Add index buffers
This commit is contained in:
parent
c391c53eea
commit
aa8a3c1f34
3 changed files with 318 additions and 75 deletions
190
src/Mesh.zig
190
src/Mesh.zig
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@ -11,84 +11,166 @@ vertex_count: u32,
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vertex_buffer: vk.Buffer,
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vertex_buffer_memory: vk.DeviceMemory,
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index_count: u32,
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index_buffer: vk.Buffer,
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index_buffer_memory: vk.DeviceMemory,
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instance: Instance,
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physical_device: vk.PhysicalDevice,
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device: Device,
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pub fn new(instance: Instance, pdev: vk.PhysicalDevice, device: Device, vertices: []const Vertex) !Self {
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var mesh: Self = undefined;
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allocator: std.mem.Allocator,
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mesh.vertex_count = @intCast(vertices.len);
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mesh.instance = instance;
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mesh.physical_device = pdev;
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mesh.device = device;
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try mesh.createVertexBuffer(vertices);
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pub fn new(
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instance: Instance,
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pdev: vk.PhysicalDevice,
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device: Device,
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transfer_queue: vk.Queue,
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transfer_command_pool: vk.CommandPool,
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vertices: []const Vertex,
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indices: []const u32,
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allocator: std.mem.Allocator,
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) !Self {
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var self: Self = undefined;
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return mesh;
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self.vertex_count = @intCast(vertices.len);
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self.index_count = @intCast(indices.len);
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self.instance = instance;
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self.physical_device = pdev;
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self.device = device;
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self.allocator = allocator;
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try self.createVertexBuffer(transfer_queue, transfer_command_pool, vertices);
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try self.createIndexBuffer(transfer_queue, transfer_command_pool, indices);
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return self;
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}
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pub fn destroyVertexBuffer(self: Self) void {
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pub fn destroyBuffers(self: Self) void {
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self.device.destroyBuffer(self.vertex_buffer, null);
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self.device.freeMemory(self.vertex_buffer_memory, null);
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self.device.destroyBuffer(self.index_buffer, null);
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self.device.freeMemory(self.index_buffer_memory, null);
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}
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fn createVertexBuffer(self: *Self, vertices: []const Vertex) !void {
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// Create vertex buffer
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// Information to create buffer (doesn't include assigning memory)
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const buffer_create_info: vk.BufferCreateInfo = .{
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.size = @sizeOf(Vertex) * vertices.len, // Size of buffer (size of 1 vertex * number of vertices)
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.usage = .{ .vertex_buffer_bit = true }, // Multiple types of buffer possible, we want vertex buffer
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.sharing_mode = .exclusive, // Similar to swapchain images, can share vertex buffers
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};
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fn createVertexBuffer(
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self: *Self,
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transfer_queue: vk.Queue,
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transfer_command_pool: vk.CommandPool,
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vertices: []const Vertex,
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) !void {
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// Get size of buffer needed for vertices
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const buffer_size: vk.DeviceSize = @sizeOf(Vertex) * vertices.len;
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self.vertex_buffer = try self.device.createBuffer(&buffer_create_info, null);
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// Temporary buffer to "stage" vertex data before transfering to GPU
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var staging_buffer: vk.Buffer = undefined;
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var staging_buffer_memory: vk.DeviceMemory = undefined;
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defer self.device.destroyBuffer(staging_buffer, null);
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defer self.device.freeMemory(staging_buffer_memory, null);
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// Get buffer memory requirements
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const mem_requirements = self.device.getBufferMemoryRequirements(self.vertex_buffer);
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// Allocate memory to buffer
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const allocate_info: vk.MemoryAllocateInfo = .{
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.allocation_size = mem_requirements.size,
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.memory_type_index = self.findMemoryTypeIndex(
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mem_requirements.memory_type_bits, // Index of memory type of physical device that has required bit flags
