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main.cpp
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2148 lines (1852 loc) · 88.6 KB
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#include <algorithm>
#include <filesystem>
#include "GlfwGeneral.hpp"
#include "easyVk.hpp"
#include "Camera.hpp"
#include "ImageLoader.hpp"
#include "ModelLoader.hpp"
#include "Terrain.hpp"
using namespace vulkan;
// MVP 是最基础的 3D 变换链:
// model 把模型从局部空间放到世界里,
// view 表示摄像机观察,
// proj 负责把 3D 投影到屏幕。
struct UniformBufferObject {
glm::mat4 view;
glm::mat4 proj;
glm::mat4 viewInv;
glm::mat4 projInv;
glm::vec3 cameraPosition;
float _pad0;
};
struct PushConstantObject {
glm::mat4 model;
glm::vec4 meshInfo;
};
struct ShadowPushConstantObject {
glm::mat4 model;
};
struct ComputeBlurPushConstantObject {
glm::ivec4 direction;
};
// 光照信息
// 平行光
struct Light {
glm::vec3 position;
float _pad1;
glm::vec3 dir;
float _pad2;
glm::vec3 color;
float _pad3;
};
struct ShadowUniformObject {
glm::mat4 lightViewProj;
};
struct MeshResource {
buffer vertexBuffer;
buffer indexBuffer;
deviceMemory vertexMemory;
deviceMemory indexMemory;
uint32_t indexCount = 0;
bool hasTexcoord = true;
};
struct MaterialResource {
VkImage textureImage = VK_NULL_HANDLE;
VkImageView textureImageView = VK_NULL_HANDLE;
VkSampler textureSampler = VK_NULL_HANDLE;
deviceMemory textureMemory;
uint32_t textureMipLevels = 1;
VkDescriptorSet descriptorSet = VK_NULL_HANDLE;
};
struct RenderObject {
uint32_t meshIndex;
uint32_t materialIndex;
glm::vec3 position;
glm::vec3 rotationAxis;
float rotationSpeed;
float rotationOffset;
glm::vec3 scale;
};
pipelineLayout pipelineLayout_gbuffer; // G-buffer pass 管线布局
pipelineLayout pipelineLayout_shadow; // shadow pass 管线布局
pipelineLayout pipelineLayout_lighting; // lighting pass 管线布局
pipelineLayout pipelineLayout_postprocess; // postprocess pass 管线布局
pipelineLayout pipelineLayout_computeBlur; // compute blur 管线布局
pipeline pipeline_gbuffer; // G-buffer 管线
pipeline pipeline_shadow; // shadow map 管线
pipeline pipeline_lighting; // fullscreen lighting 管线,输出到 scene color
pipeline pipeline_postprocess; // fullscreen postprocess 管线
pipeline pipeline_computeBlur; // separable blur compute 管线
buffer uniformBuffer_camera; // 相机 uniform 缓冲
buffer lightBuffer; // 光照 uniform 缓冲
buffer shadowUniformBuffer; // 光源视角矩阵
deviceMemory uniformMemory_camera; // 相机 uniform 显存
deviceMemory lightMemory; // 光照 uniform 显存
deviceMemory shadowUniformMemory; // shadow uniform 显存
VkDescriptorSetLayout descriptorSetLayout_gbuffer = VK_NULL_HANDLE;
VkDescriptorSetLayout descriptorSetLayout_shadow = VK_NULL_HANDLE;
VkDescriptorSetLayout descriptorSetLayout_lighting = VK_NULL_HANDLE;
VkDescriptorSetLayout descriptorSetLayout_postprocess = VK_NULL_HANDLE;
VkDescriptorSetLayout descriptorSetLayout_computeBlur = VK_NULL_HANDLE;
VkDescriptorPool descriptorPool_gbuffer = VK_NULL_HANDLE;
VkDescriptorPool descriptorPool_shadow = VK_NULL_HANDLE;
VkDescriptorPool descriptorPool_lighting = VK_NULL_HANDLE;
VkDescriptorPool descriptorPool_postprocess = VK_NULL_HANDLE;
VkDescriptorPool descriptorPool_computeBlur = VK_NULL_HANDLE;
VkDescriptorSet descriptorSet_shadow = VK_NULL_HANDLE;
VkDescriptorSet descriptorSet_lighting = VK_NULL_HANDLE;
VkDescriptorSet descriptorSet_postprocess = VK_NULL_HANDLE;
VkDescriptorSet descriptorSet_computeBlurHorizontal = VK_NULL_HANDLE;
VkDescriptorSet descriptorSet_computeBlurVertical = VK_NULL_HANDLE;
bool blurImagesNeedInitialization = true;
camera camera_main; // 主相机,只负责生成 view/proj
// 很重要的解耦,渲染实体和资源分离
std::vector<MeshResource> meshResources;
std::vector<MaterialResource> materialResources;
std::vector<RenderObject> renderObjects;
const Light lightData{ {3.0f, 3.0f,3.0f},0, {-1.0f ,-1.0f, -1.0f}, 0,{1.f, 1.f, 1.f} };
// 找合适的内存类型
// Vulkan 告诉你“这类资源可以绑定哪些类型的内存”,再从物理设备支持的内存类型里选一个满足要求的。
uint32_t FindMemoryTypeIndex(uint32_t memoryTypeBits, VkMemoryPropertyFlags requiredProperties) {
const auto& memoryProperties = graphicsBase::Base().PhysicalDeviceMemoryProperties();
for (uint32_t i = 0; i < memoryProperties.memoryTypeCount; ++i) {
const bool typeMatches = memoryTypeBits & (1u << i);
const bool propertyMatches =
(memoryProperties.memoryTypes[i].propertyFlags & requiredProperties) == requiredProperties;
