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++ // Copyright (C) 2017 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
++
++ #include "renderer.h"
++ #include "qrandom.h"
++ #include <QVulkanFunctions>
++ #include <QtConcurrentRun>
++ #include <QTime>
++
++ static float quadVert[] = { // Y up, front = CW
++ -1, -1, 0,
++ -1, 1, 0,
++ 1, -1, 0,
++ 1, 1, 0
++ };
++
++ #define DBG Q_UNLIKELY(m_window->isDebugEnabled())
++
++ const int MAX_INSTANCES = 16384;
++ const VkDeviceSize PER_INSTANCE_DATA_SIZE = 6 * sizeof(float); // instTranslate, instDiffuseAdjust
++
++ static inline VkDeviceSize aligned(VkDeviceSize v, VkDeviceSize byteAlign)
++ {
++ return (v + byteAlign - 1) & ~(byteAlign - 1);
++ }
++
++ Renderer::Renderer(VulkanWindow *w, int initialCount)
++ : m_window(w),
++ // Have the light positioned just behind the default camera position, looking forward.
++ m_lightPos(0.0f, 0.0f, 25.0f),
++ m_cam(QVector3D(0.0f, 0.0f, 20.0f)), // starting camera position
++ m_instCount(initialCount)
++ {
++ m_floorModel.translate(0, -5, 0);
++ m_floorModel.rotate(-90, 1, 0, 0);
++ m_floorModel.scale(20, 100, 1);
++
++ m_blockMesh.load(QStringLiteral(":/block.buf"));
++ m_logoMesh.load(QStringLiteral(":/qt_logo.buf"));
++
++ QObject::connect(&m_frameWatcher, &QFutureWatcherBase::finished, m_window, [this] {
++ if (m_framePending) {
++ m_framePending = false;
++ m_window->frameReady();
++ m_window->requestUpdate();
++ }
++ });
++ }
++
++ void Renderer::preInitResources()
++ {
++ const QList<int> sampleCounts = m_window->supportedSampleCounts();
++ if (DBG)
++ qDebug() << "Supported sample counts:" << sampleCounts;
++ if (sampleCounts.contains(4)) {
++ if (DBG)
++ qDebug("Requesting 4x MSAA");
++ m_window->setSampleCount(4);
++ }
++ }
++
++ void Renderer::initResources()
++ {
++ if (DBG)
++ qDebug("Renderer init");
++
++ m_animating = true;
++ m_framePending = false;
++
++ QVulkanInstance *inst = m_window->vulkanInstance();
++ VkDevice dev = m_window->device();
++ const VkPhysicalDeviceLimits *pdevLimits = &m_window->physicalDeviceProperties()->limits;
++ const VkDeviceSize uniAlign = pdevLimits->minUniformBufferOffsetAlignment;
++
++ m_devFuncs = inst->deviceFunctions(dev);
++
++ // Note the std140 packing rules. A vec3 still has an alignment of 16,
++ // while a mat3 is like 3 * vec3.
++ m_itemMaterial.vertUniSize = aligned(2 * 64 + 48, uniAlign); // see color_phong.vert
++ m_itemMaterial.fragUniSize = aligned(6 * 16 + 12 + 2 * 4, uniAlign); // see color_phong.frag
++
++ if (!m_itemMaterial.vs.isValid())
++ m_itemMaterial.vs.load(inst, dev, QStringLiteral(":/color_phong_vert.spv"));
++ if (!m_itemMaterial.fs.isValid())
++ m_itemMaterial.fs.load(inst, dev, QStringLiteral(":/color_phong_frag.spv"));
++
++ if (!m_floorMaterial.vs.isValid())
++ m_floorMaterial.vs.load(inst, dev, QStringLiteral(":/color_vert.spv"));
++ if (!m_floorMaterial.fs.isValid())
++ m_floorMaterial.fs.load(inst, dev, QStringLiteral(":/color_frag.spv"));
++
++ m_pipelinesFuture = QtConcurrent::run(&Renderer::createPipelines, this);
++ }
++
++ void Renderer::createPipelines()
++ {
++ VkDevice dev = m_window->device();
++
++ VkPipelineCacheCreateInfo pipelineCacheInfo;
++ memset(&pipelineCacheInfo, 0, sizeof(pipelineCacheInfo));
++ pipelineCacheInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
++ VkResult err = m_devFuncs->vkCreatePipelineCache(dev, &pipelineCacheInfo, nullptr, &m_pipelineCache);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to create pipeline cache: %d", err);
++
++ createItemPipeline();
++ createFloorPipeline();
++ }
++
++ void Renderer::createItemPipeline()
++ {
++ VkDevice dev = m_window->device();
++
++ // Vertex layout.