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.{
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.host_visible_bit = true, // CPU can interact with memory
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.host_coherent_bit = true, // Allows placement of data straight into buffer after mapping (otherwise would have to specify manually)
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},
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),
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};
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// Allocate memory to vkDeviceMemory
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self.vertex_buffer_memory = try self.device.allocateMemory(&allocate_info, null);
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// Allocate memory to given vertex buffer
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try self.device.bindBufferMemory(self.vertex_buffer, self.vertex_buffer_memory, 0);
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// Create buffer and allocate memory to it
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try Utilities.createBuffer(
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self.physical_device,
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self.instance,
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self.device,
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buffer_size,
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.{ .transfer_src_bit = true },
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.{ .host_visible_bit = true, .host_coherent_bit = true },
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&staging_buffer,
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&staging_buffer_memory,
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);
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// Map memory to vertex
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// 1. Create pointer to a point in normal memory
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// 2. Map the vertex buffer memory to that point
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const data = try self.device.mapMemory(self.vertex_buffer_memory, 0, vk.WHOLE_SIZE, .{});
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const data = try self.device.mapMemory(staging_buffer_memory, 0, buffer_size, .{});
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// 3. Copy memory from vertices vector to the point in memory
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const gpu_vertices: [*]Vertex = @ptrCast(@alignCast(data));
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@memcpy(gpu_vertices, vertices[0..]);
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// 4. Unmap the vertex buffer memory
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self.device.unmapMemory(self.vertex_buffer_memory);
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self.device.unmapMemory(staging_buffer_memory);
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// ---
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// Create buffer with TRANSFER_DST_BIT to mark as recipient of transfer data (also VERTEX_BUFFER)
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// Buffer memory is to be DEVICE_LOCAL_BIT meaning memory is on the GPU and only accessible by it and not CPU (host)
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try Utilities.createBuffer(
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self.physical_device,
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self.instance,
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self.device,
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buffer_size,
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.{ .transfer_dst_bit = true, .vertex_buffer_bit = true },
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.{ .device_local_bit = true },
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&self.vertex_buffer,
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&self.vertex_buffer_memory,
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);
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// Copy staging buffer to vertex buffer on GPU
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try Utilities.copyBuffer(
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self.device,
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transfer_queue,
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transfer_command_pool,
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staging_buffer,
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self.vertex_buffer,
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buffer_size,
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self.allocator,
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);
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}
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fn findMemoryTypeIndex(self: Self, allowed_types: u32, properties: vk.MemoryPropertyFlags) u32 {
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// Get properties of physical device memory
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const memory_properties = self.instance.getPhysicalDeviceMemoryProperties(self.physical_device);
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const mem_type_count = memory_properties.memory_type_count;
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fn createIndexBuffer(
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self: *Self,
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transfer_queue: vk.Queue,
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transfer_command_pool: vk.CommandPool,
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indices: []const u32,
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) !void {
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// Get size of buffer needed for indices
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const buffer_size: vk.DeviceSize = @sizeOf(u32) * indices.len;
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for (memory_properties.memory_types[0..mem_type_count], 0..mem_type_count) |mem_type, i| {
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// Index of memory type must match corresponding bit in allowed_types
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if (allowed_types & (@as(u32, 1) << @truncate(i)) != 0 and mem_type.property_flags.contains(properties)) {
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// Return the index of the valid memory type
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return @truncate(i);
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}
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}
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// Temporary buffer to "stage" vertex data before transfering to GPU
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var staging_buffer: vk.Buffer = undefined;
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var staging_buffer_memory: vk.DeviceMemory = undefined;
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defer self.device.destroyBuffer(staging_buffer, null);
