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C++ vulkandc::Device类代码示例

本文整理汇总了C++中vulkandc::Device的典型用法代码示例。如果您正苦于以下问题:C++ Device类的具体用法?C++ Device怎么用?C++ Device使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了Device类的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: initDescriptorPool

void VkeDrawCall::initDescriptorPool(){
	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device *device = dc->getDefaultDevice();

	VkDescriptorPoolSize poolSize = { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1 };

	VkDescriptorPoolCreateInfo poolInfo = { VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO };
	poolInfo.maxSets = 1;
	poolInfo.poolSizeCount = 1;
	poolInfo.pPoolSizes = &poolSize;
	poolInfo.flags = 0;

	VKA_CHECK_ERROR(vkCreateDescriptorPool(device->getVKDevice(), &poolInfo, NULL, &m_descriptor_pool), "Could not create descriptor pool.\n");
}
开发者ID:brdf,项目名称:gl_vk_chopper,代码行数:14,代码来源:VkeGameRendererDynamic.cpp

示例2: initTerrainCommand

void vkeGameRendererDynamic::initTerrainCommand(){
	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device  *device = dc->getDefaultDevice();
	VulkanDC::Device::Queue *queue = dc->getDefaultQueue();
	uint32_t cmdID = 1021;

	VkResult rslt;

	for (uint32_t i = 0; i < 2; ++i){

		if (m_terrain_command[i] != VK_NULL_HANDLE){
			vkFreeCommandBuffers(device->getVKDevice(), queue->getCommandPool(), 1, &m_terrain_command[i]);
			m_terrain_command[i] = VK_NULL_HANDLE;
		}

		{

			VkCommandBufferAllocateInfo cmdBufInfo = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO };
			cmdBufInfo.commandBufferCount = 1;
			cmdBufInfo.commandPool = queue->getCommandPool();
			cmdBufInfo.level = VK_COMMAND_BUFFER_LEVEL_SECONDARY;

			rslt = vkAllocateCommandBuffers(device->getVKDevice(), &cmdBufInfo, &m_terrain_command[i]);

			VkCommandBufferBeginInfo cmdBeginInfo = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO };
			cmdBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT;

			rslt = vkBeginCommandBuffer(m_terrain_command[i], &cmdBeginInfo);


			vkCmdBindPipeline(m_terrain_command[i], VK_PIPELINE_BIND_POINT_GRAPHICS, m_quad_pipeline);
			vkCmdBindDescriptorSets(m_terrain_command[i], VK_PIPELINE_BIND_POINT_GRAPHICS, m_quad_pipeline_layout, 0, 1, &m_quad_descriptor_set, 0, NULL);
			m_screen_quad.bind(&m_terrain_command[i]);
			m_screen_quad.draw(&m_terrain_command[i]);

			vkCmdBindPipeline(m_terrain_command[i], VK_PIPELINE_BIND_POINT_GRAPHICS, m_terrain_pipeline);

			vkCmdBindDescriptorSets(m_terrain_command[i], VK_PIPELINE_BIND_POINT_GRAPHICS, m_terrain_pipeline_layout, 0, 1, &m_terrain_descriptor_set, 0, NULL);

			m_terrain_quad.bind(&m_terrain_command[i]);
			m_terrain_quad.draw(&m_terrain_command[i]);/**/

			vkEndCommandBuffer(m_terrain_command[i]);
		}
	}
}
开发者ID:brdf,项目名称:gl_vk_chopper,代码行数:46,代码来源:VkeGameRendererDynamic.cpp

示例3: initCommandPool

void VkeDrawCall::initCommandPool(){

	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device *device = dc->getDefaultDevice();

	VkCommandPoolCreateInfo cmdPoolInfo = { VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO };
	cmdPoolInfo.queueFamilyIndex = 0;
	cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;

	VKA_CHECK_ERROR(vkCreateCommandPool(device->getVKDevice(), &cmdPoolInfo, NULL, &m_command_pool), "Could not create command pool.\n");

	VkCommandBufferAllocateInfo cmdBufInfo = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO };
	cmdBufInfo.commandBufferCount = 2;
	cmdBufInfo.level = VK_COMMAND_BUFFER_LEVEL_SECONDARY;
	cmdBufInfo.commandPool = m_command_pool;

	VKA_CHECK_ERROR(vkAllocateCommandBuffers(device->getVKDevice(), &cmdBufInfo, m_draw_command), "Could not allocate secondary command buffers.\n");


}
开发者ID:brdf,项目名称:gl_vk_chopper,代码行数:20,代码来源:VkeGameRendererDynamic.cpp

示例4: releaseFramebuffer

void vkeGameRendererDynamic::releaseFramebuffer(){


	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device *device = dc->getDefaultDevice();
	device->waitIdle();

	vkDestroyImageView(device->getVKDevice(), m_depth_attachment.view, NULL);
	vkDestroyImageView(device->getVKDevice(), m_color_attachment.view, NULL);
	vkDestroyImageView(device->getVKDevice(), m_resolve_attachment[0].view, NULL);
	vkDestroyImageView(device->getVKDevice(), m_resolve_attachment[1].view, NULL);

	m_depth_attachment.view = NULL;
	m_color_attachment.view = NULL;
	m_resolve_attachment[0].view = NULL;
	m_resolve_attachment[1].view = NULL;