++ VkVertexInputBindingDescription vertexBindingDesc[] = {
++ {
++ 0, // binding
++ 8 * sizeof(float),
++ VK_VERTEX_INPUT_RATE_VERTEX
++ },
++ {
++ 1,
++ 6 * sizeof(float),
++ VK_VERTEX_INPUT_RATE_INSTANCE
++ }
++ };
++ VkVertexInputAttributeDescription vertexAttrDesc[] = {
++ { // position
++ 0, // location
++ 0, // binding
++ VK_FORMAT_R32G32B32_SFLOAT,
++ 0 // offset
++ },
++ { // normal
++ 1,
++ 0,
++ VK_FORMAT_R32G32B32_SFLOAT,
++ 5 * sizeof(float)
++ },
++ { // instTranslate
++ 2,
++ 1,
++ VK_FORMAT_R32G32B32_SFLOAT,
++ 0
++ },
++ { // instDiffuseAdjust
++ 3,
++ 1,
++ VK_FORMAT_R32G32B32_SFLOAT,
++ 3 * sizeof(float)
++ }
++ };
++
++ VkPipelineVertexInputStateCreateInfo vertexInputInfo;
++ vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
++ vertexInputInfo.pNext = nullptr;
++ vertexInputInfo.flags = 0;
++ vertexInputInfo.vertexBindingDescriptionCount = sizeof(vertexBindingDesc) / sizeof(vertexBindingDesc[0]);
++ vertexInputInfo.pVertexBindingDescriptions = vertexBindingDesc;
++ vertexInputInfo.vertexAttributeDescriptionCount = sizeof(vertexAttrDesc) / sizeof(vertexAttrDesc[0]);
++ vertexInputInfo.pVertexAttributeDescriptions = vertexAttrDesc;
++
++ // Descriptor set layout.
++ VkDescriptorPoolSize descPoolSizes[] = {
++ { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 2 }
++ };
++ VkDescriptorPoolCreateInfo descPoolInfo;
++ memset(&descPoolInfo, 0, sizeof(descPoolInfo));
++ descPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
++ descPoolInfo.maxSets = 1; // a single set is enough due to the dynamic uniform buffer
++ descPoolInfo.poolSizeCount = sizeof(descPoolSizes) / sizeof(descPoolSizes[0]);
++ descPoolInfo.pPoolSizes = descPoolSizes;
++ VkResult err = m_devFuncs->vkCreateDescriptorPool(dev, &descPoolInfo, nullptr, &m_itemMaterial.descPool);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to create descriptor pool: %d", err);
++
++ VkDescriptorSetLayoutBinding layoutBindings[] =
++ {
++ {
++ 0, // binding
++ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
++ 1, // descriptorCount
++ VK_SHADER_STAGE_VERTEX_BIT,
++ nullptr
++ },
++ {
++ 1,
++ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
++ 1,
++ VK_SHADER_STAGE_FRAGMENT_BIT,
++ nullptr
++ }
++ };
++ VkDescriptorSetLayoutCreateInfo descLayoutInfo = {
++ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
++ nullptr,
++ 0,
++ sizeof(layoutBindings) / sizeof(layoutBindings[0]),
++ layoutBindings
++ };
++ err = m_devFuncs->vkCreateDescriptorSetLayout(dev, &descLayoutInfo, nullptr, &m_itemMaterial.descSetLayout);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to create descriptor set layout: %d", err);
++
++ VkDescriptorSetAllocateInfo descSetAllocInfo = {
++ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
++ nullptr,
++ m_itemMaterial.descPool,
++ 1,
++ &m_itemMaterial.descSetLayout
++ };
++ err = m_devFuncs->vkAllocateDescriptorSets(dev, &descSetAllocInfo, &m_itemMaterial.descSet);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to allocate descriptor set: %d", err);
++
++ // Graphics pipeline.
++ VkPipelineLayoutCreateInfo pipelineLayoutInfo;
++ memset(&pipelineLayoutInfo, 0, sizeof(pipelineLayoutInfo));
++ pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
++ pipelineLayoutInfo.setLayoutCount = 1;
++ pipelineLayoutInfo.pSetLayouts = &m_itemMaterial.descSetLayout;
++
++ err = m_devFuncs->vkCreatePipelineLayout(dev, &pipelineLayoutInfo, nullptr, &m_itemMaterial.pipelineLayout);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to create pipeline layout: %d", err);
++
++ VkGraphicsPipelineCreateInfo pipelineInfo;
++ memset(&pipelineInfo, 0, sizeof(pipelineInfo));
++ pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
++
++ VkPipelineShaderStageCreateInfo shaderStages[2] = {
++ {
++ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
++ nullptr,
++ 0,
++ VK_SHADER_STAGE_VERTEX_BIT,
++ m_itemMaterial.vs.data()->shaderModule,
++ "main",
++ nullptr
++ },
++ {
++ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
++ nullptr,
++ 0,
++ VK_SHADER_STAGE_FRAGMENT_BIT,
++ m_itemMaterial.fs.data()->shaderModule,
++ "main",
++ nullptr
++ }
++ };
++ pipelineInfo.stageCount = 2;
++ pipelineInfo.pStages = shaderStages;
++
++ pipelineInfo.pVertexInputState = &vertexInputInfo;
++
++ VkPipelineInputAssemblyStateCreateInfo ia;
++ memset(&ia, 0, sizeof(ia));
++ ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
++ ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
++ pipelineInfo.pInputAssemblyState = &ia;
++
++ VkPipelineViewportStateCreateInfo vp;
++ memset(&vp, 0, sizeof(vp));
++ vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
++ vp.viewportCount = 1;
++ vp.scissorCount = 1;
++ pipelineInfo.pViewportState = &vp;
++
++ VkPipelineRasterizationStateCreateInfo rs;
++ memset(&rs, 0, sizeof(rs));
++ rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
++ rs.polygonMode = VK_POLYGON_MODE_FILL;
++ rs.cullMode = VK_CULL_MODE_BACK_BIT;
++ rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
++ rs.lineWidth = 1.0f;
++ pipelineInfo.pRasterizationState = &rs;
++
++ VkPipelineMultisampleStateCreateInfo ms;
++ memset(&ms, 0, sizeof(ms));
++ ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
++ ms.rasterizationSamples = m_window->sampleCountFlagBits();
++ pipelineInfo.pMultisampleState = &ms;
++
++ VkPipelineDepthStencilStateCreateInfo ds;
++ memset(&ds, 0, sizeof(ds));
++ ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
++ ds.depthTestEnable = VK_TRUE;
++ ds.depthWriteEnable = VK_TRUE;
++ ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
++ pipelineInfo.pDepthStencilState = &ds;
++
++ VkPipelineColorBlendStateCreateInfo cb;
++ memset(&cb, 0, sizeof(cb));
++ cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
++ VkPipelineColorBlendAttachmentState att;
++ memset(&att, 0, sizeof(att));
++ att.colorWriteMask = 0xF;
++ cb.attachmentCount = 1;
++ cb.pAttachments = &att;
++ pipelineInfo.pColorBlendState = &cb;
++
++ VkDynamicState dynEnable[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
++ VkPipelineDynamicStateCreateInfo dyn;
++ memset(&dyn, 0, sizeof(dyn));
++ dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
++ dyn.dynamicStateCount = sizeof(dynEnable) / sizeof(VkDynamicState);
++ dyn.pDynamicStates = dynEnable;
++ pipelineInfo.pDynamicState = &dyn;
++
++ pipelineInfo.layout = m_itemMaterial.pipelineLayout;
++ pipelineInfo.renderPass = m_window->defaultRenderPass();
++
++ err = m_devFuncs->vkCreateGraphicsPipelines(dev, m_pipelineCache, 1, &pipelineInfo, nullptr, &m_itemMaterial.pipeline);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to create graphics pipeline: %d", err);
++ }
++
++ void Renderer::createFloorPipeline()
++ {
++ VkDevice dev = m_window->device();
++
++ // Vertex layout.
++ VkVertexInputBindingDescription vertexBindingDesc = {
++ 0, // binding
++ 3 * sizeof(float),
++ VK_VERTEX_INPUT_RATE_VERTEX
++ };
++ VkVertexInputAttributeDescription vertexAttrDesc[] = {
++ { // position
++ 0, // location
++ 0, // binding
++ VK_FORMAT_R32G32B32_SFLOAT,
++ 0 // offset
++ },
++ };
++
++ VkPipelineVertexInputStateCreateInfo vertexInputInfo;
++ vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
++ vertexInputInfo.pNext = nullptr;
++ vertexInputInfo.flags = 0;
++ vertexInputInfo.vertexBindingDescriptionCount = 1;
++ vertexInputInfo.pVertexBindingDescriptions = &vertexBindingDesc;
++ vertexInputInfo.vertexAttributeDescriptionCount = sizeof(vertexAttrDesc) / sizeof(vertexAttrDesc[0]);
++ vertexInputInfo.pVertexAttributeDescriptions = vertexAttrDesc;
++
++ // Do not bother with uniform buffers and descriptors, all the data fits
++ // into the spec mandated minimum of 128 bytes for push constants.
++ VkPushConstantRange pcr[] = {
++ // mvp
++ {
++ VK_SHADER_STAGE_VERTEX_BIT,
++ 0,
++ 64
++ },
++ // color
++ {
++ VK_SHADER_STAGE_FRAGMENT_BIT,
++ 64,
++ 12
++ }
++ };
++
++ VkPipelineLayoutCreateInfo pipelineLayoutInfo;
++ memset(&pipelineLayoutInfo, 0, sizeof(pipelineLayoutInfo));
++ pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
++ pipelineLayoutInfo.pushConstantRangeCount = sizeof(pcr) / sizeof(pcr[0]);
++ pipelineLayoutInfo.pPushConstantRanges = pcr;
++
++ VkResult err = m_devFuncs->vkCreatePipelineLayout(dev, &pipelineLayoutInfo, nullptr, &m_floorMaterial.pipelineLayout);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to create pipeline layout: %d", err);
++
++ VkGraphicsPipelineCreateInfo pipelineInfo;
++ memset(&pipelineInfo, 0, sizeof(pipelineInfo));
++ pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
++
++ VkPipelineShaderStageCreateInfo shaderStages[2] = {
++ {
++ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
++ nullptr,
++ 0,
++ VK_SHADER_STAGE_VERTEX_BIT,
++ m_floorMaterial.vs.data()->shaderModule,
