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main.cpp
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main.cpp
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// main.cpp
// This file provides the application code for the `hello-world` example.
//
// This example uses Vulkan to run a simple compute shader written in Slang.
// The goal is to demonstrate how to use the Slang API to cross compile
// shader code.
//
#include "core/slang-string-util.h"
#include "examples/example-base/example-base.h"
#include "examples/example-base/test-base.h"
#include "slang-com-ptr.h"
#include "slang.h"
#include "vulkan-api.h"
using Slang::ComPtr;
static const ExampleResources resourceBase("hello-world");
struct HelloWorldExample : public TestBase
{
// The Vulkan functions pointers result from loading the vulkan library.
VulkanAPI vkAPI;
// Vulkan objects used in this example.
VkQueue queue;
VkCommandPool commandPool = VK_NULL_HANDLE;
// Input and output buffers.
VkBuffer inOutBuffers[3] = {};
VkDeviceMemory bufferMemories[3] = {};
const size_t inputElementCount = 16;
const size_t bufferSize = sizeof(float) * inputElementCount;
// We use a staging buffer allocated on host-visible memory to
// upload/download data from GPU.
VkBuffer stagingBuffer = VK_NULL_HANDLE;
VkDeviceMemory stagingMemory = VK_NULL_HANDLE;
VkDescriptorSetLayout descriptorSetLayout = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
VkPipeline pipeline = VK_NULL_HANDLE;
// Initializes the Vulkan instance and device.
int initVulkanInstanceAndDevice();
// This function contains the most interesting part of this example.
// It loads the `hello-world.slang` shader and compile it using the Slang API
// into a SPIRV module, then create a Vulkan pipeline from the compiled shader.
int createComputePipelineFromShader();
// Creates the input and output buffers.
int createInOutBuffers();
// Sets up descriptor set bindings and dispatches the compute task.
int dispatchCompute();
// Reads back and prints the result of the compute task.
int printComputeResults();
// Main logic of this example.
int run();
~HelloWorldExample();
};
int main(int argc, char* argv[])
{
initDebugCallback();
HelloWorldExample example;
example.parseOption(argc, argv);
return example.run();
}
/************************************************************/
/* HelloWorldExample Implementation */
/************************************************************/
int HelloWorldExample::run()
{
RETURN_ON_FAIL(initVulkanInstanceAndDevice());
RETURN_ON_FAIL(createComputePipelineFromShader());
RETURN_ON_FAIL(createInOutBuffers());
RETURN_ON_FAIL(dispatchCompute());
RETURN_ON_FAIL(printComputeResults());
return 0;
}
int HelloWorldExample::initVulkanInstanceAndDevice()
{
if (initializeVulkanDevice(vkAPI) != 0)
{
printf("Failed to load Vulkan.\n");
return -1;
}
VkCommandPoolCreateInfo poolCreateInfo = {};
poolCreateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
poolCreateInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
poolCreateInfo.queueFamilyIndex = vkAPI.queueFamilyIndex;
RETURN_ON_FAIL(vkAPI.vkCreateCommandPool(vkAPI.device, &poolCreateInfo, nullptr, &commandPool));
vkAPI.vkGetDeviceQueue(vkAPI.device, vkAPI.queueFamilyIndex, 0, &queue);
return 0;
}
int HelloWorldExample::createComputePipelineFromShader()
{
// First we need to create slang global session with work with the Slang API.
ComPtr<slang::IGlobalSession> slangGlobalSession;
RETURN_ON_FAIL(slang::createGlobalSession(slangGlobalSession.writeRef()));
// Next we create a compilation session to generate SPIRV code from Slang source.
slang::SessionDesc sessionDesc = {};
slang::TargetDesc targetDesc = {};
targetDesc.format = SLANG_SPIRV;
targetDesc.profile = slangGlobalSession->findProfile("spirv_1_5");
targetDesc.flags = 0;
sessionDesc.targets = &targetDesc;
sessionDesc.targetCount = 1;
std::vector<slang::CompilerOptionEntry> options;
options.push_back(
{slang::CompilerOptionName::EmitSpirvDirectly,
{slang::CompilerOptionValueKind::Int, 1, 0, nullptr, nullptr}});
sessionDesc.compilerOptionEntries = options.data();
sessionDesc.compilerOptionEntryCount = options.size();
ComPtr<slang::ISession> session;
RETURN_ON_FAIL(slangGlobalSession->createSession(sessionDesc, session.writeRef()));
// Once the session has been obtained, we can start loading code into it.
