renderer.cpp Example File | Qt GUI 5.12.11

- Qt 5.12
- Qt GUI
- Hello Vulkan Cubes Example
- renderer.cpp Example File
- Qt 5.12.11 Reference Documentation

# renderer.cpp Example File

hellovulkancubes/renderer.cpp

     /****************************************************************************
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     ** This file is part of the examples of the Qt Toolkit.
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     #include "renderer.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)
     {
         qsrand(QTime(0, 0, 0).secsTo(QTime::currentTime()));

         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, [this] {
             if (m_framePending) {
                 m_framePending = false;
                 m_window->frameReady();
                 m_window->requestUpdate();
             }
         });
     }

     void Renderer::preInitResources()
     {
         const QVector<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(this, &Renderer::createPipelines);
     }

     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 = [](float a, float b) { return float((qrand() % int(b - a + 1)) + 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_instData.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(this, &Renderer::buildFrame);
         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();
     }