	vkDestroyImage(device->getVKDevice(), m_depth_attachment.image, NULL);
	vkDestroyImage(device->getVKDevice(), m_color_attachment.image, NULL);
	vkDestroyImage(device->getVKDevice(), m_resolve_attachment[0].image, NULL);
	vkDestroyImage(device->getVKDevice(), m_resolve_attachment[1].image, NULL);

	m_depth_attachment.image = NULL;
	m_color_attachment.image = NULL;
	m_resolve_attachment[0].image = NULL;
	m_resolve_attachment[1].image = NULL;

	vkFreeMemory(device->getVKDevice(), m_depth_attachment.memory, NULL);
	vkFreeMemory(device->getVKDevice(), m_color_attachment.memory, NULL);
	vkFreeMemory(device->getVKDevice(), m_resolve_attachment[0].memory, NULL);
	vkFreeMemory(device->getVKDevice(), m_resolve_attachment[1].memory, NULL);

	m_depth_attachment.memory = NULL;
	m_color_attachment.memory = NULL;
	m_resolve_attachment[0].memory = NULL;
	m_resolve_attachment[1].memory = NULL;

	vkDestroyFramebuffer(device->getVKDevice(), m_framebuffers[0], NULL);
	vkDestroyFramebuffer(device->getVKDevice(), m_framebuffers[1], NULL);
	m_framebuffers[0] = NULL;
	m_framebuffers[1] = NULL;



}
开发者ID:brdf,项目名称:gl_vk_chopper,代码行数:45,代码来源:VkeGameRendererDynamic.cpp

示例5: initDescriptor

void VkeDrawCall::initDescriptor(){

	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device *device = dc->getDefaultDevice();
	VkWriteDescriptorSet writes[1];

	vkResetDescriptorPool(device->getVKDevice(), m_descriptor_pool, 0);

	VkDescriptorSetAllocateInfo descAlloc = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO };

	descAlloc.descriptorPool = m_descriptor_pool;
	descAlloc.pSetLayouts = (m_renderer->getTransformDescriptorLayout());
	descAlloc.descriptorSetCount = 1;


	VKA_CHECK_ERROR(vkAllocateDescriptorSets(device->getVKDevice(), &descAlloc, &m_transform_descriptor_set), "Could not allocate descriptor sets.\n");

	descriptorSetWrite(&writes[0], 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, (m_renderer->getTransformsDescriptor()), VK_NULL_HANDLE, 0, m_transform_descriptor_set);//transform
	vkUpdateDescriptorSets(device->getVKDevice(), 1, writes, 0, NULL);


}
开发者ID:brdf,项目名称:gl_vk_chopper,代码行数:22,代码来源:VkeGameRendererDynamic.cpp

示例6: loadCubeDDS

void VkeCubeTexture::loadCubeDDS(const char *inFile){


	std::string searchPaths[] = {
		std::string(PROJECT_NAME),
		NVPWindow::sysExePath() + std::string(PROJECT_RELDIRECTORY),
		std::string(PROJECT_ABSDIRECTORY)
	};

	nv_dds::CDDSImage ddsImage;

	for (uint32_t i = 0; i < 3; ++i){
        std::string separator = "";
        uint32_t strSize = searchPaths[i].size();
        if(searchPaths[i].substr(strSize-1,strSize) != "/") separator = "/";
        std::string filePath = searchPaths[i] + separator + std::string("images/") + std::string(inFile);
        ddsImage.load(filePath, true);
		if (ddsImage.is_valid()) break;
	}

	if (!ddsImage.is_valid()){
		perror("Could not cube load texture image.\n");
		exit(1);
	}

	uint32_t imgW = ddsImage.get_width();
	uint32_t imgH = ddsImage.get_height();
	uint32_t comCount = ddsImage.get_components();
	uint32_t fmt = ddsImage.get_format();

	bool isCube = ddsImage.is_cubemap();
	bool isComp = ddsImage.is_compressed();

	VkFormat vkFmt = VK_FORMAT_R8G8B8A8_UNORM;

	switch (fmt){
	case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
		vkFmt = VK_FORMAT_BC1_RGB_SRGB_BLOCK;
		break;

	case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
		vkFmt = VK_FORMAT_BC2_UNORM_BLOCK;

		break;

	case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
		vkFmt = VK_FORMAT_BC3_UNORM_BLOCK;
		break;
	default:

		break;
	}


	m_width = imgW;
	m_height = imgH;
	m_format = vkFmt;

	VulkanDC::Device::Queue::Name queueName = "DEFAULT_GRAPHICS_QUEUE";
	VulkanDC::Device::Queue::CommandBufferID cmdID = INIT_COMMAND_ID;
	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device *device = dc->getDefaultDevice();
	VulkanDC::Device::Queue *queue = device->getQueue(queueName);
	VkCommandBuffer cmd = VK_NULL_HANDLE;

	queue->beginCommandBuffer(cmdID, &cmd, VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT);

	imageCreateAndBind(
		&m_data.image,
		&m_data.memory,
		m_format, VK_IMAGE_TYPE_2D,
		m_width, m_height, 1, 6,
		VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
		(VkImageUsageFlagBits)(VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT),
		VK_IMAGE_TILING_OPTIMAL);

