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VulkanLaunchpad.h
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VulkanLaunchpad.h
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/*
* Copyright (c) 2023 TU Wien, Institute of Visual Computing & Human-Centered Technology.
* Created by Johannes Unterguggenberger ([email protected], https://johannesugb.github.io).
*/
#pragma once
#include <iostream>
#include <memory>
#include <cstring>
#include <vector>
#include <sstream>
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/glm.hpp>
#if __has_include(<vma/vk_mem_alloc.h>)
#define VKL_HAS_VMA
#include <vma/vk_mem_alloc.h>
#endif
// Returns a string describing the given VkResult value
extern const char *to_string(VkResult result);
#ifdef _WIN32
#define VKL_PATH_SEPARATOR '\\'
#else
#define VKL_PATH_SEPARATOR '/'
#endif
#define VKL_FILENAME (strrchr(__FILE__, VKL_PATH_SEPARATOR) ? strrchr(__FILE__, VKL_PATH_SEPARATOR) + 1 : __FILE__)
#define VKL_DESCRIBE_FILE_LOCATION_FOR_OUT_STREAM " (in " << VKL_FILENAME << " at line #" << __LINE__ << ")"
#define VKL_LOG(log) do { std::cout << "LOG: " << log << VKL_DESCRIBE_FILE_LOCATION_FOR_OUT_STREAM << std::endl; } while(false)
#define VKL_WARNING(log) do { std::cout << "WARNING: " << log << VKL_DESCRIBE_FILE_LOCATION_FOR_OUT_STREAM << std::endl; } while(false)
#define VKL_EXIT_WITH_ERROR(err) do { std::cout << "ERROR: " << err << VKL_DESCRIBE_FILE_LOCATION_FOR_OUT_STREAM << std::endl; glfwTerminate(); std::stringstream ss; ss << err; throw std::runtime_error(ss.str()); } while(false)
// Evaluates a VkResult and displays its status:
#define VKL_CHECK_VULKAN_RESULT(result) do { if ((result) < VK_SUCCESS) { std::cout << "ERROR: Vulkan operation was not successful with error code " << to_string(result) << VKL_DESCRIBE_FILE_LOCATION_FOR_OUT_STREAM << std::endl; } else { std::cout << "CHECK: Vulkan operation returned status code: " << to_string(result) << VKL_DESCRIBE_FILE_LOCATION_FOR_OUT_STREAM << "\n"; } } while(false)
// Evaluates a VkResult and displays its status only if it represents an error:
#define VKL_CHECK_VULKAN_ERROR(result) do { if ((result) < VK_SUCCESS) { std::cout << "ERROR: Vulkan operation was not successful with error code " << to_string(result) << VKL_DESCRIBE_FILE_LOCATION_FOR_OUT_STREAM << std::endl; } } while(false)
// Evaluates a VkResult and issues a return statement if it represents an error:
#define VKL_RETURN_ON_ERROR(result) do { if ((result) < VK_SUCCESS) { return; } } while(false)
/*!
* A struct containing details about one specific image that is used in a swap chain
*/
struct VklSwapchainImageDetails {
/*! The image's handle: */
VkImage imageHandle = VK_NULL_HANDLE;
/*! The format of the image: */
VkFormat imageFormat;
/*! The usage of the image: */
VkImageUsageFlags imageUsage;
/*! The value that this image shall be cleared to at the beginning of a new frame: */
VkClearValue clearValue;
};
/*!
* A struct describing the swap chain config in terms of used images.
* It can be perfectly valid to have only the colorImageDetails set.
*
* If, only the color buffers is set, you must ensure that the depth buffer's
* imageHandle is set to VK_NULL_HANDLE, otherwise it will be interpreted as
* if there was a depth buffer specified.
*/
struct VklSwapchainFramebufferComposition {
/*!
* Details about the color attachment image of this framebuffer composition.
* The color image must always be set. That means, its imageHandle must
* be a valid image handle.