if (typeMatches && propertyMatches)
return i;
}
std::cout << std::format(
"[ main ] ERROR\nFailed to find a memory type with flags: {}\n",
static_cast<uint32_t>(requiredProperties));
abort();
}
uint32_t ComputeMipLevelCount(uint32_t width, uint32_t height) {
uint32_t mipLevels = 1;
while (width > 1 || height > 1) {
width = std::max(1u, width / 2);
height = std::max(1u, height / 2);
++mipLevels;
}
return mipLevels;
}
std::filesystem::path FindAssetPath(const std::filesystem::path& relativePath) {
const auto current = std::filesystem::current_path();
const std::array<std::filesystem::path, 4> candidates = {
current / relativePath,
current / "assets" / relativePath.filename(),
current.parent_path() / relativePath,
current.parent_path().parent_path() / relativePath
};
for (const auto& candidate : candidates) {
if (!candidate.empty() && std::filesystem::exists(candidate))
return candidate;
}
std::cout << std::format("[ main ] ERROR\nFailed to locate asset: {}\n", relativePath.string());
abort();
}
// 这个函数把渲染到屏幕所需的 render pass + framebuffer 集合缓存起来。
// 做成静态局部变量,是因为这套对象全局只需要一份,后续直接复用即可。
const auto& RenderPassAndFramebuffers() {
static const auto& rpwf = easyVulkan::CreateRpwf_Screen();
return rpwf;
}
const auto& ShadowRenderPassResources() {
static const auto& rpwf = easyVulkan::CreateRpwf_Shadow();
return rpwf;
}
const auto& GBufferPassResources() {
static const auto& rpwf = easyVulkan::CreateRpwf_GBuffer();
return rpwf;
}
const auto& SceneColorPassResources() {
static const auto& rpwf = easyVulkan::CreateRpwf_SceneColor();
return rpwf;
}
const auto& ComputeBlurResources() {
static const auto& rpwf = easyVulkan::CreateComputeBlurResources();
return rpwf;
}
std::vector<std::filesystem::path> DiscoverMeshPaths() {
std::vector<std::filesystem::path> paths;
const auto assetsDirectory = FindAssetPath("assets");
for (const auto& entry : std::filesystem::directory_iterator(assetsDirectory)) {
if (!entry.is_regular_file())
continue;
if (entry.path().extension() == ".obj")
paths.push_back(entry.path());
}
std::ranges::sort(paths);
if (paths.empty()) {
std::cout << std::format("[ main ] ERROR\nNo obj files were found under: {}\n", assetsDirectory.string());
abort();
}
return paths;
}
std::vector<std::filesystem::path> DiscoverMaterialPaths() {
std::vector<std::filesystem::path> paths;
const auto assetsDirectory = FindAssetPath("assets");
for (const auto& entry : std::filesystem::directory_iterator(assetsDirectory)) {
if (!entry.is_regular_file())
continue;
const auto extension = entry.path().extension().string();
if (extension == ".jpg" || extension == ".jpeg" || extension == ".png" || extension == ".bmp" || extension == ".tga")
paths.push_back(entry.path());
}
std::ranges::sort(paths);
if (paths.empty()) {
std::cout << std::format("[ main ] ERROR\nNo texture files were found under: {}\n", assetsDirectory.string());
abort();
}
return paths;
}
std::vector<RenderObject> CreateDefaultRenderObjects(uint32_t modelMeshCount, uint32_t materialCount, uint32_t groundMeshIndex) {
if (modelMeshCount == 0) {
std::cout << "[ main ] ERROR\nCannot create render objects without mesh resources!\n";
abort();
}
if (materialCount == 0) {
std::cout << "[ main ] ERROR\nCannot create render objects without material resources!\n";
abort();
}
return {
{ 0 % modelMeshCount, 0 % materialCount, {-3.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, glm::radians(22.0f), 0.0f, {0.0005f, 0.0005f, 0.0005f} },
{ 1 % modelMeshCount, 1 % materialCount, {-1.5f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, glm::radians(35.0f), 0.8f, {0.5f, 0.5f, 0.5f} },
{ 2 % modelMeshCount, 0 % materialCount, { 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, glm::radians(20.0f), 0.0f, {3.f, 3.f, 3.f} },
{ 3 % modelMeshCount, 1 % materialCount, { 1.5f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, glm::radians(28.0f), 1.6f, {0.125f, 0.125f, 0.125f} },
{ 4 % modelMeshCount, 0 % materialCount, { 3.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, glm::radians(18.0f), 2.4f, {0.05f, 0.05f, 0.05f} },
{ groundMeshIndex, 0 % materialCount, { 0.0f, -1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, 0.0f, 0.0f, {1.0f, 1.0f, 1.0f} }
};
}
void SubmitSingleTimeCommands(const std::function<void(VkCommandBuffer)>& record) {