++ "main",
++ nullptr
++ },
++ {
++ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
++ nullptr,
++ 0,
++ VK_SHADER_STAGE_FRAGMENT_BIT,
++ m_floorMaterial.fs.data()->shaderModule,
++ "main",
++ nullptr
++ }
++ };
++ pipelineInfo.stageCount = 2;
++ pipelineInfo.pStages = shaderStages;
++
++ pipelineInfo.pVertexInputState = &vertexInputInfo;
++
++ VkPipelineInputAssemblyStateCreateInfo ia;
++ memset(&ia, 0, sizeof(ia));
++ ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
++ ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
++ pipelineInfo.pInputAssemblyState = &ia;
++
++ VkPipelineViewportStateCreateInfo vp;
++ memset(&vp, 0, sizeof(vp));
++ vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
++ vp.viewportCount = 1;
++ vp.scissorCount = 1;
++ pipelineInfo.pViewportState = &vp;
++
++ VkPipelineRasterizationStateCreateInfo rs;
++ memset(&rs, 0, sizeof(rs));
++ rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
++ rs.polygonMode = VK_POLYGON_MODE_FILL;
++ rs.cullMode = VK_CULL_MODE_BACK_BIT;
++ rs.frontFace = VK_FRONT_FACE_CLOCKWISE;
++ rs.lineWidth = 1.0f;
++ pipelineInfo.pRasterizationState = &rs;
++
++ VkPipelineMultisampleStateCreateInfo ms;
++ memset(&ms, 0, sizeof(ms));
++ ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
++ ms.rasterizationSamples = m_window->sampleCountFlagBits();
++ pipelineInfo.pMultisampleState = &ms;
++
++ VkPipelineDepthStencilStateCreateInfo ds;
++ memset(&ds, 0, sizeof(ds));
++ ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
++ ds.depthTestEnable = VK_TRUE;
++ ds.depthWriteEnable = VK_TRUE;
++ ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
++ pipelineInfo.pDepthStencilState = &ds;
++
++ VkPipelineColorBlendStateCreateInfo cb;
++ memset(&cb, 0, sizeof(cb));
++ cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
++ VkPipelineColorBlendAttachmentState att;
++ memset(&att, 0, sizeof(att));
++ att.colorWriteMask = 0xF;
++ cb.attachmentCount = 1;
++ cb.pAttachments = &att;
++ pipelineInfo.pColorBlendState = &cb;
++
++ VkDynamicState dynEnable[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
++ VkPipelineDynamicStateCreateInfo dyn;
++ memset(&dyn, 0, sizeof(dyn));
++ dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
++ dyn.dynamicStateCount = sizeof(dynEnable) / sizeof(VkDynamicState);
++ dyn.pDynamicStates = dynEnable;
++ pipelineInfo.pDynamicState = &dyn;
++
++ pipelineInfo.layout = m_floorMaterial.pipelineLayout;
++ pipelineInfo.renderPass = m_window->defaultRenderPass();
++
++ err = m_devFuncs->vkCreateGraphicsPipelines(dev, m_pipelineCache, 1, &pipelineInfo, nullptr, &m_floorMaterial.pipeline);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to create graphics pipeline: %d", err);
++ }
++
++ void Renderer::initSwapChainResources()
++ {
++ m_proj = m_window->clipCorrectionMatrix();
++ const QSize sz = m_window->swapChainImageSize();
++ m_proj.perspective(45.0f, sz.width() / (float) sz.height(), 0.01f, 1000.0f);
++ markViewProjDirty();
++ }
++
++ void Renderer::releaseSwapChainResources()
++ {
++ // It is important to finish the pending frame right here since this is the
++ // last opportunity to act with all resources intact.
++ m_frameWatcher.waitForFinished();
++ // Cannot count on the finished() signal being emitted before returning
++ // from here.
++ if (m_framePending) {
++ m_framePending = false;
++ m_window->frameReady();
++ }
++ }
++
++ void Renderer::releaseResources()
++ {
++ if (DBG)
++ qDebug("Renderer release");
++
++ m_pipelinesFuture.waitForFinished();
++
++ VkDevice dev = m_window->device();
++
++ if (m_itemMaterial.descSetLayout) {
++ m_devFuncs->vkDestroyDescriptorSetLayout(dev, m_itemMaterial.descSetLayout, nullptr);
++ m_itemMaterial.descSetLayout = VK_NULL_HANDLE;
++ }
++
++ if (m_itemMaterial.descPool) {
++ m_devFuncs->vkDestroyDescriptorPool(dev, m_itemMaterial.descPool, nullptr);
++ m_itemMaterial.descPool = VK_NULL_HANDLE;
++ }
++
++ if (m_itemMaterial.pipeline) {
++ m_devFuncs->vkDestroyPipeline(dev, m_itemMaterial.pipeline, nullptr);
++ m_itemMaterial.pipeline = VK_NULL_HANDLE;
++ }
++
++ if (m_itemMaterial.pipelineLayout) {
++ m_devFuncs->vkDestroyPipelineLayout(dev, m_itemMaterial.pipelineLayout, nullptr);
++ m_itemMaterial.pipelineLayout = VK_NULL_HANDLE;
++ }
++
++ if (m_floorMaterial.pipeline) {
++ m_devFuncs->vkDestroyPipeline(dev, m_floorMaterial.pipeline, nullptr);