*/
VklSwapchainImageDetails colorAttachmentImageDetails = {};
/*!
* Details about an optional depth attachment of this framebuffer composition.
* Specifying the depth image is optional. If its imageHandle is not set
* to a value different to VK_NULL_HANDLE, it is assumed that no depth
* image shall be used.
*/
VklSwapchainImageDetails depthAttachmentImageDetails = {};
};
/*!
* A struct describing the swapchain config in terms of used images
*/
struct VklSwapchainConfig {
/*! The handle of the already created swapchain: */
VkSwapchainKHR swapchainHandle = VK_NULL_HANDLE;
/*! The resolution of each swap chain image (they all must match!): */
VkExtent2D imageExtent;
/*! Provide one entry per swapchain image composition (can be one or multiple images): */
std::vector<VklSwapchainFramebufferComposition> swapchainImages;
};
/*!
* A struct containing config parameters for the creation of a graphics pipeline
*/
struct VklGraphicsPipelineConfig {
/*! The path to the vertex shader, which can be provided relative to the "assets/shader/" directory.
* That means that it will be tried to first load from the given value prepended with "assets/shader/".
* Only if that fails, it will be tried to load from the given value directly.
*/
const char *vertexShaderPath = nullptr;
/*! The path to the fragment shader, which can be provided relative to the "assets/shader/" directory.
* That means that it will be tried to first load from the given value prepended with "assets/shader/".
* Only if that fails, it will be tried to load from the given value directly.
*/
const char *fragmentShaderPath = nullptr;
/*!
* One description per buffer that is when rendering with a graphics pipeline.
* There are different approaches for this, most commonly:
* a) Either one buffer is bound which contains INTERLEAVED data, which means
* that each buffer element contains, e.g., positions, normals, texture coordinates
* after each other in that order => then only one description is required for this vector.
* b) The data (e.g., positions, normals, texture coordinates) are contained within
* multiple different buffers and must be read from multiple different buffers. In
* such cases, one description is required for every buffer that contains relevant data.
*
* Hint: Set the .binding member of each element to steadily increasing numbers, starting with 0.
*/
std::vector<VkVertexInputBindingDescription> vertexInputBuffers;
/*!
* One description per input attribute as it is specified in vertex shaders.
*
* Each input attribute description tells at which LOCATION the data can be read from in
* vertex shaders by setting its .location member!
*
* Use the .binding member to establish the link from the attribute description to the
* input buffer, s.t., the .binding member of VkVertexInputBindingDescription and the
* .binding member of VkVertexInputAttributeDescription match!
*/
std::vector<VkVertexInputAttributeDescription> inputAttributeDescriptions;
/*! Sets the mode that is used for drawing polygons */
VkPolygonMode polygonDrawMode;
/*! Sets which triangles should be culled during rendering */
VkCullModeFlags triangleCullingMode;
/*!
* This vector describes the layout of resources that are bound to shaders.
* I.e., for each resource that is used in shaders, there must be one entry in this
* vector, specifying the correct binding-ID for the resource.
*
* E.g., if there will be a uniform buffer bound to (location = 5), an entry must
* be created with the following properties: .descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
* .binding = 5
*/
std::vector<VkDescriptorSetLayoutBinding> descriptorLayout;
/*! If set to true, the pipeline will be configured to have blending enabled,
* where its blend factors are set as follows:
* srcColorBlendFactor=VK_BLEND_FACTOR_SRC_ALPHA
* dstColorBlendFactor=VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
*/
bool enableAlphaBlending = false;
};
/*!
* This struct contains all data for a geometry object to be saved on the CPU-side and sent to the GPU.
*/
struct VklGeometryData {
//! A vector of vertex positions, required.
std::vector<glm::vec3> positions;
//! A vector of vertex indices, required.
/*! In this list each triplet of three indices define a triangle. I.e. it is not compressed. */
std::vector<uint32_t> indices;
//! A vector of vertex normals, optional.
