Vulkan入门
本人的顯卡是GTX 770M,安裝的驅動程序支持Vulkan.是否支持vulkan可以通過https://developer.nvidia.com/vulkan-driver查詢結果
安裝Vulkan SDK
下載并安裝Vulkan SDK
https://vulkan.lunarg.com/sdk/home#windows
本人的安裝目錄是c:\VulkanSDK\1.0.39.1\
驗證Vulkan SDK是否安裝成功
cd bin
vulkaninfo
看到以上信息說明安裝成功, 就可以進入開發了。
安裝python3, cmake, git, vs2015, 安裝過程省略, 相關可執行程序路徑加入環境變量PATH
在sample目錄執行build_windows_samples.bat生成visual studio的工程文件
用visual studio打開工程文件
完整的源代碼如下
#include <util_init.hpp>
#include <assert.h>
#include <string.h>
#include <cstdlib>
#include "cube_data.h"
/* For this sample, we'll start with GLSL so the shader function is plain */
/* and then use the glslang GLSLtoSPV utility to convert it to SPIR-V for */
/* the driver. ?We do this for clarity rather than using pre-compiled ? ? */
/* SPIR-V ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? */
static const char *vertShaderText =
? ? "#version 400\n"
? ? "#extension GL_ARB_separate_shader_objects : enable\n"
? ? "#extension GL_ARB_shading_language_420pack : enable\n"
? ? "layout (std140, binding = 0) uniform bufferVals {\n"
? ? " ? ?mat4 mvp;\n"
? ? "} myBufferVals;\n"
? ? "layout (location = 0) in vec4 pos;\n"
? ? "layout (location = 1) in vec4 inColor;\n"
? ? "layout (location = 0) out vec4 outColor;\n"
? ? "out gl_PerVertex { \n"
? ? " ? ?vec4 gl_Position;\n"
? ? "};\n"
? ? "void main() {\n"
? ? " ? outColor = inColor;\n"
? ? " ? gl_Position = myBufferVals.mvp * pos;\n"
? ? "}\n";
static const char *fragShaderText =
? ? "#version 400\n"
? ? "#extension GL_ARB_separate_shader_objects : enable\n"
? ? "#extension GL_ARB_shading_language_420pack : enable\n"
? ? "layout (location = 0) in vec4 color;\n"
? ? "layout (location = 0) out vec4 outColor;\n"
? ? "void main() {\n"
? ? " ? outColor = color;\n"
? ? "}\n";
int sample_main(int argc, char *argv[]) {
? ? VkResult U_ASSERT_ONLY res;
? ? struct sample_info info = {};
? ? char sample_title[] = "Draw Cube";
? ? const bool depthPresent = true;
? ? process_command_line_args(info, argc, argv);
? ? init_global_layer_properties(info);
? ? init_instance_extension_names(info);
? ? init_device_extension_names(info);
? ? init_instance(info, sample_title);
? ? init_enumerate_device(info);
? ? init_window_size(info, 500, 500);
? ? init_connection(info);
? ? init_window(info);
? ? init_swapchain_extension(info);
? ? init_device(info);
? ? init_command_pool(info);
? ? init_command_buffer(info);
? ? execute_begin_command_buffer(info);
? ? init_device_queue(info);
? ? init_swap_chain(info);
? ? init_depth_buffer(info);
? ? init_uniform_buffer(info);
? ? init_descriptor_and_pipeline_layouts(info, false);
? ? init_renderpass(info, depthPresent);
? ? init_shaders(info, vertShaderText, fragShaderText);
? ? init_framebuffers(info, depthPresent);
? ? init_vertex_buffer(info, g_vb_solid_face_colors_Data,
? ? ? ? ? ? ? ? ? ? ? ?sizeof(g_vb_solid_face_colors_Data),
? ? ? ? ? ? ? ? ? ? ? ?sizeof(g_vb_solid_face_colors_Data[0]), false);
? ? init_descriptor_pool(info, false);
? ? init_descriptor_set(info, false);
? ? init_pipeline_cache(info);
? ? init_pipeline(info, depthPresent);
? ? /* VULKAN_KEY_START */
? ? VkClearValue clear_values[2];
? ? clear_values[0].color.float32[0] = 0.2f;
? ? clear_values[0].color.float32[1] = 0.2f;
? ? clear_values[0].color.float32[2] = 0.2f;
? ? clear_values[0].color.float32[3] = 0.2f;
? ? clear_values[1].depthStencil.depth = 1.0f;
? ? clear_values[1].depthStencil.stencil = 0;
? ? VkSemaphore imageAcquiredSemaphore;
? ? VkSemaphoreCreateInfo imageAcquiredSemaphoreCreateInfo;
? ? imageAcquiredSemaphoreCreateInfo.sType =
? ? ? ? VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
? ? imageAcquiredSemaphoreCreateInfo.pNext = NULL;
? ? imageAcquiredSemaphoreCreateInfo.flags = 0;
? ? res = vkCreateSemaphore(info.device, &imageAcquiredSemaphoreCreateInfo,
? ? ? ? ? ? ? ? ? ? ? ? ? ? NULL, &imageAcquiredSemaphore);
? ? assert(res == VK_SUCCESS);
? ? // Get the index of the next available swapchain image:
? ? res = vkAcquireNextImageKHR(info.device, info.swap_chain, UINT64_MAX,
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? imageAcquiredSemaphore, VK_NULL_HANDLE,