++ m_floorMaterial.pipeline = VK_NULL_HANDLE;
++ }
++
++ if (m_floorMaterial.pipelineLayout) {
++ m_devFuncs->vkDestroyPipelineLayout(dev, m_floorMaterial.pipelineLayout, nullptr);
++ m_floorMaterial.pipelineLayout = VK_NULL_HANDLE;
++ }
++
++ if (m_pipelineCache) {
++ m_devFuncs->vkDestroyPipelineCache(dev, m_pipelineCache, nullptr);
++ m_pipelineCache = VK_NULL_HANDLE;
++ }
++
++ if (m_blockVertexBuf) {
++ m_devFuncs->vkDestroyBuffer(dev, m_blockVertexBuf, nullptr);
++ m_blockVertexBuf = VK_NULL_HANDLE;
++ }
++
++ if (m_logoVertexBuf) {
++ m_devFuncs->vkDestroyBuffer(dev, m_logoVertexBuf, nullptr);
++ m_logoVertexBuf = VK_NULL_HANDLE;
++ }
++
++ if (m_floorVertexBuf) {
++ m_devFuncs->vkDestroyBuffer(dev, m_floorVertexBuf, nullptr);
++ m_floorVertexBuf = VK_NULL_HANDLE;
++ }
++
++ if (m_uniBuf) {
++ m_devFuncs->vkDestroyBuffer(dev, m_uniBuf, nullptr);
++ m_uniBuf = VK_NULL_HANDLE;
++ }
++
++ if (m_bufMem) {
++ m_devFuncs->vkFreeMemory(dev, m_bufMem, nullptr);
++ m_bufMem = VK_NULL_HANDLE;
++ }
++
++ if (m_instBuf) {
++ m_devFuncs->vkDestroyBuffer(dev, m_instBuf, nullptr);
++ m_instBuf = VK_NULL_HANDLE;
++ }
++
++ if (m_instBufMem) {
++ m_devFuncs->vkFreeMemory(dev, m_instBufMem, nullptr);
++ m_instBufMem = VK_NULL_HANDLE;
++ }
++
++ if (m_itemMaterial.vs.isValid()) {
++ m_devFuncs->vkDestroyShaderModule(dev, m_itemMaterial.vs.data()->shaderModule, nullptr);
++ m_itemMaterial.vs.reset();
++ }
++ if (m_itemMaterial.fs.isValid()) {
++ m_devFuncs->vkDestroyShaderModule(dev, m_itemMaterial.fs.data()->shaderModule, nullptr);
++ m_itemMaterial.fs.reset();
++ }
++
++ if (m_floorMaterial.vs.isValid()) {
++ m_devFuncs->vkDestroyShaderModule(dev, m_floorMaterial.vs.data()->shaderModule, nullptr);
++ m_floorMaterial.vs.reset();
++ }
++ if (m_floorMaterial.fs.isValid()) {
++ m_devFuncs->vkDestroyShaderModule(dev, m_floorMaterial.fs.data()->shaderModule, nullptr);
++ m_floorMaterial.fs.reset();
++ }
++ }
++
++ void Renderer::ensureBuffers()
++ {
++ if (m_blockVertexBuf)
++ return;
++
++ VkDevice dev = m_window->device();
++ const int concurrentFrameCount = m_window->concurrentFrameCount();
++
++ // Vertex buffer for the block.
++ VkBufferCreateInfo bufInfo;
++ memset(&bufInfo, 0, sizeof(bufInfo));
++ bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
++ const int blockMeshByteCount = m_blockMesh.data()->vertexCount * 8 * sizeof(float);
++ bufInfo.size = blockMeshByteCount;
++ bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
++ VkResult err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_blockVertexBuf);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to create vertex buffer: %d", err);
++
++ VkMemoryRequirements blockVertMemReq;
++ m_devFuncs->vkGetBufferMemoryRequirements(dev, m_blockVertexBuf, &blockVertMemReq);
++
++ // Vertex buffer for the logo.
++ const int logoMeshByteCount = m_logoMesh.data()->vertexCount * 8 * sizeof(float);
++ bufInfo.size = logoMeshByteCount;
++ bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
++ err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_logoVertexBuf);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to create vertex buffer: %d", err);
++
++ VkMemoryRequirements logoVertMemReq;
++ m_devFuncs->vkGetBufferMemoryRequirements(dev, m_logoVertexBuf, &logoVertMemReq);
++
++ // Vertex buffer for the floor.
++ bufInfo.size = sizeof(quadVert);
++ err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_floorVertexBuf);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to create vertex buffer: %d", err);
++
++ VkMemoryRequirements floorVertMemReq;
++ m_devFuncs->vkGetBufferMemoryRequirements(dev, m_floorVertexBuf, &floorVertMemReq);
++
++ // Uniform buffer. Instead of using multiple descriptor sets, we take a
++ // different approach: have a single dynamic uniform buffer and specify the
++ // active-frame-specific offset at the time of binding the descriptor set.
++ bufInfo.size = (m_itemMaterial.vertUniSize + m_itemMaterial.fragUniSize) * concurrentFrameCount;
++ bufInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
++ err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_uniBuf);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to create uniform buffer: %d", err);
++
++ VkMemoryRequirements uniMemReq;
++ m_devFuncs->vkGetBufferMemoryRequirements(dev, m_uniBuf, &uniMemReq);
++
++ // Allocate memory for everything at once.