/*! If you do not desire to have any vertex normals, leave this vector empty. */
std::vector<glm::vec3> normals;
//! A vector of vertex texture coordinates, optional.
/*! If you do not desire to have any texture coordinates for your vertices, leave this vector empty. */
std::vector<glm::vec2> textureCoordinates;
};
/* --------------------------------------------- */
// Framework functions
/* --------------------------------------------- */
// An array of Vulkan instance extensions required by this framework
extern const char *vklRequiredInstanceExtensions[];
/*!
* This function returns an array of names of Vulkan instance extensions required
* by the framework. The number of elements will be returned via the outCount parameter.
*
* @param out_count Out-param. The variable pointed to will contain the number of required extensions.
*
* @returns Returns the Vulkan instance extensions required by the Vulkan Launchpad Library as array of const char* elements.
*/
const char **vklGetRequiredInstanceExtensions(uint32_t *out_count);
/*!
* Initializes the framework
*/
bool vklInitFramework(VkInstance vk_instance, VkSurfaceKHR vk_surface, VkPhysicalDevice vk_physical_device,
VkDevice vk_device, VkQueue vk_queue, const VklSwapchainConfig &swapchain_config);
#ifdef VKL_HAS_VMA
/*!
* Initializes the framework.
* This overload additionally takes a VmaAllocator handle
*/
bool vklInitFramework(VkInstance vk_instance, VkSurfaceKHR vk_surface, VkPhysicalDevice vk_physical_device,
VkDevice vk_device, VkQueue vk_queue, const VklSwapchainConfig &swapchain_config,
VmaAllocator vma_allocator);
#endif
/*!
* Returns true if the framework has been properly initialized, false otherwise.
* The framework can be initialized by one (and only one) call to vklInitFramework.
*/
bool vklFrameworkInitialized();
/*!
* This function waits for the next swapchain image to become available, turns it into the
* back buffer, so that the application can render into it.
*
* The technical details of this function include:
* - waiting for a VkFence,
* - calling vkAcquireNextImageKHR,
* - and signaling a VkSemaphore which indicates when the image has become available.
*
* @return The elapsed time that this function waited, measured with calls to glfwGetTime
*/
double vklWaitForNextSwapchainImage();
/*!
* This function waits until rendering has finished and afterwards, presents the rendered image on the surface.
*
* The technical details of this function include:
* - signaling a VkSemaphore after all rendering has finished,
* - and a call to vkPresentKHR.
*/
void vklPresentCurrentSwapchainImage();
/*!
* This function internally creates a (single use) command buffer which will be recording until
* vklEndRecordingCommands() is called. Between the two, draw calls such can
* be recorded into the command buffer.
*
* Valid usage: * [0..1] invocations of this function per frame
* * Invocation count must match the invocation count of vklEndRecordingCommands()
* * vklStartRecordingCommands() must be invoked before vklEndRecordingCommands()
*/
void vklStartRecordingCommands();
/*!
* This function ends recording into the command buffer (what has been started with a call to
* vklStartRecordingCommands() and been active until now) and submits the command buffer to the queue.
*
* Valid usage: * [0..1] invocations of this function per frame
* * Invocation count must match the invocation count of vklStartRecordingCommands()
* * vklStartRecordingCommands() must be invoked after vklEndRecordingCommands()
*/
void vklEndRecordingCommands();
/*!
* This function creates a new VkPipeline with some default settings and some settings from the given configuration struct.
*
* The settings taken from the configuration struct are the following:
* - ::vertexShaderPath ............. A path to a text file containing GLSL vertex shader code. If loadShadersFromMemory is true, then this is treated as the vertex shader code itself, not a path to it.
* - ::fragmentShaderPath ........... A path to a text file containing GLSL fragment shader code. If loadShadersFromMemory is true, then this is treated as the fragment shader code itself, not a path to it.
