Browse Source

Add simple compute shader example.

master
Amber 2 years ago
parent
commit
29592b4041
  1. 3
      meson.build
  2. 16
      src/compute_simple.comp
  3. 2
      src/main.c
  4. 678
      src/vlk_compute.c

3
meson.build

@ -4,7 +4,7 @@ deps = [dependency('glfw3'), dependency('vulkan'), dependency('dl'), dependency( @@ -4,7 +4,7 @@ deps = [dependency('glfw3'), dependency('vulkan'), dependency('dl'), dependency(
glslc = find_program('glslc')
shaders = ['src/vertex_simple.vert', 'src/fragment_simple.frag']
shaders = ['src/vertex_simple.vert', 'src/fragment_simple.frag', 'src/compute_simple.comp']
foreach shader : shaders
out = (shader.split('.')[-2] + '.spv').split('/')[-1]
@ -18,3 +18,4 @@ foreach shader : shaders @@ -18,3 +18,4 @@ foreach shader : shaders
endforeach
executable('triangle', 'src/main.c', dependencies: deps)
executable('compute', 'src/vlk_compute.c', dependencies: deps)

16
src/compute_simple.comp

@ -0,0 +1,16 @@ @@ -0,0 +1,16 @@
#version 450
#extension GL_EXT_debug_printf : enable
layout(local_size_x_id = 1) in;
layout(binding = 0) uniform Input {
uint num;
} in_vals;
layout(binding = 1) buffer Output {
uint num;
} out_vals;
void main() {
out_vals.num = in_vals.num;
}

2
src/main.c

@ -921,7 +921,7 @@ void create_graphics_pipeline(ApplicationState* state) { @@ -921,7 +921,7 @@ void create_graphics_pipeline(ApplicationState* state) {
VkPipelineDepthStencilStateCreateInfo depth_stencil = {0};
depth_stencil.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
depth_stencil.depthTestEnable = VK_TRUE;
depth_stencil.depthTestEnable = VK_FALSE;
depth_stencil.depthWriteEnable = VK_TRUE;
depth_stencil.depthCompareOp = VK_COMPARE_OP_LESS;
depth_stencil.depthBoundsTestEnable = VK_FALSE;

678
src/vlk_compute.c

@ -0,0 +1,678 @@ @@ -0,0 +1,678 @@
#define GLFW_INCLUDE_VULKAN
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <GLFW/glfw3.h>
#include <vulkan/vulkan.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdbool.h>
#include <cglm/cglm.h>
#include <cglm/affine.h>
#include <cglm/cam.h>
#include <time.h>
#include <cglm/util.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#define WIDTH 2560
#define HEIGHT 1440
#define VALIDATE true
#define ARRSIZE(x) ((sizeof(x)/sizeof(0[x])) / ((size_t)(!(sizeof(x) % sizeof(0[x])))))
const char* validation_layers[] = {
"VK_LAYER_KHRONOS_validation",
};
const char* required_extensions[] = {
};
typedef struct SwapChainSupportDetails {
VkSurfaceCapabilitiesKHR capabilities;
uint32_t num_formats;
VkSurfaceFormatKHR* formats;
uint32_t num_modes;
VkPresentModeKHR* present_modes;
} SwapChainSupportDetails;
typedef struct ApplicationState {
VkInstance instance;
VkPhysicalDevice physical_device;
VkDevice device;
struct {
VkQueue queue;
VkCommandPool command_pool;
VkCommandBuffer command_buffer;
VkDescriptorSetLayout descriptor_set_layout;
VkDescriptorPool descriptor_pool;
VkDescriptorSet descriptor_sets;
VkPipelineLayout pipeline_layout;
VkPipeline pipeline;
VkBuffer input_buffer;
VkDeviceMemory input_buffer_memory;
VkBuffer output_buffer;
VkDeviceMemory output_buffer_memory;
VkFence compute_done;
} compute;
} ApplicationState;
typedef struct QueueFamilyIndices {
bool compute_present;
uint32_t compute_family;
} QueueFamilyIndices;
bool check_validation_layer_support() {
uint32_t layer_count;
vkEnumerateInstanceLayerProperties(&layer_count, NULL);
VkLayerProperties* available_layers = malloc(sizeof(VkLayerProperties) * layer_count);
vkEnumerateInstanceLayerProperties(&layer_count, available_layers);
printf("supported validation layers:\n");
for (int i = 0; i < layer_count; i++) {
printf("\t%s\n", available_layers[i].layerName);
}
for (int i = 0; i < ARRSIZE(validation_layers); i++) {
bool found = false;
for (int j = 0; j < layer_count; j++) {
if (!strcmp(available_layers[j].layerName, validation_layers[i])) {
found = true;
}
}
if (!found) {
return false;
}
}
free (available_layers);
return true;
}
//we first create an instance, filling it in with our application information.
