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561 | #include "Global_Header.h"
#include "Vulkan_Header.h"
#include "Windows_Misc.h"
#include <math.h>
extern VulkanSystem _VkSystem;
static void BeginRenderPass(VkRenderPass renderPass, VkFramebuffer frameBuffer, VkCommandBuffer commandBuffer,
float r, float g, float b)
{
VkClearValue clearValue = {};
clearValue.color = { r,g,b,0 };
VkRenderPassBeginInfo passInfo = {};
passInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
passInfo.renderPass = renderPass;
passInfo.framebuffer = frameBuffer;
passInfo.pClearValues = &clearValue;
passInfo.clearValueCount = 1;
passInfo.renderArea.extent.width = SCREEN_WIDTH;
passInfo.renderArea.extent.height = SCREEN_HEIGHT;
vkCmdBeginRenderPass(commandBuffer, &passInfo, VK_SUBPASS_CONTENTS_INLINE);
}
static int SubmitToQueue(VkQueue queue, VkCommandBuffer commandBuffer, VkFence fence, VkSemaphore waitSemap, VkSemaphore signalSemap)
{
VkSubmitInfo submitInfo = {};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
submitInfo.pWaitSemaphores = &waitSemap;
submitInfo.waitSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &signalSemap;
submitInfo.signalSemaphoreCount = 1;
VkPipelineStageFlags pipeFlags = VK_PIPELINE_STAGE_TRANSFER_BIT;
submitInfo.pWaitDstStageMask = &pipeFlags;
VkResult res = vkQueueSubmit(queue, 1, &submitInfo, fence);
return res;
}
static int FindMemoryType(uint32_t memoryTypeBits, uint32_t properties)
{
// Get Physical Device Properties
VkPhysicalDeviceMemoryProperties devMemProp = {};
vkGetPhysicalDeviceMemoryProperties(_VkSystem.physicalDevice, &devMemProp);
// Check which index of the memory properties supports HOST_VISIBLE?
int typeIndex = -1;
for (uint32_t i = 0; i < devMemProp.memoryTypeCount; i++)
{
if ((memoryTypeBits & (1 << i)) && ((devMemProp.memoryTypes[i].propertyFlags & properties) == properties))
{
typeIndex = i;
break;
}
}
return typeIndex;
}
// Create and Allocate a Buffer
static int CreateBuffer(uint64_t size, VkBufferUsageFlagBits usage, VkBuffer* pBuffer, VkDeviceMemory* pDevMemory)
{
// Setup The Buffer information
VkBufferCreateInfo bufferInfo = {};
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.usage = usage;
bufferInfo.size = size;
bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
// Create a Buffer
VkBuffer buffer;
VkResult res = vkCreateBuffer(_VkSystem.device, &bufferInfo, 0, &buffer);
if (res != VK_SUCCESS)
return 1;
// Get the Memory Requirements for the buffer
VkMemoryRequirements memoryReq;
vkGetBufferMemoryRequirements(_VkSystem.device, buffer, &memoryReq);
uint32_t typeIndex = FindMemoryType(memoryReq.memoryTypeBits, (VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT));
if (typeIndex == -1)
DebugBreak();
// Setup Memory Allocation Information
VkMemoryAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memoryReq.size;
allocInfo.memoryTypeIndex = typeIndex;
// Allocate device memory
VkDeviceMemory devMemory = {};
res = vkAllocateMemory(_VkSystem.device, &allocInfo, 0, &devMemory);
if (res != VK_SUCCESS)
return 1;
// Bind the Buffer to our Device Memory
res = vkBindBufferMemory(_VkSystem.device, buffer, devMemory, 0);
if (res != VK_SUCCESS)
return 1;
*pBuffer = buffer;
*pDevMemory = devMemory;
return res;
}
// Not too horrible
static int SetupVertexDataBuffer()
{
// Vertex Data
float vertData[] = {
-0.5f,0.5f , -0.5f,-0.5f, 0.5f,-0.5f,
-0.5f,0.5f , 0.5f,-0.5f, 0.5f,0.5f
};
uint32_t size = ALIGN_BUFFER_SIZE(sizeof(vertData));
VkBuffer vertBuffer;