	VkBuffer cubeMapBuffer;
	VkDeviceMemory cubeMapMem;

	bufferCreate(&cubeMapBuffer, m_width*m_height * 3 * 6, VK_BUFFER_USAGE_TRANSFER_SRC_BIT);
	bufferAlloc(&cubeMapBuffer, &cubeMapMem, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);


	if (m_memory_flags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT){
		imageSetLayoutBarrier(cmdID, queueName, m_data.image, VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_PREINITIALIZED, VK_IMAGE_LAYOUT_GENERAL);

		for (uint32_t i = 0; i < 6; ++i){

			void *data = NULL;
			VkSubresourceLayout layout;
			VkImageSubresource subres;
			subres.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
			subres.mipLevel = m_mip_level;
			subres.arrayLayer = i;
			vkGetImageSubresourceLayout(getDefaultDevice(), m_data.image, &subres, &layout);


			VKA_CHECK_ERROR(vkMapMemory(getDefaultDevice(), cubeMapMem, layout.offset, layout.size, 0, &data), "Could not map memory for image.\n");

			const nv_dds::CTexture &mipmap = ddsImage.get_cubemap_face(i);
//.........这里部分代码省略.........
开发者ID:LittleFox94,项目名称:gl_vk_chopper,代码行数:101,代码来源:VkeCubeTexture.cpp

示例7: loadTextureFiles

void VkeCubeTexture::loadTextureFiles(const char **inPath){

	bool imagesOK = true;
	VKA_INFO_MSG("Loading Cube Texture.\n");
	for (uint32_t i = 0; i < 6; ++i){
		if (!loadTexture(inPath[i], NULL, NULL, &m_width, &m_height)){
			VKA_ERROR_MSG("Error loading texture image.\n");
			printf("Texture : %d not available (%s).\n", i, inPath[i]);
			return;
		}
	}

	VulkanDC::Device::Queue::Name queueName = "DEFAULT_GRAPHICS_QUEUE";
	VulkanDC::Device::Queue::CommandBufferID cmdID = INIT_COMMAND_ID;
	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device *device = dc->getDefaultDevice();
	VulkanDC::Device::Queue *queue = device->getQueue(queueName);
	VkCommandBuffer cmd = VK_NULL_HANDLE;

	queue->beginCommandBuffer(cmdID, &cmd, VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT);

	imageCreateAndBind(
		&m_data.image,
		&m_data.memory,
		m_format, VK_IMAGE_TYPE_2D,
		m_width, m_height, 1, 6,
		VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
		(VkImageUsageFlagBits)( VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT ),
		VK_IMAGE_TILING_OPTIMAL);

	VkBuffer cubeMapBuffer;
	VkDeviceMemory cubeMapMem;

	bufferCreate(&cubeMapBuffer, m_width*m_height * 4 * 6, VK_BUFFER_USAGE_TRANSFER_SRC_BIT);
	bufferAlloc(&cubeMapBuffer, &cubeMapMem, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);

	VkDeviceSize dSize = m_width * m_height * 4;
	uint32_t rowPitch = m_width * 4;

	if (m_memory_flags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT){
		imageSetLayoutBarrier(cmdID, queueName, m_data.image, VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_PREINITIALIZED, VK_IMAGE_LAYOUT_GENERAL);

		for (uint32_t i = 0; i < 6; ++i){

			void *data = NULL;
			VkDeviceSize ofst = dSize*i;

			VKA_CHECK_ERROR(vkMapMemory(getDefaultDevice(),cubeMapMem, ofst, dSize, 0, &data), "Could not map memory for image.\n");

			if (!loadTexture(inPath[i], (uint8_t**)&data, rowPitch, &m_width, &m_height)){
				VKA_ERROR_MSG("Could not load final image.\n");
			}

			vkUnmapMemory(getDefaultDevice(), cubeMapMem);
		}

		VkBufferImageCopy biCpyRgn[6];
			

		for (uint32_t k = 0; k < 6; ++k){
			VkDeviceSize ofst = dSize*k;

			biCpyRgn[k].bufferOffset = ofst;
			biCpyRgn[k].bufferImageHeight = 0;
			biCpyRgn[k].bufferRowLength = 0;
			biCpyRgn[k].imageExtent.width = m_width;
			biCpyRgn[k].imageExtent.height = m_height;
			biCpyRgn[k].imageExtent.depth = 1;
			biCpyRgn[k].imageOffset.x = 0;
			biCpyRgn[k].imageOffset.y = 0;
			biCpyRgn[k].imageOffset.z = 0;
			biCpyRgn[k].imageSubresource.baseArrayLayer = k;
			biCpyRgn[k].imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
			biCpyRgn[k].imageSubresource.layerCount = 1;
			biCpyRgn[k].imageSubresource.mipLevel = 0;

		}

		VkFence copyFence;
		VkFenceCreateInfo fenceInfo;
		memset(&fenceInfo, 0, sizeof(fenceInfo));
		fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
		

		vkCreateFence(device->getVKDevice(), &fenceInfo,NULL , &copyFence);

		vkCmdCopyBufferToImage(cmd, cubeMapBuffer, m_data.image, m_data.imageLayout, 6, biCpyRgn);
		queue->flushCommandBuffer(cmdID , &copyFence);

		vkWaitForFences(device->getVKDevice(), 1, &copyFence, VK_TRUE, 100000000000);
		
		vkDestroyBuffer(device->getVKDevice(), cubeMapBuffer, NULL);
		vkFreeMemory(device->getVKDevice(), cubeMapMem, NULL);