void create_instance(ApplicationState* state) {
if (VALIDATE && !check_validation_layer_support()) {
printf("Requested validation layers but they're not supported");
exit(1);
}
VkApplicationInfo appinfo = {0};
appinfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
appinfo.pApplicationName = "Vulkan learning triangle example";
appinfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0);
appinfo.pEngineName = "No Engine";
appinfo.engineVersion = VK_MAKE_VERSION(1, 0, 0);
appinfo.apiVersion = VK_API_VERSION_1_0;
VkInstanceCreateInfo create_info = {0};
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
create_info.pApplicationInfo = &appinfo;
//now let's require the global extensions that are required for GLFW to work
uint32_t glfw_extension_num = 0;
const char** glfw_extensions;
glfw_extensions = glfwGetRequiredInstanceExtensions(&glfw_extension_num);
create_info.enabledExtensionCount = glfw_extension_num;
create_info.ppEnabledExtensionNames = glfw_extensions;
if (VALIDATE) {
create_info.enabledLayerCount = ARRSIZE(validation_layers);
create_info.ppEnabledLayerNames = validation_layers;
} else {
create_info.enabledLayerCount = 0;
}
//now we actually create the instance
if (vkCreateInstance(&create_info, NULL, &state->instance) != VK_SUCCESS) {
printf("error creating instance\n");
exit(1);
}
printf("Instance successfully created\n");
//let's just list all supported vulkan instance extensions
uint32_t extension_num = 0;
vkEnumerateInstanceExtensionProperties(NULL, &extension_num, NULL);
VkExtensionProperties* extensions = malloc(sizeof(VkExtensionProperties) * extension_num);
vkEnumerateInstanceExtensionProperties(NULL, &extension_num, extensions);
printf("instance extensions:\n");
for (int i = 0; i < extension_num; i++) {
printf("\t%s\n", extensions[i].extensionName);
}
free(extensions);
}
uint32_t find_memory_type (ApplicationState* state, uint32_t type_filter, VkMemoryPropertyFlags props) {
VkPhysicalDeviceMemoryProperties mem_props;
vkGetPhysicalDeviceMemoryProperties(state->physical_device, &mem_props);
for (uint32_t i = 0; i < mem_props.memoryTypeCount; i++) {
if ((type_filter & (1 << i)) && (mem_props.memoryTypes[i].propertyFlags & props) == props) {
return i;
}
}
printf("no suitable memory type\n");
exit(1);
}
void create_buffer(ApplicationState* state, VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags properties,
VkBuffer* buffer, VkDeviceMemory* memory) {
VkBufferCreateInfo buffer_info = {0};
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
buffer_info.size = size;
buffer_info.usage = usage;
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(state->device, &buffer_info, NULL, buffer) != VK_SUCCESS) {
printf("Failed to create buffer\n");
exit(1);
}
VkMemoryRequirements mem_req;
vkGetBufferMemoryRequirements(state->device, *buffer, &mem_req);
VkMemoryAllocateInfo alloc_info = {0};
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
alloc_info.allocationSize = mem_req.size;
alloc_info.memoryTypeIndex = find_memory_type(state, mem_req.memoryTypeBits, properties);
if (vkAllocateMemory(state->device, &alloc_info, NULL, memory) != VK_SUCCESS) {
printf("failed to allocate memory for buffer\n");
exit(1);
}
vkBindBufferMemory(state->device, *buffer, *memory, 0);
}
//find the queues families from which we can allocate all the types of queues we need
QueueFamilyIndices find_queue_families(ApplicationState* state, VkPhysicalDevice device) {
struct QueueFamilyIndices ret = {0};
uint32_t queue_family_count = 0;
vkGetPhysicalDeviceQueueFamilyProperties(device, &queue_family_count, NULL);
VkQueueFamilyProperties* queue_fam_props = malloc(sizeof(VkQueueFamilyProperties) * queue_family_count);
vkGetPhysicalDeviceQueueFamilyProperties(device, &queue_family_count, queue_fam_props);
for (int i = 0; i < queue_family_count; i++) {
if (queue_fam_props[i].queueFlags & VK_QUEUE_COMPUTE_BIT) {
ret.compute_present = true;
ret.compute_family = i;
}
}
free(queue_fam_props);
return ret;
}
bool extensions_supported(ApplicationState* state, VkPhysicalDevice device) {