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defer self.device.freeMemory(staging_buffer_memory, null);
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unreachable;
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try Utilities.createBuffer(
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self.physical_device,
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self.instance,
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self.device,
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buffer_size,
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.{ .transfer_src_bit = true },
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.{ .host_visible_bit = true, .host_coherent_bit = true },
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&staging_buffer,
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&staging_buffer_memory,
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);
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// Map memory to index buffer
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const data = try self.device.mapMemory(staging_buffer_memory, 0, buffer_size, .{});
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const gpu_vertices: [*]u32 = @ptrCast(@alignCast(data));
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@memcpy(gpu_vertices, indices[0..]);
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self.device.unmapMemory(staging_buffer_memory);
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// Create buffer for index data on GPU access only
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try Utilities.createBuffer(
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self.physical_device,
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self.instance,
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self.device,
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buffer_size,
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.{ .transfer_dst_bit = true, .index_buffer_bit = true },
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.{ .device_local_bit = true },
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&self.index_buffer,
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&self.index_buffer_memory,
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);
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// Copy from staging buffer to GPU access buffer
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try Utilities.copyBuffer(
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self.device,
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transfer_queue,
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transfer_command_pool,
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staging_buffer,
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self.index_buffer,
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buffer_size,
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self.allocator,
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);
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}
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@ -1,6 +1,10 @@
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const std = @import("std");
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const vk = @import("vulkan");
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const Instance = @import("vulkan_renderer.zig").Instance;
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const Device = @import("vulkan_renderer.zig").Device;
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const CommandBuffer = @import("vulkan_renderer.zig").CommandBuffer;
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pub const device_extensions = [_][*:0]const u8{vk.extensions.khr_swapchain.name};
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pub const Vector3 = @Vector(3, f32);
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@ -31,3 +35,121 @@ pub const SwapchainImage = struct {
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image: vk.Image,
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image_view: vk.ImageView,
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};
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fn findMemoryTypeIndex(pdev: vk.PhysicalDevice, instance: Instance, allowed_types: u32, properties: vk.MemoryPropertyFlags) u32 {
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// Get properties of physical device memory
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const memory_properties = instance.getPhysicalDeviceMemoryProperties(pdev);
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const mem_type_count = memory_properties.memory_type_count;
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for (memory_properties.memory_types[0..mem_type_count], 0..mem_type_count) |mem_type, i| {
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// Index of memory type must match corresponding bit in allowed_types
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if (allowed_types & (@as(u32, 1) << @truncate(i)) != 0 and mem_type.property_flags.contains(properties)) {
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// Return the index of the valid memory type
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return @truncate(i);
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}
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}
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unreachable;
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}
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pub fn createBuffer(
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pdev: vk.PhysicalDevice,
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instance: Instance,
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device: Device,
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buffer_size: vk.DeviceSize,
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buffer_usage: vk.BufferUsageFlags,
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buffer_properties: vk.MemoryPropertyFlags,
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buffer: *vk.Buffer,
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buffer_memory: *vk.DeviceMemory,
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) !void {
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// Create vertex buffer
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// Information to create buffer (doesn't include assigning memory)
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const buffer_create_info: vk.BufferCreateInfo = .{
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.size = buffer_size, // Size of buffer (size of 1 vertex * number of vertices)
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.usage = buffer_usage, // Multiple types of buffer possible
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.sharing_mode = .exclusive, // Similar to swapchain images, can share vertex buffers
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};
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buffer.* = try device.createBuffer(&buffer_create_info, null);
