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effect_simple.cpp
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effect_simple.cpp
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#include "effect_simple.hpp"
#include <cstring>
#include "image_view.hpp"
#include "descriptor_set.hpp"
#include "buffer.hpp"
#include "renderpass.hpp"
#include "graphics_pipeline.hpp"
#include "framebuffer.hpp"
#include "shader.hpp"
#include "sampler.hpp"
#include "util.hpp"
namespace vkBasalt
{
SimpleEffect::SimpleEffect()
{
}
void SimpleEffect::init(LogicalDevice* pLogicalDevice,
VkFormat format,
VkExtent2D imageExtent,
std::vector<VkImage> inputImages,
std::vector<VkImage> outputImages,
Config* pConfig)
{
Logger::debug("in creating SimpleEffect");
this->pLogicalDevice = pLogicalDevice;
this->format = format;
this->imageExtent = imageExtent;
this->inputImages = inputImages;
this->outputImages = outputImages;
this->pConfig = pConfig;
inputImageViews = createImageViews(pLogicalDevice, format, inputImages);
Logger::debug("created input ImageViews");
outputImageViews = createImageViews(pLogicalDevice, format, outputImages);
Logger::debug("created ImageViews");
sampler = createSampler(pLogicalDevice);
Logger::debug("created sampler");
imageSamplerDescriptorSetLayout = createImageSamplerDescriptorSetLayout(pLogicalDevice, 1);
Logger::debug("created descriptorSetLayouts");
VkDescriptorPoolSize imagePoolSize;
imagePoolSize.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
imagePoolSize.descriptorCount = inputImages.size() + 10;
std::vector<VkDescriptorPoolSize> poolSizes = {imagePoolSize};
descriptorPool = createDescriptorPool(pLogicalDevice, poolSizes);
Logger::debug("created descriptorPool");
createShaderModule(pLogicalDevice, vertexCode, &vertexModule);
createShaderModule(pLogicalDevice, fragmentCode, &fragmentModule);
renderPass = createRenderPass(pLogicalDevice, format);
descriptorSetLayouts.insert(descriptorSetLayouts.begin(), imageSamplerDescriptorSetLayout);
pipelineLayout = createGraphicsPipelineLayout(pLogicalDevice, descriptorSetLayouts);
graphicsPipeline = createGraphicsPipeline(pLogicalDevice,
vertexModule,
pVertexSpecInfo,
"main",
fragmentModule,
pFragmentSpecInfo,
"main",
imageExtent,
renderPass,
pipelineLayout);
imageDescriptorSets = allocateAndWriteImageSamplerDescriptorSets(
pLogicalDevice, descriptorPool, imageSamplerDescriptorSetLayout, {sampler}, std::vector<std::vector<VkImageView>>(1, inputImageViews));
framebuffers = createFramebuffers(pLogicalDevice, renderPass, imageExtent, {outputImageViews});
}
void SimpleEffect::applyEffect(uint32_t imageIndex, VkCommandBuffer commandBuffer)
{
Logger::debug("applying SimpleEffect to cb " + convertToString(commandBuffer));
// Used to make the Image accessable by the shader
VkImageMemoryBarrier memoryBarrier;
memoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
memoryBarrier.pNext = nullptr;
memoryBarrier.srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT;
memoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
memoryBarrier.oldLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
memoryBarrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
memoryBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
memoryBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
memoryBarrier.image = inputImages[imageIndex];
memoryBarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
memoryBarrier.subresourceRange.baseMipLevel = 0;
memoryBarrier.subresourceRange.levelCount = 1;
memoryBarrier.subresourceRange.baseArrayLayer = 0;
memoryBarrier.subresourceRange.layerCount = 1;
// Reverses the first Barrier
VkImageMemoryBarrier secondBarrier;
secondBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
secondBarrier.pNext = nullptr;
secondBarrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
secondBarrier.dstAccessMask = 0;
secondBarrier.oldLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
secondBarrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
secondBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
secondBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
secondBarrier.image = inputImages[imageIndex];
secondBarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
secondBarrier.subresourceRange.baseMipLevel = 0;
secondBarrier.subresourceRange.levelCount = 1;
secondBarrier.subresourceRange.baseArrayLayer = 0;
secondBarrier.subresourceRange.layerCount = 1;
pLogicalDevice->vkd.CmdPipelineBarrier(
commandBuffer, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, &memoryBarrier);
Logger::debug("after the first pipeline barrier");
VkRenderPassBeginInfo renderPassBeginInfo;
renderPassBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
renderPassBeginInfo.pNext = nullptr;
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.framebuffer = framebuffers[imageIndex];
renderPassBeginInfo.renderArea.offset = {0, 0};
renderPassBeginInfo.renderArea.extent = imageExtent;
VkClearValue clearValue = {0.0f, 0.0f, 0.0f, 1.0f};
renderPassBeginInfo.clearValueCount = 1;
renderPassBeginInfo.pClearValues = &clearValue;
Logger::debug("before beginn renderpass");
pLogicalDevice->vkd.CmdBeginRenderPass(commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
Logger::debug("after beginn renderpass");
pLogicalDevice->vkd.CmdBindDescriptorSets(
commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &(imageDescriptorSets[imageIndex]), 0, nullptr);
Logger::debug("after binding image sampler");
pLogicalDevice->vkd.CmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, graphicsPipeline);
Logger::debug("after bind pipeliene");
pLogicalDevice->vkd.CmdDraw(commandBuffer, 3, 1, 0, 0);
Logger::debug("after draw");
pLogicalDevice->vkd.CmdEndRenderPass(commandBuffer);
Logger::debug("after end renderpass");
pLogicalDevice->vkd.CmdPipelineBarrier(commandBuffer,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0,
0,
nullptr,
0,
nullptr,
1,
&secondBarrier);
Logger::debug("after the second pipeline barrier");
}
SimpleEffect::~SimpleEffect()
{
Logger::debug("destroying SimpleEffect " + convertToString(this));
pLogicalDevice->vkd.DestroyPipeline(pLogicalDevice->device, graphicsPipeline, nullptr);
pLogicalDevice->vkd.DestroyPipelineLayout(pLogicalDevice->device, pipelineLayout, nullptr);
pLogicalDevice->vkd.DestroyRenderPass(pLogicalDevice->device, renderPass, nullptr);
pLogicalDevice->vkd.DestroyDescriptorSetLayout(pLogicalDevice->device, imageSamplerDescriptorSetLayout, nullptr);
pLogicalDevice->vkd.DestroyShaderModule(pLogicalDevice->device, vertexModule, nullptr);
pLogicalDevice->vkd.DestroyShaderModule(pLogicalDevice->device, fragmentModule, nullptr);
pLogicalDevice->vkd.DestroyDescriptorPool(pLogicalDevice->device, descriptorPool, nullptr);
for (unsigned int i = 0; i < framebuffers.size(); i++)
{
pLogicalDevice->vkd.DestroyFramebuffer(pLogicalDevice->device, framebuffers[i], nullptr);
pLogicalDevice->vkd.DestroyImageView(pLogicalDevice->device, inputImageViews[i], nullptr);
pLogicalDevice->vkd.DestroyImageView(pLogicalDevice->device, outputImageViews[i], nullptr);
}
Logger::debug("after DestroyImageView");
pLogicalDevice->vkd.DestroySampler(pLogicalDevice->device, sampler, nullptr);
}
} // namespace vkBasalt