uint32_t num_extensions;
vkEnumerateDeviceExtensionProperties(device, NULL, &num_extensions, NULL);
VkExtensionProperties* available_extensions = malloc(sizeof(VkExtensionProperties) * num_extensions);
vkEnumerateDeviceExtensionProperties(device, NULL, &num_extensions, available_extensions);
printf("Device extensions:\n");
for (int i = 0; i < num_extensions; i++) {
printf("\t%s\n", available_extensions[i].extensionName);
}
for (int i = 0; i < ARRSIZE(required_extensions); i++) {
bool found = false;
for (int j = 0; j < num_extensions; j++) {
if (!strcmp(required_extensions[i], available_extensions[j].extensionName)) {
found = true;
}
}
if (!found) {
return false;
}
}
free(available_extensions);
return true;
}
//check all the requirements for a physical device
void pick_physical_device(ApplicationState* state) {
uint32_t device_count = 0;
vkEnumeratePhysicalDevices(state->instance, &device_count, NULL);
if (device_count == 0) {
printf("vulkan is not supported\n");
exit(1);
}
VkPhysicalDevice* devices = malloc(sizeof(VkPhysicalDevice) * device_count);
vkEnumeratePhysicalDevices(state->instance, &device_count, devices);
//now let's check if any device is suitable for our usage
int i;
for (i = 0; i < device_count; i++) {
VkPhysicalDevice device = devices[i];
VkPhysicalDeviceProperties device_props;
vkGetPhysicalDeviceProperties(device, &device_props);
VkPhysicalDeviceFeatures device_features;
vkGetPhysicalDeviceFeatures(device, &device_features);
QueueFamilyIndices families = find_queue_families(state, device);
// SwapChainSupportDetails details = get_swapchain_details(state, device);
//for now we only require that a graphics queue is present
if (families.compute_present) {
VkPhysicalDeviceFeatures supportedFeatures;
vkGetPhysicalDeviceFeatures(device, &supportedFeatures);
// state->details = details;
break;
} else {
printf("device does not support all necessary extensions and queues");
}
}
//TODO print unsupported message
state->physical_device = devices[i];
free(devices);
}
int cmp(const void* a, const void* b) {
return (*(int*)a - *(int*)b);
}
void create_logical_device(ApplicationState* state) {;
//we already ensured that all of the required queues exist
QueueFamilyIndices indices = find_queue_families(state, state->physical_device);
//now we need to find out the number of unique queues we need to create
//since there aren't going to be many queues in this case we don't need
//a particularly efficient algorithm
uint32_t indices_array[] = {indices.compute_family};
qsort(indices_array, ARRSIZE(indices_array), sizeof(uint32_t), cmp);
int unique_queues[ARRSIZE(indices_array)] = {0};
int j = 0;
for (int i = 0; i < ARRSIZE(indices_array) - 1; i++) {
if (indices_array[i] != indices_array[i + 1]) {
unique_queues[j++] = indices_array[i];
}
}
unique_queues[j++] = unique_queues[ARRSIZE(indices_array) - 1];
printf("number of queues: %x\n", j);
VkDeviceQueueCreateInfo* queue_create_infos = calloc(j, sizeof(VkDeviceCreateInfo));
float prio = 1.0f;
for (int i = 0; i < j; i++) {
queue_create_infos[i].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queue_create_infos[i].queueFamilyIndex = unique_queues[i];
queue_create_infos[i].queueCount = 1;
queue_create_infos[i].pQueuePriorities = &prio;
}
//for now we won't use any features
VkPhysicalDeviceFeatures device_features = {0};
device_features.samplerAnisotropy = VK_TRUE;
//now create a logical device knowing which features and queues we need
VkDeviceCreateInfo create_info = {0};
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
create_info.pQueueCreateInfos = queue_create_infos;
create_info.queueCreateInfoCount = j;
create_info.pEnabledFeatures = &device_features;
create_info.enabledExtensionCount = ARRSIZE(required_extensions);
create_info.ppEnabledExtensionNames = required_extensions;
if (VALIDATE) {
create_info.enabledLayerCount = ARRSIZE(validation_layers);
create_info.ppEnabledLayerNames = validation_layers;
} else {
create_info.enabledLayerCount = 0;;
}