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// Get buffer memory requirements
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const mem_requirements = device.getBufferMemoryRequirements(buffer.*);
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// Allocate memory to buffer
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const allocate_info: vk.MemoryAllocateInfo = .{
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.allocation_size = mem_requirements.size,
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.memory_type_index = findMemoryTypeIndex(
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pdev,
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instance,
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mem_requirements.memory_type_bits, // Index of memory type of physical device that has required bit flags
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// Host visible: CPU can interact with memory
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// Host coherent: Allows placement of data straight into buffer after mapping (otherwise would have to specify manually)
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buffer_properties,
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),
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};
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// Allocate memory to vkDeviceMemory
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buffer_memory.* = try device.allocateMemory(&allocate_info, null);
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// Allocate memory to given vertex buffer
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try device.bindBufferMemory(buffer.*, buffer_memory.*, 0);
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}
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pub fn copyBuffer(
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device: Device,
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transfer_queue: vk.Queue,
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transfer_command_pool: vk.CommandPool,
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src_buffer: vk.Buffer,
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dst_buffer: vk.Buffer,
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buffer_size: vk.DeviceSize,
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allocator: std.mem.Allocator,
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) !void {
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// Command buffer to hold transfer commands
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const transfer_command_buffer_handle = try allocator.create(vk.CommandBuffer);
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defer allocator.destroy(transfer_command_buffer_handle);
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// Free temporary buffer back to pool
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defer device.freeCommandBuffers(transfer_command_pool, 1, @ptrCast(transfer_command_buffer_handle));
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// Command buffer details
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const alloc_info: vk.CommandBufferAllocateInfo = .{
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.command_pool = transfer_command_pool,
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.level = .primary,
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.command_buffer_count = 1,
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};
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// Allocate command buffer from pool
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try device.allocateCommandBuffers(&alloc_info, @ptrCast(transfer_command_buffer_handle));
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const transfer_command_buffer = CommandBuffer.init(transfer_command_buffer_handle.*, device.wrapper);
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// Information to begin the command buffer record
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const begin_info: vk.CommandBufferBeginInfo = .{
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.flags = .{ .one_time_submit_bit = true }, // We're only using the command buffer once, so set to one time submit
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};
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// Begin recording transfer commands
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try transfer_command_buffer.beginCommandBuffer(&begin_info);
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// Region of data to copy from and to
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const buffer_copy_region: vk.BufferCopy = .{
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.src_offset = 0,
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.dst_offset = 0,
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.size = buffer_size,
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};
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// Command to copy src buffer to dst buffer
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transfer_command_buffer.copyBuffer(src_buffer, dst_buffer, 1, @ptrCast(&buffer_copy_region));
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// End commands
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try transfer_command_buffer.endCommandBuffer();
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// Queue submission information
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const submit_info: vk.SubmitInfo = .{
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.command_buffer_count = 1,
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.p_command_buffers = @ptrCast(&transfer_command_buffer.handle),
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};
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// Submit transfer command to transfer queue and wait until it finishes
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try device.queueSubmit(transfer_queue, 1, @ptrCast(&submit_info), .null_handle);
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try device.queueWaitIdle(transfer_queue);
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}
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@ -48,7 +48,7 @@ pub const VulkanRenderer = struct {
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current_frame: u32 = 0,
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// Scene objects
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first_mesh: Mesh,
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meshes: [2]Mesh,
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// Main
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instance: Instance,
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@ -101,24 +101,58 @@ pub const VulkanRenderer = struct {
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try self.getPhysicalDevice();
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try self.createLogicalDevice();