VkDeviceMemory devMemory;
if (CreateBuffer(size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, &vertBuffer, &devMemory) != VK_SUCCESS)
return 1;
// Map the Device Memory so we can write to it
void* mappedMemory = 0;
VkResult res = vkMapMemory(_VkSystem.device, devMemory, 0, size, 0, &mappedMemory);
if (res != VK_SUCCESS)
return 1;
// Copy to Device Memory
memcpy(mappedMemory, vertData, size);
// Unmap Device Memory
vkUnmapMemory(_VkSystem.device, devMemory);
_VkSystem.vertBuffer = vertBuffer;
_VkSystem.vertDevMemory = devMemory;
return res;
}
// Create a Shader Module from a SPIR-V Shader
static int CreateShaderModule(const wchar_t* file, VkShaderModule* pShaderModule)
{
// Load Shader (SPIR-V) to Memory temporarily
unsigned long size;
void* shaderFile = Win32_FileLoader(file, &size);
VkShaderModuleCreateInfo moduleInfo = {};
moduleInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
moduleInfo.codeSize = size;
moduleInfo.pCode = (uint32_t*)shaderFile;
// Create Shader Module
VkShaderModule shaderModule;
VkResult res = vkCreateShaderModule(_VkSystem.device, &moduleInfo, 0, &shaderModule);
if (res != VK_SUCCESS)
return 1;
// Free Memory used for the Shader (SPIR-V)
Win32_Free(shaderFile);
*pShaderModule = shaderModule;
return res;
}
// Setup Shader Stage Info (For convenience)
static void SetupShaderStageInfo(VkPipelineShaderStageCreateInfo* stageInfo, VkShaderModule shaderModule, const char* entryPoint, VkShaderStageFlagBits flagBits)
{
stageInfo->sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stageInfo->stage = flagBits;
stageInfo->pName = entryPoint;
stageInfo->module = shaderModule;
}
// Setup Viewport State Info (For convenience)
static void SetupViewPortStateInfo(VkPipelineViewportStateCreateInfo* pViewportInfo, VkViewport* pViewport, VkRect2D* pScissors, uint32_t width, uint32_t height)
{
// Viewport and Scissors should be the Window Width/Height
ZeroMemory(pViewport, sizeof(*pViewport));
pViewport->width = (float)width;
pViewport->height = (float)height;
ZeroMemory(pScissors, sizeof(*pScissors));
pScissors->extent.width = width;
pScissors->extent.height = height;
// Setup Viewport state information
ZeroMemory(pViewportInfo, sizeof(*pViewportInfo));
pViewportInfo->sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
pViewportInfo->viewportCount = pViewportInfo->scissorCount = 1;
pViewportInfo->pViewports = pViewport;
pViewportInfo->pScissors = pScissors;
}
static int CreateLayoutBinding(VkDescriptorSetLayout* pDescLayout)
{
// Setup Layout Binding for the Uniform buffer that contains "camera"
VkDescriptorSetLayoutBinding layoutBinding = {};
layoutBinding.binding = 0;
layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
layoutBinding.descriptorCount = 1;
layoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
// Setup the Description Layout Info
VkDescriptorSetLayoutCreateInfo descLayoutInfo = {};
descLayoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
descLayoutInfo.pBindings = &layoutBinding;
descLayoutInfo.bindingCount = 1;
// Create Description Layout
VkDescriptorSetLayout descLayout = {};
VkResult res = vkCreateDescriptorSetLayout(_VkSystem.device, &descLayoutInfo, 0, &descLayout);
if (res != VK_SUCCESS)
return 1;
*pDescLayout = descLayout;
return res;
}
// Bad
static int CreateUniformDescription(VkDescriptorPool* pDescPool, VkDescriptorSetLayout* pDescLayout, VkDescriptorSet* pDescSet,
VkDeviceMemory* pDevMemory, VkBuffer* pUniBuffer)
{
VkDescriptorSetLayout descLayout = {};