* - ::vertexInputBuffers ........... A list of descriptions for the structure of buffers, which contain data for vertex input attributes.
* - ::inputAttributeDescriptions ... A list of descriptions for vertex input attributes, and where the data can be found in ::vertexInputBuffers.
* - ::polygonDrawMode .............. How the graphics pipeline shall draw the input polygons.
* - ::descriptorLayout ............. A list of resource descriptors. Can be used for, e.g., describing where shaders can find uniform buffers.
*
* Settings which are configured to default values internally are the following:
* - The topology of the input data is expected to be a triangle list, i.e., VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST.
* - The viewport is set to (0, 0) -- (width, height), where width and height refer to the swap chain's width and height.
* - Min- and max depth values are set to 0.0, and 1.0, respectively.
* - Scissors are set to (0, 0) -- (width, height), where width and height refer to the swap chain's width and height.
* - The line width is set to 1.0
* - The culling mode is set to cull back-facing primitives, i.e., VK_CULL_MODE_BACK_BIT.
* - The front faces are set to be given in counter-clockwise winding order, i.e., VK_FRONT_FACE_COUNTER_CLOCKWISE.
* - The multisample state is set to 1 sample, i.e., VK_SAMPLE_COUNT_1_BIT.
* - Depth testing is enabled.
* - Depth writing is enabled.
* - Depth compare mode is set to VK_COMPARE_OP_LESS.
* - Color blending is disabled.
* - The color write mask is configured to write all color channels and the alpha channel.
*
* @param config Configuration struct containing the non-default settings described above.
* @param loadShadersFromMemory If true, then the shader paths of the config struct are interpreted as shader code.
* @return On success, a valid VkPipeline handle is returned.
*/
VkPipeline vklCreateGraphicsPipeline(const VklGraphicsPipelineConfig &config, bool loadShadersFromMemory = false);
/*!
* Destroys a graphics pipeline that has been previously created with vklCreateGraphicsPipeline.
*
* @param pipeline A valid handle to a graphics pipeline that has been created with vklCreateGraphicsPipeline.
* The pipeline will be unusable after this function has returned.
*/
void vklDestroyGraphicsPipeline(VkPipeline pipeline);
/*!
* Allocates host-coherent memory that fits the given requirements.
*
* @param bufferSize The requested size of the memory in bytes.
* @param memoryRequirements The requested requirements for the memory.
* @param memoryPropertyFlags The memory properties that the allocated buffer must support.
* For, e.g., host-coherent memory, pass VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
* For, e.g., device-local memory, pass VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
*/
VkDeviceMemory vklAllocateMemoryForGivenRequirements(VkDeviceSize bufferSize, VkMemoryRequirements memoryRequirements, VkMemoryPropertyFlags memoryPropertyFlags);
/*!
* Creates a new buffer (VkBuffer) and also allocates new memory on the device (VkDeviceMemory) to back the
* buffer's size requirements. The memory will always be allocated from a region of so called "host coherent"
* memory, which is a region that is also accessible from the CPU, so that the CPU can write data into it.
* Internally, this is indicated with the flags VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT.
*
* @param buffer_size The requested size of the buffer in bytes.
* @param buffer_usage Requested buffer usage flags.
*
* @return A handle to a newly created buffer with backing memory.
*/
VkBuffer vklCreateHostCoherentBufferWithBackingMemory(VkDeviceSize buffer_size, VkBufferUsageFlags buffer_usage);
/*!
* Creates a new buffer (VkBuffer) and also allocates new memory on the device (VkDeviceMemory) to back the
* buffer's size requirements. The memory will always be allocated from a region of so called "device-local"
* memory, which is a region that is not accessible from the CPU, which is faster to access and transfer on the device.
* Internally, this is indicated with the flag VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT.
*
* @param buffer_size The requested size of the buffer in bytes.
* @param buffer_usage Requested buffer usage flags.
*
* @return A handle to a newly created buffer with backing memory.