++ VkDeviceSize logoVertStartOffset = aligned(0 + blockVertMemReq.size, logoVertMemReq.alignment);
++ VkDeviceSize floorVertStartOffset = aligned(logoVertStartOffset + logoVertMemReq.size, floorVertMemReq.alignment);
++ m_itemMaterial.uniMemStartOffset = aligned(floorVertStartOffset + floorVertMemReq.size, uniMemReq.alignment);
++ VkMemoryAllocateInfo memAllocInfo = {
++ VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
++ nullptr,
++ m_itemMaterial.uniMemStartOffset + uniMemReq.size,
++ m_window->hostVisibleMemoryIndex()
++ };
++ err = m_devFuncs->vkAllocateMemory(dev, &memAllocInfo, nullptr, &m_bufMem);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to allocate memory: %d", err);
++
++ err = m_devFuncs->vkBindBufferMemory(dev, m_blockVertexBuf, m_bufMem, 0);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to bind vertex buffer memory: %d", err);
++ err = m_devFuncs->vkBindBufferMemory(dev, m_logoVertexBuf, m_bufMem, logoVertStartOffset);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to bind vertex buffer memory: %d", err);
++ err = m_devFuncs->vkBindBufferMemory(dev, m_floorVertexBuf, m_bufMem, floorVertStartOffset);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to bind vertex buffer memory: %d", err);
++ err = m_devFuncs->vkBindBufferMemory(dev, m_uniBuf, m_bufMem, m_itemMaterial.uniMemStartOffset);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to bind uniform buffer memory: %d", err);
++
++ // Copy vertex data.
++ quint8 *p;
++ err = m_devFuncs->vkMapMemory(dev, m_bufMem, 0, m_itemMaterial.uniMemStartOffset, 0, reinterpret_cast<void **>(&p));
++ if (err != VK_SUCCESS)
++ qFatal("Failed to map memory: %d", err);
++ memcpy(p, m_blockMesh.data()->geom.constData(), blockMeshByteCount);
++ memcpy(p + logoVertStartOffset, m_logoMesh.data()->geom.constData(), logoMeshByteCount);
++ memcpy(p + floorVertStartOffset, quadVert, sizeof(quadVert));
++ m_devFuncs->vkUnmapMemory(dev, m_bufMem);
++
++ // Write descriptors for the uniform buffers in the vertex and fragment shaders.
++ VkDescriptorBufferInfo vertUni = { m_uniBuf, 0, m_itemMaterial.vertUniSize };
++ VkDescriptorBufferInfo fragUni = { m_uniBuf, m_itemMaterial.vertUniSize, m_itemMaterial.fragUniSize };
++
++ VkWriteDescriptorSet descWrite[2];
++ memset(descWrite, 0, sizeof(descWrite));
++ descWrite[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
++ descWrite[0].dstSet = m_itemMaterial.descSet;
++ descWrite[0].dstBinding = 0;
++ descWrite[0].descriptorCount = 1;
++ descWrite[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
++ descWrite[0].pBufferInfo = &vertUni;
++
++ descWrite[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
++ descWrite[1].dstSet = m_itemMaterial.descSet;
++ descWrite[1].dstBinding = 1;
++ descWrite[1].descriptorCount = 1;
++ descWrite[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
++ descWrite[1].pBufferInfo = &fragUni;
++
++ m_devFuncs->vkUpdateDescriptorSets(dev, 2, descWrite, 0, nullptr);
++ }
++
++ void Renderer::ensureInstanceBuffer()
++ {
++ if (m_instCount == m_preparedInstCount && m_instBuf)
++ return;
++
++ Q_ASSERT(m_instCount <= MAX_INSTANCES);
++
++ VkDevice dev = m_window->device();
++
++ // allocate only once, for the maximum instance count
++ if (!m_instBuf) {
++ VkBufferCreateInfo bufInfo;
++ memset(&bufInfo, 0, sizeof(bufInfo));
++ bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
++ bufInfo.size = MAX_INSTANCES * PER_INSTANCE_DATA_SIZE;
++ bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
++
++ // Keep a copy of the data since we may lose all graphics resources on
++ // unexpose, and reinitializing to new random positions afterwards
++ // would not be nice.
++ m_instData.resize(bufInfo.size);
++
++ VkResult err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_instBuf);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to create instance buffer: %d", err);
++
++ VkMemoryRequirements memReq;
++ m_devFuncs->vkGetBufferMemoryRequirements(dev, m_instBuf, &memReq);
++ if (DBG)
++ qDebug("Allocating %u bytes for instance data", uint32_t(memReq.size));
++
++ VkMemoryAllocateInfo memAllocInfo = {
++ VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
++ nullptr,
++ memReq.size,
++ m_window->hostVisibleMemoryIndex()
++ };
++ err = m_devFuncs->vkAllocateMemory(dev, &memAllocInfo, nullptr, &m_instBufMem);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to allocate memory: %d", err);
++
++ err = m_devFuncs->vkBindBufferMemory(dev, m_instBuf, m_instBufMem, 0);
++ if (err != VK_SUCCESS)
++ qFatal("Failed to bind instance buffer memory: %d", err);
++ }
++
++ if (m_instCount != m_preparedInstCount) {
++ if (DBG)
++ qDebug("Preparing instances %d..%d", m_preparedInstCount, m_instCount - 1);
++ char *p = m_instData.data();
++ p += m_preparedInstCount * PER_INSTANCE_DATA_SIZE;
++ auto gen = [](int a, int b) {
++ return float(QRandomGenerator::global()->bounded(double(b - a)) + a);
++ };
++ for (int i = m_preparedInstCount; i < m_instCount; ++i) {
++ // Apply a random translation to each instance of the mesh.