commandPool pool(graphicsBase::Base().QueueFamilyIndex_Graphics(), VK_COMMAND_POOL_CREATE_TRANSIENT_BIT);
commandBuffer cmd;
pool.AllocateBuffers(cmd);
cmd.Begin(VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT);
record(cmd);
cmd.End();
fence submitFence;
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = cmd.Address();
if (VkResult result = vkQueueSubmit(graphicsBase::Base().Queue_Graphics(), 1, &submitInfo, submitFence)) {
std::cout << std::format("[ main ] ERROR\nFailed to submit one-time command buffer!\nError code: {}\n", int32_t(result));
abort();
}
submitFence.Wait();
}
void CmdTransitionImageLayout(
VkCommandBuffer commandBuffer,
VkImage image,
VkImageLayout oldLayout,
VkImageLayout newLayout,
VkImageAspectFlags aspectMask,
uint32_t baseMipLevel = 0,
uint32_t levelCount = 1)
{
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = aspectMask;
barrier.subresourceRange.baseMipLevel = baseMipLevel;
barrier.subresourceRange.levelCount = levelCount;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
VkPipelineStageFlags srcStage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
VkPipelineStageFlags dstStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
if (oldLayout == VK_IMAGE_LAYOUT_UNDEFINED && newLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) {
barrier.srcAccessMask = 0;
barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
srcStage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
dstStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
}
else if (oldLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL && newLayout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) {
barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
srcStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
dstStage = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
}
else {
std::cout << std::format(
"[ main ] ERROR\nUnsupported image layout transition: {} -> {}\n",
int32_t(oldLayout),
int32_t(newLayout));
abort();
}
vkCmdPipelineBarrier(
commandBuffer,
srcStage,
dstStage,
0,
0, nullptr,
0, nullptr,
1, &barrier);
}
void CmdCopyBufferToImage(VkCommandBuffer commandBuffer, VkBuffer sourceBuffer, VkImage destinationImage, uint32_t width, uint32_t height) {
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = { width, height, 1 };
vkCmdCopyBufferToImage(
commandBuffer,
sourceBuffer,
destinationImage,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
®ion);
}
void CmdGenerateMipmaps(VkCommandBuffer commandBuffer, VkImage image, VkFormat imageFormat, int32_t width, int32_t height, uint32_t mipLevels) {
VkFormatProperties formatProperties{};
vkGetPhysicalDeviceFormatProperties(graphicsBase::Base().PhysicalDevice(), imageFormat, &formatProperties);
if (!(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT)) {
std::cout << std::format("[ main ] ERROR\nTexture format does not support linear blit for mipmap generation!\n");
abort();
}
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.image = image;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
barrier.subresourceRange.levelCount = 1;
int32_t mipWidth = width;
int32_t mipHeight = height;
for (uint32_t i = 1; i < mipLevels; ++i) {
barrier.subresourceRange.baseMipLevel = i - 1;
barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
vkCmdPipelineBarrier(
commandBuffer,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
0,
0, nullptr,
0, nullptr,
1, &barrier);
VkImageBlit blit{};
blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
blit.srcSubresource.mipLevel = i - 1;
blit.srcSubresource.baseArrayLayer = 0;
blit.srcSubresource.layerCount = 1;
blit.srcOffsets[0] = { 0, 0, 0 };
blit.srcOffsets[1] = { mipWidth, mipHeight, 1 };
blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
blit.dstSubresource.mipLevel = i;
blit.dstSubresource.baseArrayLayer = 0;
blit.dstSubresource.layerCount = 1;
blit.dstOffsets[0] = { 0, 0, 0 };
blit.dstOffsets[1] = {
std::max(1, mipWidth / 2),
std::max(1, mipHeight / 2),
1
};
vkCmdBlitImage(
commandBuffer,
image,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
&blit,
VK_FILTER_LINEAR);
barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
barrier.srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
