindow::keyPressEvent(event);
qDebug() << "text" << event->text()
<< "key" << event->key()
<< "modifiers" << event->modifiers();
qDebug() << "text" << event->text() << "key" << event->key() << "modifiers"
<< event->modifiers();
if (event->matches(QKeySequence::Quit) || event->key() == KEY_ESCAPE) {
close();
}

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@ -5,18 +5,16 @@
#ifndef VULKANCPPSETUP_VULKANWINDOW_H
#define VULKANCPPSETUP_VULKANWINDOW_H
#include <QVulkanWindow>
#include <iostream>
#include <qevent.h>
#include <QVulkanWindow>
class VulkanWindow : public QVulkanWindow
{
class VulkanWindow : public QVulkanWindow {
public:
QVulkanWindowRenderer *createRenderer() override;
QVulkanWindowRenderer *createRenderer() override;
protected:
void keyPressEvent(QKeyEvent* event) override;
void keyPressEvent(QKeyEvent *event) override;
};
#endif //VULKANCPPSETUP_VULKANWINDOW_H
#endif // VULKANCPPSETUP_VULKANWINDOW_H

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@ -8,9 +8,10 @@ int main(int argc, char **argv) {
QVulkanInstance inst;
QByteArrayList layers{"VK_LAYER_LUNARG_standard_validation"};
inst.setLayers(layers);
if (!inst.create())
if (!inst.create()) {
qFatal("Could not create Vulkan instance %d", inst.errorCode());
return EXIT_FAILURE;
}
VulkanWindow window{};
window.setVulkanInstance(&inst);
window.resize(800, 600);