	}


	VkSamplerCreateInfo sampler;
	
	sampler.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
//.........这里部分代码省略.........
开发者ID:LittleFox94,项目名称:gl_vk_chopper,代码行数:101,代码来源:VkeCubeTexture.cpp

示例8: initPipeline

void vkeGameRendererDynamic::initPipeline(){
	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device *device = dc->getDefaultDevice();

	VkPipelineCacheCreateInfo pipelineCache = { VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO };
	VkPipelineVertexInputStateCreateInfo vertexState;
	VkPipelineInputAssemblyStateCreateInfo inputState;
	VkPipelineRasterizationStateCreateInfo rasterState;
	VkPipelineColorBlendStateCreateInfo blendState;
	VkPipelineDepthStencilStateCreateInfo depthState;
	VkPipelineViewportStateCreateInfo viewportState;
	VkPipelineMultisampleStateCreateInfo multisampleState;
	VkVertexInputBindingDescription binding;
	VkVertexInputAttributeDescription attrs[3];

	/*----------------------------------------------------------
	Create the pipeline cache.
	----------------------------------------------------------*/
	VKA_CHECK_ERROR(vkCreatePipelineCache(device->getVKDevice(), &pipelineCache, NULL, &m_pipeline_cache), "Couldn not create pipeline cache.\n");


	/*----------------------------------------------------------
	Create the scene pipeline.
	----------------------------------------------------------*/

	/*
	Create the vertex input state.
	Binding at location 0.
	3 attributes:
	1 : Vertex Position :	vec4
	2 : Vertex Normal	:	vec4
	3 : UV				:	vec2
	*/
	vertexBinding(&binding, 0, sizeof(VertexObject), VK_VERTEX_INPUT_RATE_VERTEX);
	vertexAttributef(&attrs[0], 0, binding.binding, VK_FORMAT_R32G32B32A32_SFLOAT, 0);
	vertexAttributef(&attrs[1], 1, binding.binding, VK_FORMAT_R32G32B32A32_SFLOAT, 4);
	vertexStateInfo(&vertexState, 1, 2, &binding, attrs);

	/*
	Create the input assembly state
	Topology: Triangle List
	Primitive restart enable : false
	*/
	inputAssemblyStateInfo(&inputState, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_FALSE);

	/*
	Create the raster state
	*/
	rasterStateInfo(&rasterState, VK_POLYGON_MODE_FILL);

	/*
	Create the color blend state.
	*/
	VkPipelineColorBlendAttachmentState attState[3];
	uint32_t sampleMask = 0xFF;
	blendAttachmentStateN(3, attState);
	blendStateInfo(&blendState, 3, attState);

	/*
	Create the viewport state
	*/
	viewportStateInfo(&viewportState, 1);

	/*
	Create the depth stencil state
	*/
	depthStateInfo(&depthState);

	/*
	Create the multisample state
	*/
	multisampleStateInfo(&multisampleState, getSamples(), &sampleMask);


	/*
	Create the pipeline shaders.
	*/
	VkPipelineShaderStageCreateInfo shaderStages[4];
	createShaderStage(&shaderStages[0], VK_SHADER_STAGE_VERTEX_BIT, m_shaders.scene_vertex);
	createShaderStage(&shaderStages[1], VK_SHADER_STAGE_FRAGMENT_BIT, m_shaders.scene_fragment);


	/*
	Create the graphics pipeline.
	*/
	graphicsPipelineCreate(&m_pipeline, &m_pipeline_cache, m_pipeline_layout, 2, shaderStages, &vertexState, &inputState, &rasterState, &blendState, &multisampleState, &viewportState, &depthState, &m_render_pass, 0, VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT);

	/*----------------------------------------------------------
	Create the skybox pipeline.
	----------------------------------------------------------*/

	/*
	Reusing the create info struct from
	the scene pipeline, just update what
	we need.
	*/
	vertexBinding(&binding, 0, sizeof(VertexObjectUV), VK_VERTEX_INPUT_RATE_VERTEX);
	vertexAttributef(&attrs[0], 0, binding.binding, VK_FORMAT_R32G32B32A32_SFLOAT, 0);
	vertexAttributef(&attrs[1], 1, binding.binding, VK_FORMAT_R32G32_SFLOAT, 4);
	vertexStateInfo(&vertexState, 1, 2, &binding, attrs);
//.........这里部分代码省略.........
开发者ID:brdf,项目名称:gl_vk_chopper,代码行数:101,代码来源:VkeGameRendererDynamic.cpp

示例9: initDescriptorSets

void vkeGameRendererDynamic::initDescriptorSets(){

	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device *device = dc->getDefaultDevice();
	uint32_t count = 1;
	if (!dc) return;


	initCamera();

	vkResetDescriptorPool(device->getVKDevice(), getDescriptorPool(), 0);

	VkWriteDescriptorSet writes[5];

	/*----------------------------------------------------------
	Get the resource data for the bindings.
	----------------------------------------------------------*/


	/*
	Terrain textures.
	*/
	VkeTexture::Data terrain = m_textures.getTexture(0)->getData();

	/*
	Camera and Light uniforms
	*/
	VkDescriptorBufferInfo camInfo = m_camera->getDescriptor();
	VkDescriptorBufferInfo lightInfo = m_light->getDescriptor();

	/*
	Cube map texture.
	*/
	VkeCubeTexture::Data cube = m_cube_textures.getTexture(1)->getData();