printf("creating logical device\n");
if (vkCreateDevice(state->physical_device, &create_info, NULL, &state->device) != VK_SUCCESS) {
printf("Error creating logical device\n");
exit(1);
}
//get a handle to the queue
// vkGetDeviceQueue(state->device, indices.graphics_queue, 0, &state->graphics_queue);
// vkGetDeviceQueue(state->device, indices.present_queue, 0, &state->present_queue);
vkGetDeviceQueue(state->device, indices.compute_family, 0, &state->compute.queue);
printf("Logical device created\n");
}
void setup_compute_queues(ApplicationState* state) {
QueueFamilyIndices families = find_queue_families(state, state->physical_device);
VkCommandPoolCreateInfo pool_info = {0};
pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
//Allow command buffers to be rerecorded individually
pool_info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
pool_info.queueFamilyIndex = families.compute_family;
if (vkCreateCommandPool(state->device, &pool_info, NULL, &state->compute.command_pool) != VK_SUCCESS) {
printf("failed to create command pool\n");
exit(1);
}
printf("created command pools\n");
VkCommandBufferAllocateInfo command_buf_allocate_info = {0};
command_buf_allocate_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
command_buf_allocate_info.commandPool = state->compute.command_pool;
//VK_COMMAND_BUFFER_LEVEL_PRIMARY: Can be submitted to a queue for execution, but cannot be called from other command buffers.
//VK_COMMAND_BUFFER_LEVEL_SECONDARY: Cannot be submitted directly, but can be called from primary command buffers
command_buf_allocate_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
command_buf_allocate_info.commandBufferCount = 1;
if (vkAllocateCommandBuffers(state->device, &command_buf_allocate_info, &state->compute.command_buffer) != VK_SUCCESS) {
printf("failed to allocated command buffer");
exit(1);
}
printf("created command buffer\n");
}
void create_descriptor_set_layout(ApplicationState* state) {
VkDescriptorSetLayoutBinding input_binding = {0};
input_binding.binding = 0;
input_binding.descriptorCount = 1;
input_binding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
input_binding.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
VkDescriptorSetLayoutBinding output_binding = {0};
output_binding.binding = 1;
output_binding.descriptorCount = 1;
output_binding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
output_binding.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
VkDescriptorSetLayoutBinding bindings[2] = {input_binding, output_binding};
VkDescriptorSetLayoutCreateInfo layout_info = {0};
layout_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
layout_info.bindingCount = ARRSIZE(bindings);
layout_info.pBindings = bindings;
if (vkCreateDescriptorSetLayout(state->device, &layout_info, NULL, &state->compute.descriptor_set_layout)) {
printf("could not create descriptor set layout\n");
exit(1);
}
printf("created descriptor set layout\n");
}
char* load_file(const char* name, size_t* size) {
FILE *fileptr;
char *buffer;
size_t filelen;
fileptr = fopen(name, "rb");
fseek(fileptr, 0, SEEK_END);
filelen = ftell(fileptr);
rewind(fileptr);
buffer = (char*)malloc(filelen * sizeof(char));
fread(buffer, filelen, 1, fileptr);
fclose(fileptr);
*size = filelen;
return buffer;
}
VkShaderModule create_shader_module(ApplicationState* state, const char* code, size_t size) {
VkShaderModuleCreateInfo create_info = {0};
create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
create_info.codeSize = size;
create_info.pCode = (uint32_t*)code;
VkShaderModule ret;
if (vkCreateShaderModule(state->device, &create_info, NULL, &ret) != VK_SUCCESS) {
printf("shader creation failed\n");
exit(1);
}
return ret;
}
void create_compute_pipeline(ApplicationState* state) {
VkShaderModule compute_shader_module;
size_t compute_shader_size;
char* compute_shader = load_file("./compute_simple.spv", &compute_shader_size);
compute_shader_module = create_shader_module(state, compute_shader, compute_shader_size);