vkCmdPipelineBarrier(
commandBuffer,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &barrier);
mipWidth = std::max(1, mipWidth / 2);
mipHeight = std::max(1, mipHeight / 2);
}
barrier.subresourceRange.baseMipLevel = mipLevels - 1;
barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
vkCmdPipelineBarrier(
commandBuffer,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &barrier);
}
void CmdPrepareShadowMapForSampling(VkCommandBuffer commandBuffer, VkImage shadowImage) {
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = shadowImage;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
barrier.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
vkCmdPipelineBarrier(
commandBuffer,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &barrier);
}
void CmdPrepareGBufferForSampling(VkCommandBuffer commandBuffer) {
const auto& gbuffer = GBufferPassResources();
auto Transition = [&](VkImage image, VkImageLayout oldLayout, VkImageLayout newLayout, VkImageAspectFlags aspectMask, VkAccessFlags srcAccessMask, VkAccessFlags dstAccessMask) {
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = aspectMask;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
barrier.srcAccessMask = srcAccessMask;
barrier.dstAccessMask = dstAccessMask;
vkCmdPipelineBarrier(
commandBuffer,
aspectMask == VK_IMAGE_ASPECT_COLOR_BIT ? VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT : (VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT),
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &barrier);
};
Transition(
gbuffer.albedo.image,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT);
Transition(
gbuffer.normal.image,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT);
Transition(
gbuffer.depth.image,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL,
VK_IMAGE_ASPECT_DEPTH_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT);
}
void CmdPrepareSceneColorForComputeRead(VkCommandBuffer commandBuffer, VkImage sceneColorImage) {
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = sceneColorImage;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
vkCmdPipelineBarrier(
commandBuffer,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &barrier);
}
void CmdInitializeComputeImage(VkCommandBuffer commandBuffer, VkImage image) {
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
barrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
barrier.srcAccessMask = 0;
barrier.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
vkCmdPipelineBarrier(
commandBuffer,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &barrier);
}
void CmdPrepareComputeImageForRead(VkCommandBuffer commandBuffer, VkImage image) {
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL;
barrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
barrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
vkCmdPipelineBarrier(
commandBuffer,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &barrier);
}
void CmdPrepareComputeImageForFragmentRead(VkCommandBuffer commandBuffer, VkImage image) {
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL;
barrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
barrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
vkCmdPipelineBarrier(
commandBuffer,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &barrier);
}
void CreateGBufferDescriptorSetLayout() {
VkDescriptorSetLayoutBinding uboBinding{};
uboBinding.binding = 0;
uboBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
uboBinding.descriptorCount = 1;
uboBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
VkDescriptorSetLayoutBinding textureBinding{};
textureBinding.binding = 1;
textureBinding.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
textureBinding.descriptorCount = 1;
textureBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding samplerBinding{};
samplerBinding.binding = 2;
samplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER;
samplerBinding.descriptorCount = 1;
samplerBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
const std::array bindings = { uboBinding, textureBinding, samplerBinding };
VkDescriptorSetLayoutCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
createInfo.bindingCount = static_cast<uint32_t>(bindings.size());