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? &info.current_buffer);
? ? // TODO: Deal with the VK_SUBOPTIMAL_KHR and VK_ERROR_OUT_OF_DATE_KHR
? ? // return codes
? ? assert(res == VK_SUCCESS);
? ? VkRenderPassBeginInfo rp_begin;
? ? rp_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
? ? rp_begin.pNext = NULL;
? ? rp_begin.renderPass = info.render_pass;
? ? rp_begin.framebuffer = info.framebuffers[info.current_buffer];
? ? rp_begin.renderArea.offset.x = 0;
? ? rp_begin.renderArea.offset.y = 0;
? ? rp_begin.renderArea.extent.width = info.width;
? ? rp_begin.renderArea.extent.height = info.height;
? ? rp_begin.clearValueCount = 2;
? ? rp_begin.pClearValues = clear_values;
? ? vkCmdBeginRenderPass(info.cmd, &rp_begin, VK_SUBPASS_CONTENTS_INLINE);
? ? vkCmdBindPipeline(info.cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, info.pipeline);
? ? vkCmdBindDescriptorSets(info.cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
? ? ? ? ? ? ? ? ? ? ? ? ? ? info.pipeline_layout, 0, NUM_DESCRIPTOR_SETS,
? ? ? ? ? ? ? ? ? ? ? ? ? ? info.desc_set.data(), 0, NULL);
? ? const VkDeviceSize offsets[1] = {0};
? ? vkCmdBindVertexBuffers(info.cmd, 0, 1, &info.vertex_buffer.buf, offsets);
? ? init_viewports(info);
? ? init_scissors(info);
? ? vkCmdDraw(info.cmd, 12 * 3, 1, 0, 0);
? ? vkCmdEndRenderPass(info.cmd);
? ? res = vkEndCommandBuffer(info.cmd);
? ? const VkCommandBuffer cmd_bufs[] = {info.cmd};
? ? VkFenceCreateInfo fenceInfo;
? ? VkFence drawFence;
? ? fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
? ? fenceInfo.pNext = NULL;
? ? fenceInfo.flags = 0;
? ? vkCreateFence(info.device, &fenceInfo, NULL, &drawFence);
? ? VkPipelineStageFlags pipe_stage_flags =
? ? ? ? VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
? ? VkSubmitInfo submit_info[1] = {};
? ? submit_info[0].pNext = NULL;
? ? submit_info[0].sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
? ? submit_info[0].waitSemaphoreCount = 1;
? ? submit_info[0].pWaitSemaphores = &imageAcquiredSemaphore;
? ? submit_info[0].pWaitDstStageMask = &pipe_stage_flags;
? ? submit_info[0].commandBufferCount = 1;
? ? submit_info[0].pCommandBuffers = cmd_bufs;
? ? submit_info[0].signalSemaphoreCount = 0;
? ? submit_info[0].pSignalSemaphores = NULL;
? ? /* Queue the command buffer for execution */
? ? res = vkQueueSubmit(info.graphics_queue, 1, submit_info, drawFence);
? ? assert(res == VK_SUCCESS);
? ? /* Now present the image in the window */
? ? VkPresentInfoKHR present;
? ? present.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
? ? present.pNext = NULL;
? ? present.swapchainCount = 1;
? ? present.pSwapchains = &info.swap_chain;
? ? present.pImageIndices = &info.current_buffer;
? ? present.pWaitSemaphores = NULL;
? ? present.waitSemaphoreCount = 0;
? ? present.pResults = NULL;
? ? /* Make sure command buffer is finished before presenting */
? ? do {
? ? ? ? res =
? ? ? ? ? ? vkWaitForFences(info.device, 1, &drawFence, VK_TRUE, FENCE_TIMEOUT);
? ? } while (res == VK_TIMEOUT);
? ? assert(res == VK_SUCCESS);
? ? res = vkQueuePresentKHR(info.present_queue, &present);
? ? assert(res == VK_SUCCESS);
? ? wait_seconds(1);
? ? /* VULKAN_KEY_END */
? ? if (info.save_images)
? ? ? ? write_ppm(info, "drawcube");
? ? vkDestroySemaphore(info.device, imageAcquiredSemaphore, NULL);
? ? vkDestroyFence(info.device, drawFence, NULL);
? ? destroy_pipeline(info);
? ? destroy_pipeline_cache(info);
? ? destroy_descriptor_pool(info);
? ? destroy_vertex_buffer(info);
? ? destroy_framebuffers(info);
? ? destroy_shaders(info);
? ? destroy_renderpass(info);
? ? destroy_descriptor_and_pipeline_layouts(info);
? ? destroy_uniform_buffer(info);
? ? destroy_depth_buffer(info);
? ? destroy_swap_chain(info);
? ? destroy_command_buffer(info);
? ? destroy_command_pool(info);
? ? destroy_device(info);
? ? destroy_window(info);
? ? destroy_instance(info);
? ? return 0;
}
執行程序,最終效果如下
其它資料
https://developer.nvidia.com/Vulkan
https://developer.nvidia.com/vulkan-driver
https://vulkan-tutorial.com/
http://blog.csdn.net/lbknxy/article/category/6393151
總結
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