if (CreateLayoutBinding(&descLayout) != VK_SUCCESS)
return 1;
// Setup Descriptor Pool Size
VkDescriptorPoolSize descPoolSize = {};
descPoolSize.descriptorCount = 1;
descPoolSize.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
// Setup Descriptor Pool Info
VkDescriptorPoolCreateInfo descPoolInfo = {};
descPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
descPoolInfo.maxSets = 1;
descPoolInfo.poolSizeCount = 1;
descPoolInfo.pPoolSizes = &descPoolSize;
// Create Descriptor Pool
VkDescriptorPool descPool = {};
VkResult res = vkCreateDescriptorPool(_VkSystem.device, &descPoolInfo, 0, &descPool);
if (res != VK_SUCCESS)
return 1;
// Setup Descriptor Allocate Info
VkDescriptorSetAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
allocInfo.descriptorPool = descPool;
allocInfo.pSetLayouts = &descLayout;
allocInfo.descriptorSetCount = 1;
// Allocate Descriptor set/s
VkDescriptorSet descSet = {};
res = vkAllocateDescriptorSets(_VkSystem.device, &allocInfo, &descSet);
if (res != VK_SUCCESS)
return 1;
// Create some random big buffer for the Uniform block
int uniBlockSize = ALIGN_BUFFER_SIZE(sizeof(float) * 2); // vec2
VkDeviceMemory devMemory;
VkBuffer uniBuffer;
CreateBuffer(uniBlockSize, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, &uniBuffer, &devMemory);
void* pBuffer;
vkMapMemory(_VkSystem.device, devMemory, 0, uniBlockSize, 0, &pBuffer);
((float*)pBuffer)[0] = 0.1f; // x
((float*)pBuffer)[1] = 0.5f; // y
VkMappedMemoryRange range = {};
range.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
range.memory = devMemory;
range.size = uniBlockSize;
res = vkFlushMappedMemoryRanges(_VkSystem.device, 1, &range);
if (res != VK_SUCCESS)
return 1;
vkUnmapMemory(_VkSystem.device, devMemory);
// Setup Descriptor Buffer Info
VkDescriptorBufferInfo bufferInfo = {};
bufferInfo.vertBuffer = uniBuffer;
bufferInfo.range = uniBlockSize;
// Setup Write Descriptor Set
VkWriteDescriptorSet writeDescSet = {};
writeDescSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeDescSet.descriptorCount = 1;
writeDescSet.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
writeDescSet.dstSet = descSet;
writeDescSet.pBufferInfo = &bufferInfo;
// Update Descriptor set/s
vkUpdateDescriptorSets(_VkSystem.device, 1, &writeDescSet, 0, 0);
*pDescLayout = descLayout;
*pDescSet = descSet;
*pDevMemory = devMemory;
*pUniBuffer = uniBuffer;
*pDescPool = descPool;
return res;
}
// Simple function to setup the VkPipelineVertexInputStateCreateInfo for convenience
static void SetupVertexInputStateInfo(VkPipelineVertexInputStateCreateInfo* pVertInfo, VkVertexInputAttributeDescription* pVertAttribDesc,
VkVertexInputBindingDescription* pVertBindDesc, VkFormat format, VkVertexInputRate inputRate, uint32_t stride)
{
// Setup Vertex Input Attribute Description (2 32bit floats at location=0)
VkVertexInputAttributeDescription vertAttribDesc = {};
vertAttribDesc.binding = 0;
vertAttribDesc.location = 0;
vertAttribDesc.offset = 0;
vertAttribDesc.format = format;
// Setup Vertex Input Binding Description
VkVertexInputBindingDescription vertBindDesc = {};
vertBindDesc.binding = 0;
vertBindDesc.inputRate = inputRate;
vertBindDesc.stride = stride;
*pVertAttribDesc = vertAttribDesc;
*pVertBindDesc = vertBindDesc;
// Setup Vertex Input State Information
VkPipelineVertexInputStateCreateInfo vertInfo = {};
vertInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertInfo.pVertexAttributeDescriptions = pVertAttribDesc;