createInfo.pBindings = bindings.data();
if (VkResult result = vkCreateDescriptorSetLayout(graphicsBase::Base().Device(), &createInfo, nullptr, &descriptorSetLayout_gbuffer)) {
std::cout << std::format("[ main ] ERROR\nFailed to create G-buffer descriptor set layout!\nError code: {}\n", int32_t(result));
abort();
}
}
void CreateShadowDescriptorSetLayout() {
VkDescriptorSetLayoutBinding shadowMatrixBinding{};
shadowMatrixBinding.binding = 0;
shadowMatrixBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
shadowMatrixBinding.descriptorCount = 1;
shadowMatrixBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
VkDescriptorSetLayoutCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
createInfo.bindingCount = 1;
createInfo.pBindings = &shadowMatrixBinding;
if (VkResult result = vkCreateDescriptorSetLayout(graphicsBase::Base().Device(), &createInfo, nullptr, &descriptorSetLayout_shadow)) {
std::cout << std::format("[ main ] ERROR\nFailed to create shadow descriptor set layout!\nError code: {}\n", int32_t(result));
abort();
}
}
void CreateLightingDescriptorSetLayout() {
VkDescriptorSetLayoutBinding cameraBinding{};
cameraBinding.binding = 0;
cameraBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
cameraBinding.descriptorCount = 1;
cameraBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding lightBinding{};
lightBinding.binding = 1;
lightBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
lightBinding.descriptorCount = 1;
lightBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding shadowMatrixBinding{};
shadowMatrixBinding.binding = 2;
shadowMatrixBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
shadowMatrixBinding.descriptorCount = 1;
shadowMatrixBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding albedoBinding{};
albedoBinding.binding = 3;
albedoBinding.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
albedoBinding.descriptorCount = 1;
albedoBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding gbufferSamplerBinding{};
gbufferSamplerBinding.binding = 4;
gbufferSamplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER;
gbufferSamplerBinding.descriptorCount = 1;
gbufferSamplerBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding normalBinding{};
normalBinding.binding = 5;
normalBinding.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
normalBinding.descriptorCount = 1;
normalBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding depthBinding{};
depthBinding.binding = 6;
depthBinding.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
depthBinding.descriptorCount = 1;
depthBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding depthSamplerBinding{};
depthSamplerBinding.binding = 7;
depthSamplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER;
depthSamplerBinding.descriptorCount = 1;
depthSamplerBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding shadowImageBinding{};
shadowImageBinding.binding = 8;
shadowImageBinding.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
shadowImageBinding.descriptorCount = 1;
shadowImageBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
const std::array bindings = {
cameraBinding,
lightBinding,
shadowMatrixBinding,
albedoBinding,
gbufferSamplerBinding,
normalBinding,
depthBinding,
depthSamplerBinding,
shadowImageBinding
};
VkDescriptorSetLayoutCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
createInfo.bindingCount = static_cast<uint32_t>(bindings.size());
createInfo.pBindings = bindings.data();
if (VkResult result = vkCreateDescriptorSetLayout(graphicsBase::Base().Device(), &createInfo, nullptr, &descriptorSetLayout_lighting)) {
std::cout << std::format("[ main ] ERROR\nFailed to create lighting descriptor set layout!\nError code: {}\n", int32_t(result));
abort();
}
}
void CreatePostprocessDescriptorSetLayout() {
VkDescriptorSetLayoutBinding sceneColorBinding{};
sceneColorBinding.binding = 0;
sceneColorBinding.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
sceneColorBinding.descriptorCount = 1;
sceneColorBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding samplerBinding{};
samplerBinding.binding = 1;
samplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER;
samplerBinding.descriptorCount = 1;
samplerBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