//
// The simplest way to load code is by calling `loadModule` with the name of a Slang
// module. A call to `loadModule("hello-world")` will behave more or less as if you
// wrote:
//
// import hello_world;
//
// In a Slang shader file. The compiler will use its search paths to try to locate
// `hello-world.slang`, then compile and load that file. If a matching module had
// already been loaded previously, that would be used directly.
slang::IModule* slangModule = nullptr;
{
ComPtr<slang::IBlob> diagnosticBlob;
Slang::String path = resourceBase.resolveResource("hello-world.slang");
slangModule = session->loadModule(path.getBuffer(), diagnosticBlob.writeRef());
diagnoseIfNeeded(diagnosticBlob);
if (!slangModule)
return -1;
}
// Loading the `hello-world` module will compile and check all the shader code in it,
// including the shader entry points we want to use. Now that the module is loaded
// we can look up those entry points by name.
//
// Note: If you are using this `loadModule` approach to load your shader code it is
// important to tag your entry point functions with the `[shader("...")]` attribute
// (e.g., `[shader("compute")] void computeMain(...)`). Without that information there
// is no umambiguous way for the compiler to know which functions represent entry
// points when it parses your code via `loadModule()`.
//
ComPtr<slang::IEntryPoint> entryPoint;
slangModule->findEntryPointByName("computeMain", entryPoint.writeRef());
// At this point we have a few different Slang API objects that represent
// pieces of our code: `module`, `vertexEntryPoint`, and `fragmentEntryPoint`.
//
// A single Slang module could contain many different entry points (e.g.,
// four vertex entry points, three fragment entry points, and two compute
// shaders), and before we try to generate output code for our target API
// we need to identify which entry points we plan to use together.
//
// Modules and entry points are both examples of *component types* in the
// Slang API. The API also provides a way to build a *composite* out of
// other pieces, and that is what we are going to do with our module
// and entry points.
//
Slang::List<slang::IComponentType*> componentTypes;
componentTypes.add(slangModule);
componentTypes.add(entryPoint);
// Actually creating the composite component type is a single operation
// on the Slang session, but the operation could potentially fail if
// something about the composite was invalid (e.g., you are trying to
// combine multiple copies of the same module), so we need to deal
// with the possibility of diagnostic output.
//
ComPtr<slang::IComponentType> composedProgram;
{
ComPtr<slang::IBlob> diagnosticsBlob;
SlangResult result = session->createCompositeComponentType(
componentTypes.getBuffer(),
componentTypes.getCount(),
composedProgram.writeRef(),
diagnosticsBlob.writeRef());
diagnoseIfNeeded(diagnosticsBlob);
RETURN_ON_FAIL(result);
}
// Now we can call `composedProgram->getEntryPointCode()` to retrieve the
// compiled SPIRV code that we will use to create a vulkan compute pipeline.
// This will trigger the final Slang compilation and spirv code generation.
ComPtr<slang::IBlob> spirvCode;
{
ComPtr<slang::IBlob> diagnosticsBlob;
SlangResult result = composedProgram->getEntryPointCode(
0,
0,
spirvCode.writeRef(),
diagnosticsBlob.writeRef());
diagnoseIfNeeded(diagnosticsBlob);
RETURN_ON_FAIL(result);
if (isTestMode())
{
printEntrypointHashes(1, 1, composedProgram);
}
}
// The following steps are all Vulkan API calls to create a pipeline.
// First we need to create a descriptor set layout and a pipeline layout.
// In this example, the pipeline layout is simple: we have a single descriptor
// set with three buffer descriptors for our input/output storage buffers.
// General applications typically has much more complicated pipeline layouts,
// and should consider using Slang's reflection API to learn about the shader
// parameter layout of a shader program. However, Slang's reflection API is
// out of scope of this example.