*/
VkBuffer vklCreateDeviceLocalBufferWithBackingMemory(VkDeviceSize buffer_size, VkBufferUsageFlags buffer_usage);
/*!
* Frees the memory (VkDeviceMemory) and destroys the buffer (VkBuffer) which has previously been created
* using vklCreateHostCoherentBufferWithBackingMemory.
* @param buffer The buffer which shall be destroyed. The assigned VkDeviceMemory handle is tracked
* internally and will be freed before the buffer is destroyed.
*/
void vklDestroyHostCoherentBufferAndItsBackingMemory(VkBuffer buffer);
/*!
* Frees the memory (VkDeviceMemory) and destroys the buffer (VkBuffer) which has previously been created
* using vklCreateDeviceBufferWithBackingMemory.
* @param buffer The buffer which shall be destroyed. The assigned VkDeviceMemory handle is tracked
* internally and will be freed before the buffer is destroyed.
*/
void vklDestroyDeviceLocalBufferAndItsBackingMemory(VkBuffer buffer);
/*!
* Copies data into the buffer, by reading it from the address at data_pointer and of the given byte size.
*
* @param buffer Host coherent buffer to copy data into.
* @param data_pointer Pointer to the beginning of CPU-side data.
* @param data_size_in_bytes How many bytes shall be copied from the memory address at data_pointer into the buffer?
*/
void vklCopyDataIntoHostCoherentBuffer(VkBuffer buffer, const void *data_pointer, size_t data_size_in_bytes);
/*!
* Copies data into the buffer to a given offset, by reading it from the address at data_pointer and of the given byte size.
*
* @param buffer Host coherent buffer to copy data into.
* @param buffer_offset_in_bytes Offset from the beginning of buffer, where to start copying data to.
* @param data_pointer Pointer to the beginning of CPU-side data.
* @param data_size_in_bytes How many bytes shall be copied from the memory address at data_pointer into the buffer?
*/
void vklCopyDataIntoHostCoherentBuffer(VkBuffer buffer, size_t buffer_offset_in_bytes, const void *data_pointer,
size_t data_size_in_bytes);
/*!
* Create a new host coherent buffer on the GPU, upload the supplied data from the vector, and return the buffer handle.
*
* Be sure to free the allocated memory by calling `vklDestroyHostCoherentBufferAndItsBackingMemory(...)` on the returned handle once the
* buffer is no longer required.
*
* @param data Pointer to the data to upload to the GPU.
* @param size Size of the data in bytes.
* @param usageFlags Usage flags to use when creating the buffer.
* @return The handle of the newly generated buffer.
*/
VkBuffer vklCreateHostCoherentBufferAndUploadData(const void* data, size_t size, VkBufferUsageFlags usageFlags);
/*!
* Binds the given descriptor set for the given graphics pipeline (internally using vkCmdBindDescriptorSets).
* To be more precise: The VkPipelineLayout of the given VkPipeline is retrieved and the descriptor is bound for that.
*
* @param descriptor_set This handle must represent a valid descriptor set.
* It will be bound to the VK_PIPELINE_BIND_POINT_GRAPHICS binding point.
* @param pipeline This handle must represent a valid graphics pipeline that has been created with
* vklCreateGraphicsPipeline previously. Internally, its pipeline layout will be used.
*/
void vklBindDescriptorSetToPipeline(VkDescriptorSet descriptor_set, VkPipeline pipeline);
/*!
* Creates a 2D image (VkImage) of the given size, in the given format, and for the given usage(s) on the device.
* Also creates backing memory (VkDeviceMemory) for that image in device local memory (VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT).
*
* @param physical_device The physical device where to create image and memory.
* @param device The device handle to be used for image and memory creation.
* @param width Image width.
* @param height Image height.
* @param format Image format (i.e., data format of each of the image's fragments)
* @param usage_flags Usage(s) which the newly created image can be used for.
*
* @return A handle to a newly created image with backing memory.