vertInfo.vertexAttributeDescriptionCount = 1;
vertInfo.pVertexBindingDescriptions = pVertBindDesc;
vertInfo.vertexBindingDescriptionCount = 1;
*pVertInfo = vertInfo;
}
// Simple function to setup the VkPipelineRasterizationStateCreateInfo for convenience
static void SetupRasterizationStateInfo(VkPipelineRasterizationStateCreateInfo* pRasterInfo)
{
// Setup Rasterization State Information
VkPipelineRasterizationStateCreateInfo rasterInfo = {};
rasterInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterInfo.polygonMode = VK_POLYGON_MODE_FILL;
rasterInfo.cullMode = VK_CULL_MODE_NONE;
rasterInfo.frontFace = VK_FRONT_FACE_CLOCKWISE;
rasterInfo.lineWidth = 1.0f;
*pRasterInfo = rasterInfo;
}
// Horrible
static int SetupGraphicsPipeline()
{
VkResult res;
// Create Vertex Shader Module
VkShaderModule vertexModule;
if (CreateShaderModule(L"vert.spv", &vertexModule) != VK_SUCCESS)
return 1;
// Create Fragment Shader Module
VkShaderModule fragModule;
if (CreateShaderModule(L"frag.spv", &fragModule) != VK_SUCCESS)
return 1;
// Create 2 Shader Stage Create Info for Vertex and Fragment shaders
VkPipelineShaderStageCreateInfo stageInfo[2] = {};
// Setup Stage info for the Vertex Shader
SetupShaderStageInfo(&stageInfo[0], vertexModule, "main", VK_SHADER_STAGE_VERTEX_BIT);
// Setup Stage info for the Fragment Shader
SetupShaderStageInfo(&stageInfo[1], fragModule, "main", VK_SHADER_STAGE_FRAGMENT_BIT);
if (CreateUniformDescription(&_VkSystem.mainUniform.descPool, &_VkSystem.mainUniform.setLayout,
&_VkSystem.mainUniform.descSet, &_VkSystem.mainUniform.devMemory, &_VkSystem.mainUniform.vertBuffer) != VK_SUCCESS)
return 1;
VkPipelineLayoutCreateInfo layoutInfo = {};
layoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layoutInfo.setLayoutCount = 1;
layoutInfo.pSetLayouts = &_VkSystem.mainUniform.setLayout;
// Create the Pipeline Layout
VkPipelineLayout pipeLayout;
res = vkCreatePipelineLayout(_VkSystem.device, &layoutInfo, 0, &pipeLayout);
if (res != VK_SUCCESS)
return 1;
// Setup Viewport State Information
VkPipelineViewportStateCreateInfo viewportInfo;
VkViewport viewPort;
VkRect2D scissors;
SetupViewPortStateInfo(&viewportInfo, &viewPort, &scissors, SCREEN_WIDTH, SCREEN_HEIGHT);
// Setup Rasterization State Information
VkPipelineRasterizationStateCreateInfo rasterInfo = {};
SetupRasterizationStateInfo(&rasterInfo);
// Setup Input Assembly State Information
VkPipelineInputAssemblyStateCreateInfo assemblyInfo = {};
assemblyInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
assemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
// Setup Vertex Input State Information
VkVertexInputAttributeDescription vertAttribDesc;
VkVertexInputBindingDescription vertBindDesc;
VkPipelineVertexInputStateCreateInfo vertInfo;
SetupVertexInputStateInfo(&vertInfo, &vertAttribDesc, &vertBindDesc, VK_FORMAT_R32G32_SFLOAT,
VK_VERTEX_INPUT_RATE_VERTEX, sizeof(float) * 2);
VkPipelineMultisampleStateCreateInfo multiInfo = {};
multiInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multiInfo.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
// Set Color Blend Attachment State (we want RGBA to be enabled for writing)
VkPipelineColorBlendAttachmentState blendAttachment = {};
blendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
VkPipelineColorBlendStateCreateInfo blendInfo = {};
blendInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
blendInfo.attachmentCount = 1;
blendInfo.pAttachments = &blendAttachment;
// Setup Graphics Pipeline Information