VkDescriptorSetLayoutCreateInfo descSetLayoutCreateInfo = {
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO};
descSetLayoutCreateInfo.bindingCount = 3;
VkDescriptorSetLayoutBinding bindings[3];
for (int i = 0; i < 3; i++)
{
auto& binding = bindings[i];
binding.binding = i;
binding.descriptorCount = 1;
binding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
binding.stageFlags = VK_SHADER_STAGE_ALL;
binding.pImmutableSamplers = nullptr;
}
descSetLayoutCreateInfo.pBindings = bindings;
RETURN_ON_FAIL(vkAPI.vkCreateDescriptorSetLayout(
vkAPI.device,
&descSetLayoutCreateInfo,
nullptr,
&descriptorSetLayout));
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = {
VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
pipelineLayoutCreateInfo.setLayoutCount = 1;
pipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayout;
RETURN_ON_FAIL(vkAPI.vkCreatePipelineLayout(
vkAPI.device,
&pipelineLayoutCreateInfo,
nullptr,
&pipelineLayout));
// Next we create a shader module from the compiled SPIRV code.
VkShaderModuleCreateInfo shaderCreateInfo = {VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO};
shaderCreateInfo.codeSize = spirvCode->getBufferSize();
shaderCreateInfo.pCode = static_cast<const uint32_t*>(spirvCode->getBufferPointer());
VkShaderModule vkShaderModule;
RETURN_ON_FAIL(
vkAPI.vkCreateShaderModule(vkAPI.device, &shaderCreateInfo, nullptr, &vkShaderModule));
// Now we have all we need to create a compute pipeline.
VkComputePipelineCreateInfo pipelineCreateInfo = {
VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO};
pipelineCreateInfo.stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
pipelineCreateInfo.stage.module = vkShaderModule;
pipelineCreateInfo.stage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
pipelineCreateInfo.stage.pName = "main";
pipelineCreateInfo.layout = pipelineLayout;
RETURN_ON_FAIL(vkAPI.vkCreateComputePipelines(
vkAPI.device,
VK_NULL_HANDLE,
1,
&pipelineCreateInfo,
nullptr,
&pipeline));
// We can destroy shader module now since it will no longer be used.
vkAPI.vkDestroyShaderModule(vkAPI.device, vkShaderModule, nullptr);
return 0;
}
int HelloWorldExample::createInOutBuffers()
{
// Create input and output buffers that resides in device-local memory.
for (int i = 0; i < 3; i++)
{
VkBufferCreateInfo bufferCreateInfo = {VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bufferCreateInfo.size = bufferSize;
bufferCreateInfo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_SRC_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT;
RETURN_ON_FAIL(
vkAPI.vkCreateBuffer(vkAPI.device, &bufferCreateInfo, nullptr, &inOutBuffers[i]));
VkMemoryRequirements memoryReqs = {};
vkAPI.vkGetBufferMemoryRequirements(vkAPI.device, inOutBuffers[i], &memoryReqs);
int memoryTypeIndex = vkAPI.findMemoryTypeIndex(
memoryReqs.memoryTypeBits,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
assert(memoryTypeIndex >= 0);
VkMemoryPropertyFlags actualMemoryProperites =
vkAPI.deviceMemoryProperties.memoryTypes[memoryTypeIndex].propertyFlags;
VkMemoryAllocateInfo allocateInfo = {VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO};
allocateInfo.allocationSize = memoryReqs.size;
allocateInfo.memoryTypeIndex = memoryTypeIndex;
RETURN_ON_FAIL(
vkAPI.vkAllocateMemory(vkAPI.device, &allocateInfo, nullptr, &bufferMemories[i]));
RETURN_ON_FAIL(
vkAPI.vkBindBufferMemory(vkAPI.device, inOutBuffers[i], bufferMemories[i], 0));
}
// Create the device memory and buffer object used for reading/writing
// data to/from the device local buffers.
{
VkBufferCreateInfo bufferCreateInfo = {VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bufferCreateInfo.size = bufferSize;
bufferCreateInfo.usage =
VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
RETURN_ON_FAIL(
vkAPI.vkCreateBuffer(vkAPI.device, &bufferCreateInfo, nullptr, &stagingBuffer));
VkMemoryRequirements memoryReqs = {};
vkAPI.vkGetBufferMemoryRequirements(vkAPI.device, stagingBuffer, &memoryReqs);
int memoryTypeIndex = vkAPI.findMemoryTypeIndex(
memoryReqs.memoryTypeBits,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
assert(memoryTypeIndex >= 0);
VkMemoryPropertyFlags actualMemoryProperites =
vkAPI.deviceMemoryProperties.memoryTypes[memoryTypeIndex].propertyFlags;
VkMemoryAllocateInfo allocateInfo = {VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO};
allocateInfo.allocationSize = memoryReqs.size;
allocateInfo.memoryTypeIndex = memoryTypeIndex;
RETURN_ON_FAIL(
vkAPI.vkAllocateMemory(vkAPI.device, &allocateInfo, nullptr, &stagingMemory));
RETURN_ON_FAIL(vkAPI.vkBindBufferMemory(vkAPI.device, stagingBuffer, stagingMemory, 0));
}
// Map staging buffer and writes in the initial input content.