	/*
	Create descriptor image info array
	for the terrain textures.
	*/
	VkDescriptorImageInfo fpSampler = { terrain.sampler, terrain.view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL };


	VkeMaterial *material = m_materials->getMaterial(0);


	/*
	Create descriptor image info array
	for the scene textures.
	*/
	uint32_t texCount = m_materials->count();

	VkDescriptorImageInfo *texImageInfo = (VkDescriptorImageInfo*)malloc(texCount * sizeof(VkDescriptorImageInfo));

	for (uint32_t i = 0; i < texCount; ++i){
		VkeMaterial *mtrl = m_materials->getMaterial(i);
		VkeTexture::Data texData = mtrl->getTextures().getTexture(0)->getData();
		texImageInfo[i].imageView = texData.view;
		texImageInfo[i].sampler = texData.sampler;
	}

	/*
	Create descriptor image info for
	the cube map texture.
	*/

	VkDescriptorImageInfo cubeTexture;
	cubeTexture.sampler = cube.sampler;
	cubeTexture.imageView = cube.view;
	cubeTexture.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;

	/*
	Capture the layouts for the scene descriptor
	sets and the texture descriptor sets.
	*/
	VkDescriptorSetLayout *textureLayouts = (VkDescriptorSetLayout*)malloc(sizeof(VkDescriptorSetLayout) * texCount);

	for (uint32_t i = 0; i < texCount; ++i){
		textureLayouts[i] = m_texture_descriptor_set_layout;
	}

	/*
	Allocate storage for the scene and
	texture descriptor sets.
	*/



	/*----------------------------------------------------------
	Allocate the descriptor sets.
	----------------------------------------------------------*/
	m_texture_descriptor_sets = (VkDescriptorSet*)malloc(sizeof(VkDescriptorSet));

	/*
	Set up the alocate info structure for
	the descriptor sets.
	*/
	VkDescriptorSetAllocateInfo descAlloc;
	memset(&descAlloc, 0, sizeof(descAlloc));
	descAlloc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
	descAlloc.descriptorPool = getDescriptorPool();
//.........这里部分代码省略.........
开发者ID:brdf,项目名称:gl_vk_chopper,代码行数:101,代码来源:VkeGameRendererDynamic.cpp

示例10: update

void vkeGameRendererDynamic::update(){
	VulkanAppContext *ctxt = VulkanAppContext::GetInstance();
	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device *device = dc->getDefaultDevice();
	VkCommandBuffer cmd = VK_NULL_HANDLE;
	VulkanDC::Device::Queue::CommandBufferID cmdID = INIT_COMMAND_ID + 300;

	static float sTime = 0.0f;

	static uint32_t *uniforms = NULL;

	uint32_t cnt = m_node_data->count();
	uint32_t sz = (sizeof(VkeNodeUniform) * cnt) + (m_instance_count * 64);
	static bool ismapped(false);

	nv_math::mat4f tempMatrix;
	const float r2d = 180 / (3.14159265359);
	static float xTheta(0.0f);


	for (uint32_t i = 0; i < m_instance_count; ++i){
		size_t pointerOffset = (sizeof(VkeNodeUniform) * cnt) + (64 * i);
		nv_math::mat4f *matPtr = (nv_math::mat4f*)(((uint8_t*)m_uniforms_local) + pointerOffset);
		m_flight_paths[i]->update(matPtr, sTime);
	}

	m_node_data->update((VkeNodeUniform*)m_uniforms_local, m_instance_count);

	m_camera->setViewport(0, 0, (float)m_width, (float)m_height);
	m_camera->update();

	generateDrawCommands();

	if (!m_is_first_frame){
			vkResetFences(device->getVKDevice(), 1, &m_update_fence[m_current_buffer_index]);
	
			const VkPipelineStageFlags waitStages = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
			VkSubmitInfo subInfo = { VK_STRUCTURE_TYPE_SUBMIT_INFO };
			subInfo.commandBufferCount = 1;
			subInfo.waitSemaphoreCount = 1;
			subInfo.pWaitSemaphores = &m_present_done[m_current_buffer_index];
			subInfo.pWaitDstStageMask = &waitStages;
			subInfo.signalSemaphoreCount = 1;
			subInfo.pSignalSemaphores = &m_render_done[m_current_buffer_index];
			subInfo.pCommandBuffers = &m_primary_commands[m_current_buffer_index];

			vkQueueSubmit(dc->getDefaultQueue()->getVKQueue(), 1, &subInfo, m_update_fence[m_current_buffer_index]);

			/*
				Synchronise the next buffer. 
				This prevents the buffer from being reset when still in use
				when we have more than 2 frames in flight.
			*/
			uint32_t nextBufferIndex = (m_current_buffer_index + 1) % 2;
			present();
			vkWaitForFences(device->getVKDevice(), 1, &m_update_fence[nextBufferIndex], VK_TRUE, 1000000);

		
	}
	else{
		m_is_first_frame = false;
		
	}

	m_current_buffer_index++;
	m_current_buffer_index %= 2;

	sTime += 0.16;