VkPipelineShaderStageCreateInfo compute_shader_stage_info = {0};
compute_shader_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
compute_shader_stage_info.stage = VK_SHADER_STAGE_COMPUTE_BIT;
compute_shader_stage_info.module = compute_shader_module;
compute_shader_stage_info.pName = "main";
VkPipelineLayoutCreateInfo pipeline_layout_create_info = {0};
pipeline_layout_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipeline_layout_create_info.setLayoutCount = 1;
pipeline_layout_create_info.pSetLayouts = &state->compute.descriptor_set_layout;
pipeline_layout_create_info.pushConstantRangeCount = 0;
pipeline_layout_create_info.pPushConstantRanges = NULL;
if (vkCreatePipelineLayout(state->device, &pipeline_layout_create_info, NULL, &state->compute.pipeline_layout) != VK_SUCCESS) {
printf("failed to create pipeline layout");
exit(1);
}
printf("created pipeline layout\n");
VkComputePipelineCreateInfo create_info = {0};
create_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
create_info.layout = state->compute.pipeline_layout;
create_info.basePipelineHandle = VK_NULL_HANDLE;
create_info.stage = compute_shader_stage_info;
create_info.flags = 0;
if (vkCreateComputePipelines(state->device, VK_NULL_HANDLE, 1, &create_info, NULL, &state->compute.pipeline) != VK_SUCCESS) {
printf("failed to create compute pipeline\n");
exit(1);
}
printf("created compute pipeline\n");
vkDestroyShaderModule(state->device, compute_shader_module, NULL);
return;
}
void create_descriptor_pool(ApplicationState* state) {
VkDescriptorPoolSize pool_size[2] = {0};
pool_size[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
pool_size[0].descriptorCount = 1;
pool_size[1].type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
pool_size[1].descriptorCount = 1;
VkDescriptorPoolCreateInfo pool_info = {0};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.poolSizeCount = ARRSIZE(pool_size);
pool_info.pPoolSizes = pool_size;
pool_info.maxSets = 1;
if (vkCreateDescriptorPool(state->device, &pool_info, NULL, &state->compute.descriptor_pool) != VK_SUCCESS) {
printf("failed to create descriptor pool\n");
exit(1);
}
printf("created descriptor pool\n");
}
void create_descriptor_sets(ApplicationState* state) {
VkDescriptorSetAllocateInfo alloc_info = {0};
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
alloc_info.descriptorPool = state->compute.descriptor_pool;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &state->compute.descriptor_set_layout;
if (vkAllocateDescriptorSets(state->device, &alloc_info, &state->compute.descriptor_sets) != VK_SUCCESS) {
printf("failed to allocate descriptor sets\n");
exit(1);
}
create_buffer(state, sizeof(uint32_t), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&state->compute.input_buffer, &state->compute.input_buffer_memory);
create_buffer(state, sizeof(uint32_t), VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&state->compute.output_buffer, &state->compute.output_buffer_memory);
VkDescriptorBufferInfo in_buffer_info = {0};
VkDescriptorBufferInfo out_buffer_info = {0};
in_buffer_info.buffer = state->compute.input_buffer;
in_buffer_info.range = sizeof(uint32_t);
out_buffer_info.buffer = state->compute.output_buffer;
out_buffer_info.range = sizeof(uint32_t);
VkWriteDescriptorSet descriptor_writes[2] = {0};
descriptor_writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptor_writes[0].dstSet = state->compute.descriptor_sets;
descriptor_writes[0].dstBinding = 0;
descriptor_writes[0].dstArrayElement = 0;
descriptor_writes[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
descriptor_writes[0].descriptorCount = 1;
descriptor_writes[0].pBufferInfo = &in_buffer_info;
descriptor_writes[0].pImageInfo = NULL;
descriptor_writes[0].pTexelBufferView = NULL;
descriptor_writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptor_writes[1].dstSet = state->compute.descriptor_sets;
descriptor_writes[1].dstBinding = 1;
descriptor_writes[1].dstArrayElement = 0;
descriptor_writes[1].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