float* stagingBufferData = nullptr;
vkAPI.vkMapMemory(vkAPI.device, stagingMemory, 0, bufferSize, 0, (void**)&stagingBufferData);
if (!stagingBufferData)
return -1;
for (size_t i = 0; i < inputElementCount; i++)
stagingBufferData[i] = static_cast<float>(i);
vkAPI.vkUnmapMemory(vkAPI.device, stagingMemory);
// Create a temporary command buffer for recording commands that writes initial
// data into the input buffers.
VkCommandBuffer uploadCommandBuffer;
VkCommandBufferAllocateInfo commandBufferAllocInfo = {
VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO};
commandBufferAllocInfo.commandBufferCount = 1;
commandBufferAllocInfo.commandPool = commandPool;
commandBufferAllocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
RETURN_ON_FAIL(vkAPI.vkAllocateCommandBuffers(
vkAPI.device,
&commandBufferAllocInfo,
&uploadCommandBuffer));
VkCommandBufferBeginInfo beginInfo = {VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO};
vkAPI.vkBeginCommandBuffer(uploadCommandBuffer, &beginInfo);
VkBufferCopy bufferCopy = {};
bufferCopy.size = bufferSize;
vkAPI.vkCmdCopyBuffer(uploadCommandBuffer, stagingBuffer, inOutBuffers[0], 1, &bufferCopy);
vkAPI.vkCmdCopyBuffer(uploadCommandBuffer, stagingBuffer, inOutBuffers[1], 1, &bufferCopy);
vkAPI.vkEndCommandBuffer(uploadCommandBuffer);
VkSubmitInfo submitInfo = {VK_STRUCTURE_TYPE_SUBMIT_INFO};
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &uploadCommandBuffer;
vkAPI.vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
vkAPI.vkQueueWaitIdle(queue);
vkAPI.vkFreeCommandBuffers(vkAPI.device, commandPool, 1, &uploadCommandBuffer);
return 0;
}
int HelloWorldExample::dispatchCompute()
{
// Create a descriptor pool.
VkDescriptorPoolCreateInfo descriptorPoolCreateInfo = {
VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO};
VkDescriptorPoolSize poolSizes[] = {
VkDescriptorPoolSize{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 16}};
descriptorPoolCreateInfo.maxSets = 4;
descriptorPoolCreateInfo.poolSizeCount = sizeof(poolSizes) / sizeof(VkDescriptorPoolSize);
descriptorPoolCreateInfo.pPoolSizes = poolSizes;
descriptorPoolCreateInfo.flags = 0;
VkDescriptorPool descriptorPool = VK_NULL_HANDLE;
RETURN_ON_FAIL(vkAPI.vkCreateDescriptorPool(
vkAPI.device,
&descriptorPoolCreateInfo,
nullptr,
&descriptorPool));
// Allocate descriptor set.
VkDescriptorSetAllocateInfo descSetAllocInfo = {VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO};
descSetAllocInfo.descriptorPool = descriptorPool;
descSetAllocInfo.descriptorSetCount = 1;
descSetAllocInfo.pSetLayouts = &descriptorSetLayout;
VkDescriptorSet descriptorSet = VK_NULL_HANDLE;
RETURN_ON_FAIL(vkAPI.vkAllocateDescriptorSets(vkAPI.device, &descSetAllocInfo, &descriptorSet));
// Write descriptor set.
VkWriteDescriptorSet descriptorSetWrites[3] = {};
VkDescriptorBufferInfo bufferInfo[3];
for (int i = 0; i < 3; i++)
{
bufferInfo[i].buffer = inOutBuffers[i];
bufferInfo[i].offset = 0;
bufferInfo[i].range = bufferSize;
descriptorSetWrites[i].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptorSetWrites[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
descriptorSetWrites[i].descriptorCount = 1;
descriptorSetWrites[i].dstBinding = i;
descriptorSetWrites[i].dstSet = descriptorSet;
descriptorSetWrites[i].pBufferInfo = &bufferInfo[i];
}
vkAPI.vkUpdateDescriptorSets(vkAPI.device, 3, descriptorSetWrites, 0, nullptr);
// Allocate command buffer and record dispatch commands.