}
开发者ID:brdf,项目名称:gl_vk_chopper,代码行数:71,代码来源:VkeGameRendererDynamic.cpp

示例11: initRenderer

void vkeGameRendererDynamic::initRenderer(){
	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device *device = dc->getDevice();

	m_instance_count = 128;

	glWaitVkSemaphoreNV = (PFNGLWAITVKSEMAPHORENVPROC)NVPWindow::sysGetProcAddress("glWaitVkSemaphoreNV");
	glSignalVkSemaphoreNV = (PFNGLSIGNALVKSEMAPHORENVPROC)NVPWindow::sysGetProcAddress("glSignalVkSemaphoreNV");
	glSignalVkFenceNV = (PFNGLSIGNALVKFENCENVPROC)NVPWindow::sysGetProcAddress("glSignalVkFenceNV");
	glDrawVkImageNV = (PFNGLDRAWVKIMAGENVPROC)NVPWindow::sysGetProcAddress("glDrawVkImageNV");

	VkSemaphoreCreateInfo semInfo = { VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO };
	VkFenceCreateInfo fenceInfo = {VK_STRUCTURE_TYPE_FENCE_CREATE_INFO};

	VKA_CHECK_ERROR(vkCreateSemaphore(device->getVKDevice(), &semInfo, NULL, &m_present_done[0]), "Could not create present done semaphore.\n");
	VKA_CHECK_ERROR(vkCreateSemaphore(device->getVKDevice(), &semInfo, NULL, &m_render_done[0]), "Could not create render done semaphore.\n");
	VKA_CHECK_ERROR(vkCreateSemaphore(device->getVKDevice(), &semInfo, NULL, &m_present_done[1]), "Could not create present done semaphore.\n");
	VKA_CHECK_ERROR(vkCreateSemaphore(device->getVKDevice(), &semInfo, NULL, &m_render_done[1]), "Could not create render done semaphore.\n");

	VKA_CHECK_ERROR(vkCreateFence(device->getVKDevice(), &fenceInfo, NULL, &m_update_fence[0]), "Could not create update fence.\n");
	fenceInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
	VKA_CHECK_ERROR(vkCreateFence(device->getVKDevice(), &fenceInfo, NULL, &m_update_fence[1]), "Could not create update fence.\n");

	m_terrain_command[0] = VK_NULL_HANDLE;
	m_terrain_command[1] = VK_NULL_HANDLE;
	m_framebuffers[0] = VK_NULL_HANDLE;
	m_framebuffers[1] = VK_NULL_HANDLE;
	m_update_commands[0] = VK_NULL_HANDLE;
	m_update_commands[1] = VK_NULL_HANDLE;

	m_is_first_frame = true;


	nv_math::vec3f table[128][128];

	for (int v = 0; v < 128; ++v){
		for (int u = 0; u < 128; ++u){

			nv_math::vec2f vctr(quickRandomUVD(), quickRandomUVD());
			vctr = nv_math::normalize(vctr);

			table[u][v] = nv_math::vec3f(vctr.x, vctr.y, vctr.x);
		}
	}

	m_cube_textures.newTexture(1)->loadCubeDDS("environ.dds");
	m_screen_quad.initQuadData();
	m_terrain_quad.initQuadData();

	m_textures.newTexture(0)->setFormat(VK_FORMAT_R32G32B32_SFLOAT);
	m_textures.getTexture(0)->loadTextureFloatData((float *)&(table[0][0].x), 128, 128, 3);


	m_flight_paths = (FlightPath**)malloc(sizeof(FlightPath*) * m_instance_count);

	for (uint32_t i = 0; i < m_instance_count; ++i){

		nv_math::vec2f initPos(quickRandomUVD()*100.0, -200 + (quickRandomUVD() * 20));
		nv_math::vec2f endPos(quickRandomUVD()*100.0, 200 + (quickRandomUVD() * 20));
		m_flight_paths[i] = new FlightPath(initPos, endPos, quickRandomUVD() * 0.5 + 0.5, quickRandomUVD() * 4 + 10);

	}

	/*
	Just initialises the draw call objects
	not the threads. They store thread local
	data for the threaded cmd buffer builds.
	*/
	initDrawCalls();


	/*
	Create primary command pool for the
	*/
	VkCommandPoolCreateInfo cmdPoolInfo = { VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO };
	cmdPoolInfo.queueFamilyIndex = 0;
	cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;

	VKA_CHECK_ERROR(vkCreateCommandPool(device->getVKDevice(), &cmdPoolInfo, NULL, &m_primary_buffer_cmd_pool), "Could not create primary command pool.\n");

	m_primary_commands[0] = VK_NULL_HANDLE;
	m_primary_commands[1] = VK_NULL_HANDLE;

	VkCommandBufferAllocateInfo cmdBufInfo = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO };
	cmdBufInfo.commandBufferCount = 2;
	cmdBufInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
	cmdBufInfo.commandPool = m_primary_buffer_cmd_pool;



	VKA_CHECK_ERROR(vkAllocateCommandBuffers(device->getVKDevice(), &cmdBufInfo, m_primary_commands), "Could not allocate primary command buffers.\n");
	VKA_CHECK_ERROR(vkAllocateCommandBuffers(device->getVKDevice(), &cmdBufInfo, m_update_commands), "Could not allocate primary command buffers.\n");

	m_current_buffer_index = 0;

}
开发者ID:brdf,项目名称:gl_vk_chopper,代码行数:96,代码来源:VkeGameRendererDynamic.cpp

示例12: initIndirectCommands

void vkeGameRendererDynamic::initIndirectCommands(){

	if (!m_node_data) return;

	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device *device = dc->getDefaultDevice();
	VulkanDC::Device::Queue *queue = dc->getDefaultQueue();

	uint32_t cnt = m_node_data->count();
	uint32_t sz = sizeof(VkDrawIndexedIndirectCommand)*cnt;