VkGraphicsPipelineCreateInfo pipelineInfo = {};
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineInfo.renderPass = _VkSystem.renderPass;
pipelineInfo.stageCount = _countof(stageInfo);
pipelineInfo.pStages = stageInfo;
pipelineInfo.pVertexInputState = &vertInfo;
pipelineInfo.pInputAssemblyState = &assemblyInfo;
pipelineInfo.pRasterizationState = &rasterInfo;
pipelineInfo.layout = pipeLayout;
pipelineInfo.pViewportState = &viewportInfo;
pipelineInfo.pColorBlendState = &blendInfo;
pipelineInfo.pMultisampleState = &multiInfo;
// Create Graphics Pipeline
VkPipeline graphicPipeline;
res = vkCreateGraphicsPipelines(_VkSystem.device, 0, 1, &pipelineInfo, 0, &graphicPipeline);
if (res != VK_SUCCESS)
return 1;
_VkSystem.graphicsPipeline = graphicPipeline;
_VkSystem.pipeLayout = pipeLayout;
return res;
}
int QueuePresent(VkQueue queue, VkSwapchainKHR swapchain, VkSemaphore semaphoreSubmit, uint32_t imageIndex)
{
VkPresentInfoKHR presentInfo = {};
presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
presentInfo.pSwapchains = &swapchain;
presentInfo.swapchainCount = 1;
presentInfo.pWaitSemaphores = &semaphoreSubmit;
presentInfo.waitSemaphoreCount = 1;
presentInfo.pImageIndices = &_VkSystem.imageIndex;
VkResult res = vkQueuePresentKHR(queue, &presentInfo);
return res;
}
static int runOnce = 1;
int Vulkan_Render(float color)
{
VkResult res;
// Setup our Pipeline (should not be done here)
if (runOnce)
{
if (SetupGraphicsPipeline() != VK_SUCCESS)
return 1;
if (SetupVertexDataBuffer() != VK_SUCCESS)
return 1;
}
// Only wait for the Fence after the first frame
if (!runOnce)
{
// Wait for Fence
vkWaitForFences(_VkSystem.device, 1, &_VkSystem.fence, 1, UINT64_MAX);
}
// Acquire the next image to work at (this is technically allowed to fail, but we need to restart the loop then)
res = vkAcquireNextImageKHR(_VkSystem.device, _VkSystem.swapchainKHR, UINT64_MAX, _VkSystem.semaphoreNextImage, VK_NULL_HANDLE, &_VkSystem.imageIndex);
if (res != VK_SUCCESS)
{
DebugBreak();
return 1;
}
// Reset Fence
vkResetFences(_VkSystem.device, 1, &_VkSystem.fence);
VkCommandBufferBeginInfo beginInfo = {};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
// Begin CommandBuffer Recording
vkBeginCommandBuffer(_VkSystem.commandBuffer, &beginInfo);
// Bind Graphics Pipeline
vkCmdBindPipeline(_VkSystem.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, _VkSystem.graphicsPipeline);
VkDeviceSize devSize = 0;
// Bind Vertex Buffers
vkCmdBindVertexBuffers(_VkSystem.commandBuffer, 0, 1, &_VkSystem.vertBuffer, &devSize);
//vkCmdBindDescriptorSets(_VkSystem.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, _VkSystem.pipeLayout, 0, 1, &_VkSystem.mainUniform.descSet, 0, 0);
// Begin RenderPass
BeginRenderPass(_VkSystem.renderPass, _VkSystem.frameBuffers[_VkSystem.imageIndex].frameBuffer,
_VkSystem.commandBuffer, 0.5f, 0.1f, 0.8f);
// Draw Vertex Buffer
vkCmdDraw(_VkSystem.commandBuffer, 6, 1, 0, 0);
// End RenderPass
vkCmdEndRenderPass(_VkSystem.commandBuffer);
// End CommandBuffer Recording
res = vkEndCommandBuffer(_VkSystem.commandBuffer);
if (res != VK_SUCCESS)
{
DebugBreak();
return 1;
}
res = (VkResult)SubmitToQueue(_VkSystem.queue.queue, _VkSystem.commandBuffer, _VkSystem.fence,
_VkSystem.semaphoreNextImage, _VkSystem.queue.semaphoreSubmit);
if(res != VK_SUCCESS)
{
DebugBreak();
return 1;
}
QueuePresent(_VkSystem.queue.queue, _VkSystem.swapchainKHR, _VkSystem.queue.semaphoreSubmit, _VkSystem.imageIndex);
if (runOnce)
runOnce = 0;
}
|