const std::array bindings = { sceneColorBinding, samplerBinding };
VkDescriptorSetLayoutCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
createInfo.bindingCount = static_cast<uint32_t>(bindings.size());
createInfo.pBindings = bindings.data();
if (VkResult result = vkCreateDescriptorSetLayout(graphicsBase::Base().Device(), &createInfo, nullptr, &descriptorSetLayout_postprocess)) {
std::cout << std::format("[ main ] ERROR\nFailed to create postprocess descriptor set layout!\nError code: {}\n", int32_t(result));
abort();
}
}
void CreateComputeBlurDescriptorSetLayout() {
VkDescriptorSetLayoutBinding inputBinding{};
inputBinding.binding = 0;
inputBinding.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
inputBinding.descriptorCount = 1;
inputBinding.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
VkDescriptorSetLayoutBinding outputBinding{};
outputBinding.binding = 1;
outputBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
outputBinding.descriptorCount = 1;
outputBinding.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
const std::array bindings = { inputBinding, outputBinding };
VkDescriptorSetLayoutCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
createInfo.bindingCount = static_cast<uint32_t>(bindings.size());
createInfo.pBindings = bindings.data();
if (VkResult result = vkCreateDescriptorSetLayout(graphicsBase::Base().Device(), &createInfo, nullptr, &descriptorSetLayout_computeBlur)) {
std::cout << std::format("[ main ] ERROR\nFailed to create compute blur descriptor set layout!\nError code: {}\n", int32_t(result));
abort();
}
}
void CreateGBufferLayout() {
VkPushConstantRange pushConstantRange{};
pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
pushConstantRange.offset = 0;
pushConstantRange.size = sizeof(PushConstantObject);
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{};
pipelineLayoutCreateInfo.setLayoutCount = 1;
pipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayout_gbuffer;
pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
pipelineLayout_gbuffer.Create(pipelineLayoutCreateInfo);
}
void CreateShadowLayout() {
VkPushConstantRange pushConstantRange{};
pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
pushConstantRange.offset = 0;
pushConstantRange.size = sizeof(ShadowPushConstantObject);
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{};
pipelineLayoutCreateInfo.setLayoutCount = 1;
pipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayout_shadow;
pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
pipelineLayout_shadow.Create(pipelineLayoutCreateInfo);
}
void CreateLightingLayout() {
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{};
pipelineLayoutCreateInfo.setLayoutCount = 1;
pipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayout_lighting;
pipelineLayout_lighting.Create(pipelineLayoutCreateInfo);
}
void CreatePostprocessLayout() {
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{};
pipelineLayoutCreateInfo.setLayoutCount = 1;
pipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayout_postprocess;
pipelineLayout_postprocess.Create(pipelineLayoutCreateInfo);
}
void CreateComputeBlurLayout() {
VkPushConstantRange pushConstantRange{};
pushConstantRange.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
pushConstantRange.offset = 0;
pushConstantRange.size = sizeof(ComputeBlurPushConstantObject);
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{};
pipelineLayoutCreateInfo.setLayoutCount = 1;
pipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayout_computeBlur;
pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
pipelineLayout_computeBlur.Create(pipelineLayoutCreateInfo);
}
// CreateGeometry():把模型数据真正送进 GPU
MeshResource CreateMeshResource(const modelLoading::MeshData& meshData) {
auto CreateUploadBuffer = [](buffer& gpuBuffer, deviceMemory& gpuMemory, VkBufferUsageFlags usage, const void* pData, size_t size) {
// 几何缓冲这边先继续走最容易理解的路径:
// 创建一个 HOST_VISIBLE | HOST_COHERENT 的缓冲,让 CPU 可以直接写入数据。
gpuBuffer.Create(size, usage);
const auto requirements = gpuBuffer.MemoryRequirements();
VkMemoryAllocateInfo allocateInfo = {
.allocationSize = requirements.size,
.memoryTypeIndex = FindMemoryTypeIndex(
requirements.memoryTypeBits,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT)