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// Create mesh
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var mesh_vertices = [_]Vertex{
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.{ .pos = .{ -0.5, -0.5, 0.0 }, .col = .{ 1.0, 0.0, 0.0 } },
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.{ .pos = .{ 0.5, -0.5, 0.0 }, .col = .{ 0.0, 1.0, 0.0 } },
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.{ .pos = .{ 0.5, 0.5, 0.0 }, .col = .{ 0.0, 0.0, 1.0 } },
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.{ .pos = .{ 0.5, 0.5, 0.0 }, .col = .{ 0.0, 0.0, 1.0 } },
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.{ .pos = .{ -0.5, 0.5, 0.0 }, .col = .{ 0.0, 1.0, 0.0 } },
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.{ .pos = .{ -0.5, -0.5, 0.0 }, .col = .{ 1.0, 0.0, 0.0 } },
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};
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self.first_mesh = try Mesh.new(self.instance, self.physical_device, self.device, &mesh_vertices);
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try self.createSwapchain();
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try self.createRenderPass();
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try self.createGraphicsPipeline();
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try self.createFramebuffers();
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try self.createCommandPool();
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// Create meshes
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// Vertex Data
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var mesh_vertices = [_]Vertex{
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.{ .pos = .{ -0.1, -0.4, 0.0 }, .col = .{ 1.0, 0.0, 0.0 } }, // 0
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.{ .pos = .{ -0.1, 0.4, 0.0 }, .col = .{ 0.0, 1.0, 0.0 } }, // 1
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.{ .pos = .{ -0.9, 0.4, 0.0 }, .col = .{ 0.0, 0.0, 1.0 } }, // 2
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.{ .pos = .{ -0.9, -0.4, 0.0 }, .col = .{ 0.0, 1.0, 0.0 } }, // 3
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};
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var mesh_vertices2 = [_]Vertex{
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.{ .pos = .{ 0.9, -0.3, 0.0 }, .col = .{ 1.0, 0.0, 0.0 } }, // 0
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.{ .pos = .{ 0.9, 0.1, 0.0 }, .col = .{ 0.0, 1.0, 0.0 } }, // 1
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.{ .pos = .{ 0.1, 0.3, 0.0 }, .col = .{ 0.0, 0.0, 1.0 } }, // 2
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.{ .pos = .{ 0.1, -0.3, 0.0 }, .col = .{ 0.0, 1.0, 0.0 } }, // 3
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};
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// Index Data
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const mesh_indices = [_]u32{
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0, 1, 2,
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2, 3, 0,
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};
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const first_mesh = try Mesh.new(
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self.instance,
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self.physical_device,
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self.device,
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self.graphics_queue.handle,
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self.graphics_command_pool,
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&mesh_vertices,
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&mesh_indices,
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self.allocator,
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);
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const second_mesh = try Mesh.new(
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self.instance,
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self.physical_device,
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self.device,
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self.graphics_queue.handle,
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self.graphics_command_pool,
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&mesh_vertices2,
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&mesh_indices,
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self.allocator,
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);
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self.meshes = [_]Mesh{ first_mesh, second_mesh };
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try self.createCommandBuffers();
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try self.recordCommands();
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try self.createSynchronisation();
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@ -181,7 +215,9 @@ pub const VulkanRenderer = struct {
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self.instance.destroyDebugUtilsMessengerEXT(self.debug_utils.?, null);
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}
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self.first_mesh.destroyVertexBuffer();
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for (self.meshes) |mesh| {
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mesh.destroyBuffers();
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}
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|
||||
for (0..MAX_FRAME_DRAWS) |i| {
|
||||
self.device.destroySemaphore(self.render_finished[i], null);
|
||||
|
@ -746,23 +782,26 @@ pub const VulkanRenderer = struct {
|
|||
// Begin render pass
|
||||
command_buffer.beginRenderPass(&render_pass_begin_info, vk.SubpassContents.@"inline");
|
||||
|
||||
{
|
||||
// Needed when using dynamic state
|
||||
command_buffer.setViewport(0, 1, @ptrCast(&self.viewport));
|
||||
command_buffer.setScissor(0, 1, @ptrCast(&self.scissor));
|
||||
|
||||
for (self.meshes) |mesh| {
|
||||
// Bind pipeline to be used in render pass
|
||||
command_buffer.bindPipeline(.graphics, self.graphics_pipeline);
|
||||
|
||||
// Buffers to bind
|
||||
const vertex_buffers = [_]vk.Buffer{self.first_mesh.vertex_buffer};
|
||||
const vertex_buffers = [_]vk.Buffer{mesh.vertex_buffer};
|
||||
// Offsets into buffers being bound
|
||||
const offsets = [_]vk.DeviceSize{0};
|
||||
// Command to bind vertex buffer before drawing with them
|
||||
command_buffer.bindVertexBuffers(0, 1, &vertex_buffers, &offsets);
|
||||
|
||||
// Needed when using dynamic state
|
||||
command_buffer.setViewport(0, 1, @ptrCast(&self.viewport));
|
||||
command_buffer.setScissor(0, 1, @ptrCast(&self.scissor));
|
||||
// Bind mesh index buffer, with 0 offset and using the uint32 type
|
||||
command_buffer.bindIndexBuffer(mesh.index_buffer, 0, .uint32);
|
||||
|
||||
// Execute a pipeline
|
||||
command_buffer.draw(self.first_mesh.vertex_count, 1, 0, 0);
|
||||
command_buffer.drawIndexed(mesh.index_count, 1, 0, 0, 0);
|
||||
}
|
||||
|
||||
// End render pass
|
||||
|
|
Loading…
Reference in a new issue