*/
VkImage
vklCreateDeviceLocalImageWithBackingMemory(VkPhysicalDevice physical_device, VkDevice device, uint32_t width, uint32_t height,
VkFormat format, VkImageUsageFlags usage_flags);
/*!
* Creates a 2D image (VkImage) of the given size, in the given format, and for the given usage(s) on the device.
* Also creates backing memory (VkDeviceMemory) for that image in device local memory (VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT).
*
* @param physical_device The physical device where to create image and memory.
* @param device The device handle to be used for image and memory creation.
* @param width Image width.
* @param height Image height.
* @param format Image format (i.e., data format of each of the image's fragments)
* @param usage_flags Usage(s) which the newly created image can be used for.
* @param array_layers How many layers the image shall be created with
* @param flags Additional VkImageCreateFlagBits flags, describing additional parameters of the image.
*
* @return A handle to a newly created image with backing memory.
*/
VkImage
vklCreateDeviceLocalImageWithBackingMemory(VkPhysicalDevice physical_device, VkDevice device, uint32_t width, uint32_t height,
VkFormat format, VkImageUsageFlags usage_flags, uint32_t array_layers,
VkImageCreateFlags flags);
/*!
* Frees the memory (VkDeviceMemory) and destroys the image (VkImage) which has previously been created
* using vklCreateDeviceLocalImageWithBackingMemory.
* @param image The image which shall be destroyed. The assigned VkDeviceMemory handle is tracked
* internally and will be freed before the image is destroyed.
*/
void vklDestroyDeviceLocalImageAndItsBackingMemory(VkImage image);
/*!
* Creates a 2D image (VkImage) of the given size, in the given format, and for the given usage(s) on the device.
* Also creates backing memory (VkDeviceMemory) for that image in device local memory (VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT).
*
* @param width Image width.
* @param height Image height.
* @param format Image format (i.e., data format of each of the image's fragments)
* @param usage_flags Usage(s) which the newly created image can be used for.
*
* @return A handle to a newly created image with backing memory.
*/
VkImage
vklCreateDeviceLocalImageWithBackingMemory(uint32_t width, uint32_t height, VkFormat format, VkImageUsageFlags usage_flags);
/*!
* Creates a 2D image (VkImage) of the given size, in the given format, and for the given usage(s) on the device.
* Also creates backing memory (VkDeviceMemory) for that image in device local memory (VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT).
*
* @param width Image width.
* @param height Image height.
* @param format Image format (i.e., data format of each of the image's fragments)
* @param usage_flags Usage(s) which the newly created image can be used for.
* @param array_layers How many layers the image shall be created with
* @param flags Additional VkImageCreateFlagBits flags, describing additional parameters of the image.
*
* @return A handle to a newly created image with backing memory.
*/
VkImage vklCreateDeviceLocalImageWithBackingMemory(uint32_t width, uint32_t height, VkFormat format, VkImageUsageFlags usage_flags,
uint32_t array_layers, VkImageCreateFlags flags);
/*!
* Gets the VkPipelineLayout for the given VkPipeline, given that the
* VkPipeline has been generated with vklCreateGraphicsPipeline previously.
* The pipeline layout of pipelines created with vklCreateGraphicsPipeline
* are stored internally and can be retrieved using this function.
*
* @param pipeline A valid VkPipeline handle which has been created with vklCreateGraphicsPipeline
* @return The VkPipelineLayout handle that was used to create the given pipeline.
*/
VkPipelineLayout vklGetLayoutForPipeline(VkPipeline pipeline);
/*!
* Returns the currently swap chain image index which has been set during the
* last call to vklWaitForNextSwapchainImage() when acquiring the next swap chain
* image.
*/
uint32_t vklGetCurrentSwapChainImageIndex();
/*!
* Returns the number of framebuffers that are used by the framework. This will most
* likely be at least two (a front buffer and a back buffer) and matches the
* number of swap chain images that have been created.