	VkBuffer sceneIndirectStaging;
	VkDeviceMemory sceneIndirectMemStaging;

	VkBufferUsageFlags usageFlags = VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;

	bufferCreate(&m_scene_indirect_buffer, sz, (VkBufferUsageFlagBits)usageFlags);
	bufferAlloc(&m_scene_indirect_buffer, &m_scene_indirect_memory, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);

	usageFlags = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;

	bufferCreate(&sceneIndirectStaging, sz, (VkBufferUsageFlagBits)usageFlags);
	bufferAlloc(&sceneIndirectStaging, &sceneIndirectMemStaging, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);

	VkDrawIndexedIndirectCommand *commands = NULL;

	VKA_CHECK_ERROR(vkMapMemory(device->getVKDevice(), sceneIndirectMemStaging, 0, sz, 0, (void **)&commands), "Could not map indirect buffer memory.\n");

	for (uint32_t i = 0; i < cnt; ++i){
		VkeMesh *mesh = m_node_data->getData(i)->getMesh();
		commands[i].firstIndex = mesh->getFirstIndex();
		commands[i].firstInstance = i*m_instance_count;
		commands[i].vertexOffset = mesh->getFirstVertex();
		commands[i].indexCount = mesh->getIndexCount();
		commands[i].instanceCount = m_instance_count;
	}

	vkUnmapMemory(device->getVKDevice(), sceneIndirectMemStaging);

	VkBufferCopy bufCpy;
	bufCpy.dstOffset = 0;
	bufCpy.srcOffset = 0;
	bufCpy.size = sz;

	VkCommandBuffer copyCmd;
	VkCommandBufferAllocateInfo cmdBufInfo = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO };
	cmdBufInfo.commandBufferCount = 1;
	cmdBufInfo.commandPool = queue->getCommandPool();
	cmdBufInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;

	VKA_CHECK_ERROR(vkAllocateCommandBuffers(device->getVKDevice(), &cmdBufInfo, &copyCmd), "Could not allocate command buffers.\n");

	VkCommandBufferBeginInfo cmdBeginInfo = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO };
	cmdBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;

	VKA_CHECK_ERROR(vkBeginCommandBuffer(copyCmd, &cmdBeginInfo), "Could not begin commmand buffer.\n");

	vkCmdCopyBuffer(copyCmd, sceneIndirectStaging, m_scene_indirect_buffer, 1, &bufCpy);

	VKA_CHECK_ERROR(vkEndCommandBuffer(copyCmd), "Could not end command buffer.\n");

	VkSubmitInfo subInfo = { VK_STRUCTURE_TYPE_SUBMIT_INFO };
	subInfo.commandBufferCount = 1;
	subInfo.pCommandBuffers = &copyCmd;

	VkFence theFence;
	VkFenceCreateInfo fenceInfo = { VK_STRUCTURE_TYPE_FENCE_CREATE_INFO };

	VKA_CHECK_ERROR(vkCreateFence(device->getVKDevice(), &fenceInfo, NULL, &theFence), "Could not create fence.\n");
	VKA_CHECK_ERROR(vkQueueSubmit(queue->getVKQueue(), 1, &subInfo, theFence), "Could not submit queue for indirect buffer copy.\n");
	VKA_CHECK_ERROR(vkWaitForFences(device->getVKDevice(), 1, &theFence, VK_TRUE, UINT_MAX), "Could not wait for fence.\n");

	vkFreeCommandBuffers(device->getVKDevice(), queue->getCommandPool(), 1, &copyCmd);
	vkDestroyFence(device->getVKDevice(), theFence, NULL);

}
开发者ID:brdf,项目名称:gl_vk_chopper,代码行数:76,代码来源:VkeGameRendererDynamic.cpp

示例13: initFramebuffer

void vkeGameRendererDynamic::initFramebuffer(uint32_t inWidth, uint32_t inHeight){

	/*----------------------------------------------------------
	Create the framebuffer
	----------------------------------------------------------*/


	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device *device = dc->getDefaultDevice();
	VulkanDC::Device::Queue *queue = dc->getDefaultQueue();

	const VkFormat depthFmt = VK_FORMAT_D24_UNORM_S8_UINT;
	const VkFormat colorFmt = VK_FORMAT_R8G8B8A8_UNORM;

	/*
	If framebuffers already exist, release them.
	*/
	if (m_framebuffers[0] != VK_NULL_HANDLE){
		releaseFramebuffer();
	}

	/*
	Update the frame dimensions.
	*/
	m_width = inWidth;
	m_height = inHeight;

	/*
	Specify usage for the frame buffer attachments.
	*/
	VkImageUsageFlagBits gBufferFlags = (VkImageUsageFlagBits)(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
	VkImageUsageFlagBits sBufferFlags = (VkImageUsageFlagBits)(VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);

	/*
	Create the depth attachment image and image view.
	*/
	m_depth_attachment.format = depthFmt;
	imageCreateAndBind(&m_depth_attachment.image, &m_depth_attachment.memory, depthFmt, VK_IMAGE_TYPE_2D, m_width, m_height, 1, 1, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, VK_IMAGE_TILING_OPTIMAL, getSamples());
	imageViewCreate(&m_depth_attachment.view, m_depth_attachment.image, VK_IMAGE_VIEW_TYPE_2D, depthFmt);