++ float t[] = { gen(-5, 5), gen(-4, 6), gen(-30, 5) };
++ memcpy(p, t, 12);
++ // Apply a random adjustment to the diffuse color for each instance. (default is 0.7)
++ float d[] = { gen(-6, 3) / 10.0f, gen(-6, 3) / 10.0f, gen(-6, 3) / 10.0f };
++ memcpy(p + 12, d, 12);
++ p += PER_INSTANCE_DATA_SIZE;
++ }
++ m_preparedInstCount = m_instCount;
++ }
++
++ quint8 *p;
++ VkResult err = m_devFuncs->vkMapMemory(dev, m_instBufMem, 0, m_instCount * PER_INSTANCE_DATA_SIZE, 0,
++ reinterpret_cast<void **>(&p));
++ if (err != VK_SUCCESS)
++ qFatal("Failed to map memory: %d", err);
++ memcpy(p, m_instData.constData(), m_instCount * PER_INSTANCE_DATA_SIZE);
++ m_devFuncs->vkUnmapMemory(dev, m_instBufMem);
++ }
++
++ void Renderer::getMatrices(QMatrix4x4 *vp, QMatrix4x4 *model, QMatrix3x3 *modelNormal, QVector3D *eyePos)
++ {
++ model->setToIdentity();
++ if (m_useLogo)
++ model->rotate(90, 1, 0, 0);
++ model->rotate(m_rotation, 1, 1, 0);
++
++ *modelNormal = model->normalMatrix();
++
++ QMatrix4x4 view = m_cam.viewMatrix();
++ *vp = m_proj * view;
++
++ *eyePos = view.inverted().column(3).toVector3D();
++ }
++
++ void Renderer::writeFragUni(quint8 *p, const QVector3D &eyePos)
++ {
++ float ECCameraPosition[] = { eyePos.x(), eyePos.y(), eyePos.z() };
++ memcpy(p, ECCameraPosition, 12);
++ p += 16;
++
++ // Material
++ float ka[] = { 0.05f, 0.05f, 0.05f };
++ memcpy(p, ka, 12);
++ p += 16;
++
++ float kd[] = { 0.7f, 0.7f, 0.7f };
++ memcpy(p, kd, 12);
++ p += 16;
++
++ float ks[] = { 0.66f, 0.66f, 0.66f };
++ memcpy(p, ks, 12);
++ p += 16;
++
++ // Light parameters
++ float ECLightPosition[] = { m_lightPos.x(), m_lightPos.y(), m_lightPos.z() };
++ memcpy(p, ECLightPosition, 12);
++ p += 16;
++
++ float att[] = { 1, 0, 0 };
++ memcpy(p, att, 12);
++ p += 16;
++
++ float color[] = { 1.0f, 1.0f, 1.0f };
++ memcpy(p, color, 12);
++ p += 12; // next we have two floats which have an alignment of 4, hence 12 only
++
++ float intensity = 0.8f;
++ memcpy(p, &intensity, 4);
++ p += 4;
++
++ float specularExp = 150.0f;
++ memcpy(p, &specularExp, 4);
++ p += 4;
++ }
++
++ void Renderer::startNextFrame()
++ {
++ // For demonstration purposes offload the command buffer generation onto a
++ // worker thread and continue with the frame submission only when it has
++ // finished.
++ Q_ASSERT(!m_framePending);
++ m_framePending = true;
++ QFuture<void> future = QtConcurrent::run(&Renderer::buildFrame, this);
++ m_frameWatcher.setFuture(future);
++ }
++
++ void Renderer::buildFrame()
++ {
++ QMutexLocker locker(&m_guiMutex);
++
++ ensureBuffers();
++ ensureInstanceBuffer();
++ m_pipelinesFuture.waitForFinished();
++
++ VkCommandBuffer cb = m_window->currentCommandBuffer();
++ const QSize sz = m_window->swapChainImageSize();
++
++ VkClearColorValue clearColor = {{ 0.67f, 0.84f, 0.9f, 1.0f }};
++ VkClearDepthStencilValue clearDS = { 1, 0 };
++ VkClearValue clearValues[3];
++ memset(clearValues, 0, sizeof(clearValues));
++ clearValues[0].color = clearValues[2].color = clearColor;
++ clearValues[1].depthStencil = clearDS;
++
++ VkRenderPassBeginInfo rpBeginInfo;
++ memset(&rpBeginInfo, 0, sizeof(rpBeginInfo));
++ rpBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
++ rpBeginInfo.renderPass = m_window->defaultRenderPass();
++ rpBeginInfo.framebuffer = m_window->currentFramebuffer();
++ rpBeginInfo.renderArea.extent.width = sz.width();
++ rpBeginInfo.renderArea.extent.height = sz.height();
++ rpBeginInfo.clearValueCount = m_window->sampleCountFlagBits() > VK_SAMPLE_COUNT_1_BIT ? 3 : 2;
++ rpBeginInfo.pClearValues = clearValues;
++ VkCommandBuffer cmdBuf = m_window->currentCommandBuffer();
++ m_devFuncs->vkCmdBeginRenderPass(cmdBuf, &rpBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
++
++ VkViewport viewport = {
++ 0, 0,
++ float(sz.width()), float(sz.height()),
++ 0, 1
++ };
++ m_devFuncs->vkCmdSetViewport(cb, 0, 1, &viewport);
++
++ VkRect2D scissor = {
++ { 0, 0 },
++ { uint32_t(sz.width()), uint32_t(sz.height()) }
++ };
++ m_devFuncs->vkCmdSetScissor(cb, 0, 1, &scissor);
++
++ buildDrawCallsForFloor();
++ buildDrawCallsForItems();
++
++ m_devFuncs->vkCmdEndRenderPass(cmdBuf);
++ }
++
++ void Renderer::buildDrawCallsForItems()
++ {
++ VkDevice dev = m_window->device();
++ VkCommandBuffer cb = m_window->currentCommandBuffer();
++
++ m_devFuncs->vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_itemMaterial.pipeline);
++
++ VkDeviceSize vbOffset = 0;
++ m_devFuncs->vkCmdBindVertexBuffers(cb, 0, 1, m_useLogo ? &m_logoVertexBuf : &m_blockVertexBuf, &vbOffset);
++ m_devFuncs->vkCmdBindVertexBuffers(cb, 1, 1, &m_instBuf, &vbOffset);
++
++ // Now provide offsets so that the two dynamic buffers point to the
++ // beginning of the vertex and fragment uniform data for the current frame.