*/
uint32_t vklGetNumFramebuffers();
/*!
* Returns the number of clear values currently in use by the
* framework. This should correspond to the number of swapchain
* images.
*/
uint32_t vklGetNumClearValues();
/*!
* Returns the framebuffers at the given index. The index is bounded by the number
* of swap chain images (see vklGetNumFramebuffers()).
*/
VkFramebuffer vklGetFramebuffer(uint32_t i);
/*!
* Returns the currently active framebuffer that is used as back buffer, i.e., which
* is to be rendered into during the current frame.
*/
VkFramebuffer vklGetCurrentFramebuffer();
/*!
* Returns the render pass which was used to create the framebuffers.
*/
VkRenderPass vklGetRenderpass();
/*!
* Returns the currently active command buffer (if there is one).
* The command buffer that is returned is the one that was created during the last
* call to vklStartRecordingCommands(). It will remain active until the next call
* to vklEndRecordingCommands().
*
* The command buffer returned has already begun to record commands. It will continue
* recording commands until the next call to vklEndRecordingCommands(). Also during
* the next call to vklEndRecordingCommands(), it will be submitted to the queue.
*/
VkCommandBuffer vklGetCurrentCommandBuffer();
/*!
* Returns the basic vulkan pipeline automatically set up by the
* framework.
*/
VkPipeline vklGetBasicPipeline();
/*!
* Returns the device chosen by the framework.
*/
VkDevice vklGetDevice();
/*!
* Destroys the framework
*/
void vklDestroyFramework();
/*!
* A struct containing image information
*/
struct VklImageInfo {
/*! The format of the image: */
VkFormat imageFormat;
/*! Width and height of the image: */
VkExtent2D extent;
};
/*!
* Determines image information about the DDS image file at the given path.
* This is equivalent to calling vklGetDdsImageLevelInfo with mipmap level = 0.
*
* @param file Path to a DDS image file
* @return A struct containing information about the DDS image file.
*/
VklImageInfo vklGetDdsImageInfo(const char *file);
/*!
* Determines image information about a specific mipmap level of
* the DDS image file at the given path.
*
* @param file Path to a DDS image file
* @param level The mipmap level which info to determine and return.
* @return A struct containing information about the DDS image file.
*/
VklImageInfo vklGetDdsImageLevelInfo(const char* file, uint32_t level);
/*!
* Loads a DDS image from a file directly into a host-coherent buffer.
* To cleanup, pass the returned buffer handle to vklDestroyHostCoherentBufferAndItsBackingMemory!
* This is equivalent to calling vklLoadDdsImageFaceLevelIntoHostCoherentBuffer with face-id = 0, and mipmap level = 0.
*
* @param file Path to a DDS image file
* @return A newly created buffer in host-coherent memory which contains the data of the given DDS image file.
*/
VkBuffer vklLoadDdsImageIntoHostCoherentBuffer(const char* file);
/*!
* Loads one particular mipmap level of a DDS image from a file directly into a host-coherent buffer.
* This is equivalent to calling vklLoadDdsImageFaceLevelIntoHostCoherentBuffer with face-id = 0 and the respective level.
* To cleanup, pass the returned buffer handle to vklDestroyHostCoherentBufferAndItsBackingMemory!
*
* @param file Path to a DDS image file
* @param level The mipmap level which to load into the buffer (i.e., this one and only this one)
* @return A newly created buffer in host-coherent memory which contains the data of the given DDS image file.
*/
VkBuffer vklLoadDdsImageLevelIntoHostCoherentBuffer(const char* file, uint32_t level);
/*!
* Loads one particular mipmap level of a particular face of a DDS image from a file directly into a host-coherent buffer.
* To cleanup, pass the returned buffer handle to vklDestroyHostCoherentBufferAndItsBackingMemory!