descriptor_writes[1].descriptorCount = 1;
descriptor_writes[1].pBufferInfo = &out_buffer_info;
descriptor_writes[1].pImageInfo = NULL;
descriptor_writes[1].pTexelBufferView = NULL;
vkUpdateDescriptorSets(state->device, ARRSIZE(descriptor_writes), descriptor_writes, 0, NULL);
printf("allocated and written descriptor sets\n");
}
void create_sync_objects(ApplicationState* state) {
VkSemaphoreCreateInfo semaphore_info = {0};
semaphore_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
VkFenceCreateInfo fence_info = {0};
fence_info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
//initialize it to signalled so we can draw the first frame
// fence_info.flags = VK_FENCE_CREATE_SIGNALED_BIT;
if (vkCreateFence(state->device, &fence_info, NULL, &state->compute.compute_done)) {
printf("failed to create sync objects\n");
exit(1);
}
}
void init_vulkan(ApplicationState* state) {
create_instance(state);
pick_physical_device(state);
create_logical_device(state);
create_descriptor_set_layout(state);
create_compute_pipeline(state);
create_descriptor_pool(state);
create_descriptor_sets(state);
setup_compute_queues(state);
create_sync_objects(state);
}
void terminate(ApplicationState* state) {
vkDestroyFence(state->device, state->compute.compute_done, NULL);
// vkDestroyCommandPool(state->device, state->compute.command_pool, NULL);
vkFreeMemory(state->device, state->compute.input_buffer_memory, NULL);
vkFreeMemory(state->device, state->compute.output_buffer_memory, NULL);
vkDestroyBuffer(state->device, state->compute.input_buffer, NULL);
vkDestroyBuffer(state->device, state->compute.output_buffer, NULL);
vkDestroyDescriptorPool(state->device, state->compute.descriptor_pool, NULL);
vkDestroyPipeline(state->device, state->compute.pipeline, NULL);
vkDestroyPipelineLayout(state->device, state->compute.pipeline_layout, NULL);
vkDestroyDescriptorSetLayout(state->device, state->compute.descriptor_set_layout, NULL);
vkDestroyCommandPool(state->device, state->compute.command_pool, NULL);
vkDestroyDevice(state->device, NULL);
vkDestroyInstance(state->instance, NULL);
}
int main() {
ApplicationState state = {0};
init_vulkan(&state);
VkCommandBufferBeginInfo begin_info = {0};
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
begin_info.flags = 0;
begin_info.pInheritanceInfo = NULL;
if (vkBeginCommandBuffer(state.compute.command_buffer, &begin_info) != VK_SUCCESS) {
printf("failed to begin recording\n");
exit(1);
}
vkCmdBindPipeline(state.compute.command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, state.compute.pipeline);
vkCmdBindDescriptorSets(state.compute.command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
state.compute.pipeline_layout, 0, 1, &state.compute.descriptor_sets, 0, NULL);
vkCmdDispatch(state.compute.command_buffer, 1, 1, 1);
printf("start recording command buffer\n");
if (vkEndCommandBuffer(state.compute.command_buffer) != VK_SUCCESS) {
printf("failed to record command buffer\n");
exit(1);
}
printf("command buffer recorded\n");
VkSubmitInfo compute_submit_info = {0};
compute_submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
compute_submit_info.commandBufferCount = 1;
compute_submit_info.pCommandBuffers = &state.compute.command_buffer;
compute_submit_info.signalSemaphoreCount = 0;
compute_submit_info.waitSemaphoreCount = 0;
volatile uint32_t* data;
vkMapMemory(state.device, state.compute.input_buffer_memory, 0, sizeof(uint32_t), 0, (void**)&data);
*data = 15;
vkUnmapMemory(state.device, state.compute.input_buffer_memory);
if (vkQueueSubmit(state.compute.queue, 1, &compute_submit_info, state.compute.compute_done)) {
printf("submit failed\n");
}
vkWaitForFences(state.device, 1, &state.compute.compute_done, VK_TRUE, UINT64_MAX);
vkQueueWaitIdle(state.compute.queue);
vkMapMemory(state.device, state.compute.output_buffer_memory, 0, sizeof(uint32_t), 0, (void**)&data);
printf("submit complete, result: %X\n", *data);
vkUnmapMemory(state.device, state.compute.output_buffer_memory);
terminate(&state);
return 0;
}
Loading…
Cancel
Save