VkCommandBuffer commandBuffer;
VkCommandBufferAllocateInfo commandBufferAllocInfo = {
VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO};
commandBufferAllocInfo.commandBufferCount = 1;
commandBufferAllocInfo.commandPool = commandPool;
commandBufferAllocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
RETURN_ON_FAIL(
vkAPI.vkAllocateCommandBuffers(vkAPI.device, &commandBufferAllocInfo, &commandBuffer));
VkCommandBufferBeginInfo beginInfo = {VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO};
vkAPI.vkBeginCommandBuffer(commandBuffer, &beginInfo);
vkAPI.vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
vkAPI.vkCmdBindDescriptorSets(
commandBuffer,
VK_PIPELINE_BIND_POINT_COMPUTE,
pipelineLayout,
0,
1,
&descriptorSet,
0,
nullptr);
vkAPI.vkCmdDispatch(commandBuffer, (uint32_t)inputElementCount, 1, 1);
vkAPI.vkEndCommandBuffer(commandBuffer);
// Submit command buffer and wait.
VkSubmitInfo submitInfo = {VK_STRUCTURE_TYPE_SUBMIT_INFO};
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkAPI.vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
vkAPI.vkQueueWaitIdle(queue);
vkAPI.vkFreeCommandBuffers(vkAPI.device, commandPool, 1, &commandBuffer);
// Clean up.
vkAPI.vkDestroyDescriptorPool(vkAPI.device, descriptorPool, nullptr);
return 0;
}
int HelloWorldExample::printComputeResults()
{
// Allocate command buffer to read back data.
VkCommandBuffer commandBuffer;
VkCommandBufferAllocateInfo commandBufferAllocInfo = {
VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO};
commandBufferAllocInfo.commandBufferCount = 1;
commandBufferAllocInfo.commandPool = commandPool;
commandBufferAllocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
RETURN_ON_FAIL(
vkAPI.vkAllocateCommandBuffers(vkAPI.device, &commandBufferAllocInfo, &commandBuffer));
// Record commands to copy output buffer into staging buffer.
VkCommandBufferBeginInfo beginInfo = {VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO};
vkAPI.vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferCopy bufferCopy = {};
bufferCopy.size = bufferSize;
vkAPI.vkCmdCopyBuffer(commandBuffer, inOutBuffers[2], stagingBuffer, 1, &bufferCopy);
vkAPI.vkEndCommandBuffer(commandBuffer);
// Execute command buffer and wait.
VkSubmitInfo submitInfo = {VK_STRUCTURE_TYPE_SUBMIT_INFO};
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkAPI.vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
vkAPI.vkQueueWaitIdle(queue);
vkAPI.vkFreeCommandBuffers(vkAPI.device, commandPool, 1, &commandBuffer);
// Map and read back staging buffer.
float* stagingBufferData = nullptr;
vkAPI.vkMapMemory(vkAPI.device, stagingMemory, 0, bufferSize, 0, (void**)&stagingBufferData);
if (!stagingBufferData)
return -1;
for (size_t i = 0; i < inputElementCount; i++)
{
printf("%f\n", stagingBufferData[i]);
}
return 0;
}
HelloWorldExample::~HelloWorldExample()
{
vkAPI.vkDestroyPipeline(vkAPI.device, pipeline, nullptr);
for (int i = 0; i < 3; i++)
{
vkAPI.vkDestroyBuffer(vkAPI.device, inOutBuffers[i], nullptr);
vkAPI.vkFreeMemory(vkAPI.device, bufferMemories[i], nullptr);
}
vkAPI.vkDestroyBuffer(vkAPI.device, stagingBuffer, nullptr);
vkAPI.vkFreeMemory(vkAPI.device, stagingMemory, nullptr);
vkAPI.vkDestroyPipelineLayout(vkAPI.device, pipelineLayout, nullptr);
vkAPI.vkDestroyDescriptorSetLayout(vkAPI.device, descriptorSetLayout, nullptr);
vkAPI.vkDestroyCommandPool(vkAPI.device, commandPool, nullptr);
}