*
* @param file Path to a DDS image file
* @param face The face-id which to load into the buffer (i.e., this one and only this one)
* @param level The mipmap level which to load into the buffer (i.e., this one and only this one)
* @return A newly created buffer in host-coherent memory which contains the data of the given DDS image file.
*/
VkBuffer vklLoadDdsImageFaceLevelIntoHostCoherentBuffer(const char* file, uint32_t face, uint32_t level);
/*!
* Creates a perspective projection matrix which transforms a part of the scene into a unit cube based on the given parameters.
* The scene is assumed to be given in a right-handed coordinate system with its y axis pointing upwards.
* The part of the scene that will end up within the unit cube is located towards the negative z axis.
* @param field_of_view The perspective projection's full field of view in radians.
* @param aspect_ratio The ratio of the screen's width to its height.
* @param near_plane_distance The distance from the camera's origin to the near plane.
* @param far_plane_distance The distance from the camera's origin to the far plane.
* @return A perspective projection matrix based on the given parameters.
*/
glm::mat4 vklCreatePerspectiveProjectionMatrix(float field_of_view, float aspect_ratio, float near_plane_distance, float far_plane_distance);
/*!
* Loads a .obj model from the specified path and fills a VklGeometryData struct with the vertices, indices, normals and uv coordinates, if any exist.
* @param path_to_obj Path to a 3D model in .obj format, the geometry of which shall be loaded into host memory.
* Note: the .obj format is the only format that is supported. Trying to load a different 3D model format will fail.
* @return A struct instance containing all the geometry data of the loaded 3D model
*/
VklGeometryData vklLoadModelGeometry(const std::string& path_to_obj);
/*!
* Triggers the unconditional hot-reloading of all known graphics pipelines.
*/
void vklHotReloadPipelines();
/*!
* Enables graphics pipeline hot-reloading to be triggered by users through a defined keyboard shortcut.
* Pipeline hot-reloading can be super helpful during shader development. Pipelines containing the updated
* shader code can be swapped under the hood during the application is running, without the need to restart
* the application.
*
* Preconditions in code to enable graphics pipeline hot-reloading:
* - Either call vklEnablePipelineHotReloading once at initialization time, or manually invoke vklHotReloadPipelines!
* - IMPORTANT: Use vklCmdBindPipeline(VkCommandBuffer, VkPipelineBindPoint, VkPipeline) instead of
* the Vulkan API's vkCmdBindPipeline(VkCommandBuffer, VkPipelineBindPoint, VkPipeline)!
*
* @param glfw_window GLFW window, which is required to establish a key callback
* @param glfw_key Desired key which shall trigger pipelines to be hot-reloaded,
* as GLFW key code (e.g. GLFW_KEY_F5, or GLFW_KEY_R)
* @param glfw_modifier_keys If desired, modifier keys can be added to the keyboard shortcut through this parameter.
* Useful values are: GLFW_MOD_SHIFT, GLFW_MOD_CONTROL, or GLFW_MOD_ALT
* A cobination of these is possible by OR-ing these values together.
* If no modifier is desired, just pass 0 (default value).
*/
void vklEnablePipelineHotReloading(GLFWwindow* glfw_window, int glfw_key, int glfw_modifier_keys = 0);
/*!
* Replacement function for the Vulkan API's vkCmdBindPipeline function, adding support for pipeline hot-reloading,
* by using the most up-to-date version of possibly hot-reloaded pipeline handles under the hood.
*
* Other than that, it is just a 1:1 proxy for vkCmdBindPipeline. All parameters are the same.
* @param commandBuffer the command buffer that the pipeline will be bound to.
* @param pipelineBindPoint a VkPipelineBindPoint value specifying to which bind point the pipeline is bound.
* @param pipeline the pipeline to be bound.
*
* More information can be found in the Vulkan specification: https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/vkCmdBindPipeline.html
*/
void vklCmdBindPipeline(VkCommandBuffer commandBuffer, VkPipelineBindPoint pipelineBindPoint, VkPipeline pipeline);