	/*
	Create the color attachment image and image view.
	*/
	m_color_attachment.format = colorFmt;
	imageCreateAndBind(&m_color_attachment.image, &m_color_attachment.memory, colorFmt, VK_IMAGE_TYPE_2D, m_width, m_height, 1, 1, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, gBufferFlags, VK_IMAGE_TILING_OPTIMAL, getSamples());
	imageViewCreate(&m_color_attachment.view, m_color_attachment.image, VK_IMAGE_VIEW_TYPE_2D, colorFmt);

	/*
	Create the resolve attachment image and image view.
	*/
	for (uint32_t i = 0; i < 2; ++i){
		m_resolve_attachment[i].format = colorFmt;
		imageCreateAndBind(&m_resolve_attachment[i].image, &m_resolve_attachment[i].memory, colorFmt, VK_IMAGE_TYPE_2D, m_width, m_height, 1, 1, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, gBufferFlags, VK_IMAGE_TILING_OPTIMAL, VK_SAMPLE_COUNT_1_BIT);
		imageViewCreate(&m_resolve_attachment[i].view, m_resolve_attachment[i].image, VK_IMAGE_VIEW_TYPE_2D, colorFmt);
	}

	/*
	Put the image views into a temporary array
	to pass to the framebuffer create info struct.
	*/

	/*
	Setup the framebuffer create info struct.
	*/
	for (uint32_t i = 0; i < 2; ++i){
		VkImageView views[] = { m_color_attachment.view, m_depth_attachment.view, m_resolve_attachment[i].view };
		VkFramebufferCreateInfo fbInfo = { VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO };
		fbInfo.renderPass = m_render_pass;
		fbInfo.attachmentCount = 3;
		fbInfo.pAttachments = views;
		fbInfo.width = m_width;
		fbInfo.height = m_height;
		fbInfo.layers = 1;

		/*
		Create 2 framebuffers for ping pong.
		*/
		VKA_CHECK_ERROR(vkCreateFramebuffer(device->getVKDevice(), &fbInfo, NULL, &m_framebuffers[i]), "Could not create framebuffer.\n");
	}
}
开发者ID:brdf,项目名称:gl_vk_chopper,代码行数:80,代码来源:VkeGameRendererDynamic.cpp

示例14: update

void vkeGameRendererDynamic::update(){
	VulkanAppContext *ctxt = VulkanAppContext::GetInstance();
	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device *device = dc->getDefaultDevice();
	VkCommandBuffer cmd = VK_NULL_HANDLE;
	VulkanDC::Device::Queue::CommandBufferID cmdID = INIT_COMMAND_ID + 300;

	static float sTime = 0.0f;

	static uint32_t *uniforms = NULL;

	uint32_t sz = (sizeof(VkeNodeUniform) * 100) + (64 * 64);

	static bool ismapped(false);

	nv_math::mat4f tempMatrix;
	const float r2d = 180 / (3.14159265359);
	static float xTheta(0.0f);


	//if (!ismapped){
	VKA_CHECK_ERROR(vkMapMemory(getDefaultDevice(), m_uniforms_staging, 0, sz, 0, (void **)&uniforms), "Could not map buffer memory.\n");
	//ismapped = true;
	//}


	for (uint32_t i = 0; i < 64; ++i){

		size_t pointerOffset = (sizeof(VkeNodeUniform) * 100) + (64 * i);
		nv_math::mat4f *matPtr = (nv_math::mat4f*)(((uint8_t*)uniforms) + pointerOffset);

		m_flight_paths[i]->update(matPtr, sTime);

	}

	m_node_data->update((VkeNodeUniform*)uniforms);

	m_camera->setViewport(0, 0, (float)m_width, (float)m_height);
	m_camera->update();

	VkMappedMemoryRange memRange = { VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE };
	memRange.memory = m_uniforms_staging;
	memRange.offset = 0;
	memRange.size = sz;

	vkFlushMappedMemoryRanges(device->getVKDevice(), 1, &memRange);




	vkUnmapMemory(device->getVKDevice(), m_uniforms_staging);

	if (!m_is_first_frame){

		VkSubmitInfo subInfo;

		memset(&subInfo, 0, sizeof(subInfo));
		subInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
		subInfo.commandBufferCount = 1;
		subInfo.pCommandBuffers = &m_update_commands[m_current_buffer_index];

		vkQueueSubmit(dc->getDefaultQueue()->getVKQueue(), 1, &subInfo, VK_NULL_HANDLE);
		vkQueueWaitIdle(dc->getDefaultQueue()->getVKQueue());



#if defined(WIN32)
		subInfo.waitSemaphoreCount = 1;
		subInfo.pWaitSemaphores = &m_present_done;
		subInfo.signalSemaphoreCount = 0;
		subInfo.pSignalSemaphores = &m_render_done;
#endif

		subInfo.pCommandBuffers = &m_primary_commands[m_current_buffer_index];

		vkQueueSubmit(dc->getDefaultQueue()->getVKQueue(), 1, &subInfo, VK_NULL_HANDLE);
	}
	else{
		m_is_first_frame = false;
	}
	present();

	m_current_buffer_index++;
	m_current_buffer_index %= 2;

	sTime += 0.16;

	generateDrawCommands();




}
开发者ID:LittleFox94,项目名称:gl_vk_chopper,代码行数:93,代码来源:VkeGameRendererDynamic.cpp


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