++ uint32_t frameUniOffset = m_window->currentFrame() * (m_itemMaterial.vertUniSize + m_itemMaterial.fragUniSize);
++ uint32_t frameUniOffsets[] = { frameUniOffset, frameUniOffset };
++ m_devFuncs->vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_itemMaterial.pipelineLayout, 0, 1,
++ &m_itemMaterial.descSet, 2, frameUniOffsets);
++
++ if (m_animating)
++ m_rotation += 0.5;
++
++ if (m_animating || m_vpDirty) {
++ if (m_vpDirty)
++ --m_vpDirty;
++ QMatrix4x4 vp, model;
++ QMatrix3x3 modelNormal;
++ QVector3D eyePos;
++ getMatrices(&vp, &model, &modelNormal, &eyePos);
++
++ // Map the uniform data for the current frame, ignore the geometry data at
++ // the beginning and the uniforms for other frames.
++ quint8 *p;
++ VkResult err = m_devFuncs->vkMapMemory(dev, m_bufMem,
++ m_itemMaterial.uniMemStartOffset + frameUniOffset,
++ m_itemMaterial.vertUniSize + m_itemMaterial.fragUniSize,
++ 0, reinterpret_cast<void **>(&p));
++ if (err != VK_SUCCESS)
++ qFatal("Failed to map memory: %d", err);
++
++ // Vertex shader uniforms
++ memcpy(p, vp.constData(), 64);
++ memcpy(p + 64, model.constData(), 64);
++ const float *mnp = modelNormal.constData();
++ memcpy(p + 128, mnp, 12);
++ memcpy(p + 128 + 16, mnp + 3, 12);
++ memcpy(p + 128 + 32, mnp + 6, 12);
++
++ // Fragment shader uniforms
++ p += m_itemMaterial.vertUniSize;
++ writeFragUni(p, eyePos);
++
++ m_devFuncs->vkUnmapMemory(dev, m_bufMem);
++ }
++
++ m_devFuncs->vkCmdDraw(cb, (m_useLogo ? m_logoMesh.data() : m_blockMesh.data())->vertexCount, m_instCount, 0, 0);
++ }
++
++ void Renderer::buildDrawCallsForFloor()
++ {
++ VkCommandBuffer cb = m_window->currentCommandBuffer();
++
++ m_devFuncs->vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_floorMaterial.pipeline);
++
++ VkDeviceSize vbOffset = 0;
++ m_devFuncs->vkCmdBindVertexBuffers(cb, 0, 1, &m_floorVertexBuf, &vbOffset);
++
++ QMatrix4x4 mvp = m_proj * m_cam.viewMatrix() * m_floorModel;
++ m_devFuncs->vkCmdPushConstants(cb, m_floorMaterial.pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, 64, mvp.constData());
++ float color[] = { 0.67f, 1.0f, 0.2f };
++ m_devFuncs->vkCmdPushConstants(cb, m_floorMaterial.pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, 64, 12, color);
++
++ m_devFuncs->vkCmdDraw(cb, 4, 1, 0, 0);
++ }
++
++ void Renderer::addNew()
++ {
++ QMutexLocker locker(&m_guiMutex);
++ m_instCount = qMin(m_instCount + 16, MAX_INSTANCES);
++ }
++
++ void Renderer::yaw(float degrees)
++ {
++ QMutexLocker locker(&m_guiMutex);
++ m_cam.yaw(degrees);
++ markViewProjDirty();
++ }
++
++ void Renderer::pitch(float degrees)
++ {
++ QMutexLocker locker(&m_guiMutex);
++ m_cam.pitch(degrees);
++ markViewProjDirty();
++ }
++
++ void Renderer::walk(float amount)
++ {
++ QMutexLocker locker(&m_guiMutex);
++ m_cam.walk(amount);
++ markViewProjDirty();
++ }
++
++ void Renderer::strafe(float amount)
++ {
++ QMutexLocker locker(&m_guiMutex);
++ m_cam.strafe(amount);
++ markViewProjDirty();
++ }
++
++ void Renderer::setUseLogo(bool b)
++ {
++ QMutexLocker locker(&m_guiMutex);
++ m_useLogo = b;
++ if (!m_animating)
++ m_window->requestUpdate();
++ }