};
gpuMemory.Create(allocateInfo);
gpuBuffer.BindMemory(gpuMemory); // 绑定 buffer 和 memory
gpuMemory.Write(pData, size); // map + memcpy + unmap
};
MeshResource meshResource{};
// 顶点缓冲负责提供每个顶点的属性;
// 索引缓冲负责复用顶点,避免同一个角点在每个三角形里重复存一份。
CreateUploadBuffer(
meshResource.vertexBuffer,
meshResource.vertexMemory,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
meshData.vertices.data(),
sizeof(modelLoading::Vertex) * meshData.vertices.size());
CreateUploadBuffer(
meshResource.indexBuffer,
meshResource.indexMemory,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
meshData.indices.data(),
sizeof(uint32_t) * meshData.indices.size());
meshResource.indexCount = static_cast<uint32_t>(meshData.indices.size());
meshResource.hasTexcoord = meshData.hasTexcoord;
return meshResource;
}
void DestroyMeshResources() {
meshResources.clear();
}
void CreateUniformResources() {
uniformBuffer_camera.Create(sizeof(UniformBufferObject), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
const auto requirements = uniformBuffer_camera.MemoryRequirements();
VkMemoryAllocateInfo allocateInfo = {
.allocationSize = requirements.size,
.memoryTypeIndex = FindMemoryTypeIndex(
requirements.memoryTypeBits,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT)
};
uniformMemory_camera.Create(allocateInfo);
uniformBuffer_camera.BindMemory(uniformMemory_camera);
}
void CreateLightResources() {
lightBuffer.Create(sizeof(Light), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
const auto requirements = lightBuffer.MemoryRequirements();
VkMemoryAllocateInfo allocateInfo = {
.allocationSize = requirements.size,
.memoryTypeIndex = FindMemoryTypeIndex(
requirements.memoryTypeBits,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT)
};
lightMemory.Create(allocateInfo);
lightBuffer.BindMemory(lightMemory);
lightMemory.Write(&lightData, sizeof(lightData));
}
void CreateShadowUniformResources() {
shadowUniformBuffer.Create(sizeof(ShadowUniformObject), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
const auto requirements = shadowUniformBuffer.MemoryRequirements();
VkMemoryAllocateInfo allocateInfo = {
.allocationSize = requirements.size,
.memoryTypeIndex = FindMemoryTypeIndex(
requirements.memoryTypeBits,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT)
};
shadowUniformMemory.Create(allocateInfo);
shadowUniformBuffer.BindMemory(shadowUniformMemory);
}
MaterialResource CreateMaterialResource(const std::filesystem::path& texturePath) {
const auto texture = imageLoading::LoadRgba8(texturePath);
const VkDeviceSize imageSize = static_cast<VkDeviceSize>(texture.pixels.size());
MaterialResource material{};
material.textureMipLevels = ComputeMipLevelCount(texture.width, texture.height);
buffer stagingBuffer;
deviceMemory stagingMemory;
stagingBuffer.Create(imageSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT);
{
const auto requirements = stagingBuffer.MemoryRequirements();
VkMemoryAllocateInfo allocateInfo = {
.allocationSize = requirements.size,
.memoryTypeIndex = FindMemoryTypeIndex(
requirements.memoryTypeBits,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT)
};
stagingMemory.Create(allocateInfo);
stagingBuffer.BindMemory(stagingMemory);
stagingMemory.Write(texture.pixels.data(), texture.pixels.size());
}
VkImageCreateInfo imageCreateInfo{};
imageCreateInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = VK_FORMAT_R8G8B8A8_SRGB;
imageCreateInfo.extent = { texture.width, texture.height, 1 };
imageCreateInfo.mipLevels = material.textureMipLevels;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageCreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
if (VkResult result = vkCreateImage(graphicsBase::Base().Device(), &imageCreateInfo, nullptr, &material.textureImage)) {
std::cout << std::format("[ main ] ERROR\nFailed to create texture image!\nError code: {}\n", int32_t(result));
abort();
}
VkMemoryRequirements requirements{};
vkGetImageMemoryRequirements(graphicsBase::Base().Device(), material.textureImage, &requirements);
VkMemoryAllocateInfo allocateInfo = {
.allocationSize = requirements.size,
.memoryTypeIndex = FindMemoryTypeIndex(requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)
};
material.textureMemory.Create(allocateInfo);