ULRE/example/Vulkan/main.cpp

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#include"Window.h"
#include"VKInstance.h"
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#include"VKPhysicalDevice.h"
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#include"VKDevice.h"
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#include"VKBuffer.h"
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#include"VKShader.h"
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#include"VKVertexInput.h"
#include"VKDescriptorSets.h"
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#include"VKRenderPass.h"
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#include"VKPipelineLayout.h"
#include"VKPipeline.h"
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#include"VKCommandBuffer.h"
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#include"VKSemaphore.h"
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#include"VKFormat.h"
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#include"VKFramebuffer.h"
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#include<fstream>
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#ifdef WIN32
#else
#include<unistd.h>
#endif//
using namespace hgl;
using namespace hgl::graph;
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VkShaderModule vs=nullptr;
VkShaderModule fs=nullptr;
char *LoadFile(const char *filename,uint32_t &file_length)
{
std::ifstream fs;
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fs.open(filename,std::ios_base::binary);
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if(!fs.is_open())
return(nullptr);
fs.seekg(0,std::ios_base::end);
file_length=fs.tellg();
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char *data=new char[file_length];
fs.seekg(0,std::ios_base::beg);
fs.read(data,file_length);
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fs.close();
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return data;
}
bool LoadShader(vulkan::Shader *sc,const char *filename,VkShaderStageFlagBits shader_flag)
{
uint32_t size;
char *data=LoadFile(filename,size);
if(!data)
return(false);
if(!sc->Add(shader_flag,data,size))
return(false);
delete[] data;
return(true);
}
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vulkan::Shader *LoadShader(VkDevice device)
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{
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vulkan::Shader *sc=new vulkan::Shader(device);
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if(LoadShader(sc,"FlatColor.vert.spv",VK_SHADER_STAGE_VERTEX_BIT))
if(LoadShader(sc,"FlatColor.frag.spv",VK_SHADER_STAGE_FRAGMENT_BIT))
return sc;
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delete sc;
return(nullptr);
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}
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constexpr float vertex_data[]={0.0f,0.5f, -0.5f,-0.5f, 0.5f,-0.5f };
constexpr float color_data[]={1,0,0, 0,1,0, 0,0,1 };
vulkan::VertexBuffer *vertex_buffer=nullptr;
vulkan::VertexBuffer *color_buffer=nullptr;
vulkan::VertexInput *CreateVertexBuffer(vulkan::Device *dev)
{
vertex_buffer=dev->CreateVBO(FMT_RG32F,6*sizeof(float));
color_buffer=dev->CreateVBO(FMT_RGB32F,9*sizeof(float));
{
float *p=(float *)vertex_buffer->Map();
memcpy(p,vertex_data,6*sizeof(float));
vertex_buffer->Unmap();
}
{
float *p=(float *)color_buffer->Map();
memcpy(p,color_data,9*sizeof(float));
color_buffer->Unmap();
}
vulkan::VertexInput *vi=new vulkan::VertexInput();
constexpr uint32_t position_shader_location=0; //对应shader中的layout(locaiton=0暂时这样写
constexpr uint32_t color_shader_location=1;
vi->Add(position_shader_location, vertex_buffer);
vi->Add(color_shader_location, color_buffer);
return vi;
}
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void wait_seconds(int seconds) {
#ifdef WIN32
Sleep(seconds * 1000);
#elif defined(__ANDROID__)
sleep(seconds);
#else
sleep(seconds);
#endif
}
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int main(int,char **)
{
#ifdef _DEBUG
if(!vulkan::CheckStrideBytesByFormat())
return 0xff;
#endif//
Window *win=CreateRenderWindow(OS_TEXT("VulkanTest"));
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win->Create(1280,720);
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vulkan::Instance *inst=vulkan::CreateInstance(U8_TEXT("VulkanTest"));
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if(!inst)
{
delete win;
return(-1);
}
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vulkan::Device *device=inst->CreateRenderDevice(win);
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if(!device)
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{
delete inst;
delete win;
return(-2);
}
{
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const vulkan::PhysicalDevice *render_device=device->GetPhysicalDevice();
std::cout<<"auto select physical device: "<<render_device->GetDeviceName()<<std::endl;
}
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vulkan::CommandBuffer *cmd_buf=device->CreateCommandBuffer();
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//vulkan::Buffer *ubo=device->CreateUBO(1024);
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//uint8_t *p=ubo->Map();
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//if(p)
//{
// memset(p,0,1024);
// ubo->Unmap();
//}
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vulkan::Shader *shader=LoadShader(device->GetDevice());
if(!shader)
return -3;
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vulkan::Semaphore *sem=device->CreateSem();
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vulkan::VertexInput *vi=CreateVertexBuffer(device);
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vulkan::PipelineCreater pc(device);
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vulkan::RenderPass *rp=device->CreateRenderPass();
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vulkan::DescriptorSetLayoutCreater dslc(device);
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vulkan::DescriptorSetLayout *dsl=dslc.Create();
vulkan::PipelineLayout *pl=CreatePipelineLayout(device->GetDevice(),dsl);
pc.Set(shader);
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pc.Set(vi);
pc.Set(PRIM_TRIANGLES);
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pc.Set(*pl);
pc.Set(*rp);
vulkan::Pipeline *pipeline=pc.Create();
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if(!pipeline)
return(-4);
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device->AcquireNextImage();
const int image_count=device->GetSwapChainImageCount();
vulkan::Framebuffer **fb=new vulkan::Framebuffer *[image_count];
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for(int i=0;i<image_count;i++)
fb[i]=vulkan::CreateFramebuffer(device,rp,device->GetColorImageView(i),device->GetDepthImageView());
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cmd_buf->Begin(rp,fb[0]);
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cmd_buf->Bind(pipeline);
cmd_buf->Bind(pl);
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cmd_buf->Bind(vi);
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cmd_buf->Draw(3);
cmd_buf->End();
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device->QueueSubmit(cmd_buf);
device->Wait();
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device->QueuePresent();
wait_seconds(3);
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delete vertex_buffer;
delete color_buffer;
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for(int i=0;i<image_count;i++)
delete fb[i];
delete[] fb;
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delete pipeline;
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delete pl;
delete dsl;
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delete sem;
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delete rp;
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delete vi;
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// delete ubo;
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delete shader;
delete cmd_buf;
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delete device;
delete inst;
delete win;
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return 0;
}