hellovulkantexture.cpp Example File

hellovulkantexture/hellovulkantexture.cpp

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  ** This file is part of the examples of the Qt Toolkit.
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  #include "hellovulkantexture.h"
  #include <QVulkanFunctions>
  #include <QCoreApplication>
  #include <QFile>

  // Use a triangle strip to get a quad.
  //
  // Note that the vertex data and the projection matrix assume OpenGL. With
  // Vulkan Y is negated in clip space and the near/far plane is at 0/1 instead
  // of -1/1. These will be corrected for by an extra transformation when
  // calculating the modelview-projection matrix.
  static float vertexData[] = {
      // x, y, z, u, v
      -1, -1, 0, 0, 1,
      -1,  1, 0, 0, 0,
       1, -1, 0, 1, 1,
       1,  1, 0, 1, 0
  };

  static const int UNIFORM_DATA_SIZE = 16 * sizeof(float);

  static inline VkDeviceSize aligned(VkDeviceSize v, VkDeviceSize byteAlign)
  {
      return (v + byteAlign - 1) & ~(byteAlign - 1);
  }

  QVulkanWindowRenderer *VulkanWindow::createRenderer()
  {
      return new VulkanRenderer(this);
  }

  VulkanRenderer::VulkanRenderer(QVulkanWindow *w)
      : m_window(w)
  {
  }

  VkShaderModule VulkanRenderer::createShader(const QString &name)
  {
      QFile file(name);
      if (!file.open(QIODevice::ReadOnly)) {
          qWarning("Failed to read shader %s", qPrintable(name));
          return VK_NULL_HANDLE;
      }
      QByteArray blob = file.readAll();
      file.close();

      VkShaderModuleCreateInfo shaderInfo;
      memset(&shaderInfo, 0, sizeof(shaderInfo));
      shaderInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
      shaderInfo.codeSize = blob.size();
      shaderInfo.pCode = reinterpret_cast<const uint32_t *>(blob.constData());
      VkShaderModule shaderModule;
      VkResult err = m_devFuncs->vkCreateShaderModule(m_window->device(), &shaderInfo, nullptr, &shaderModule);
      if (err != VK_SUCCESS) {
          qWarning("Failed to create shader module: %d", err);
          return VK_NULL_HANDLE;
      }

      return shaderModule;
  }

  bool VulkanRenderer::createTexture(const QString &name)
  {
      QImage img(name);
      if (img.isNull()) {
          qWarning("Failed to load image %s", qPrintable(name));
          return false;
      }

      // Convert to byte ordered RGBA8. Use premultiplied alpha, see pColorBlendState in the pipeline.
      img = img.convertToFormat(QImage::Format_RGBA8888_Premultiplied);

      QVulkanFunctions *f = m_window->vulkanInstance()->functions();
      VkDevice dev = m_window->device();

      const bool srgb = QCoreApplication::arguments().contains(QStringLiteral("--srgb"));
      if (srgb)
          qDebug("sRGB swapchain was requested, making texture sRGB too");

      m_texFormat = srgb ? VK_FORMAT_R8G8B8A8_SRGB : VK_FORMAT_R8G8B8A8_UNORM;

      // Now we can either map and copy the image data directly, or have to go
      // through a staging buffer to copy and convert into the internal optimal
      // tiling format.
      VkFormatProperties props;
      f->vkGetPhysicalDeviceFormatProperties(m_window->physicalDevice(), m_texFormat, &props);
      const bool canSampleLinear = (props.linearTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT);
      const bool canSampleOptimal = (props.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT);
      if (!canSampleLinear && !canSampleOptimal) {
          qWarning("Neither linear nor optimal image sampling is supported for RGBA8");
          return false;
      }

      static bool alwaysStage = qEnvironmentVariableIntValue("QT_VK_FORCE_STAGE_TEX");

      if (canSampleLinear && !alwaysStage) {
          if (!createTextureImage(img.size(), &m_texImage, &m_texMem,
                                  VK_IMAGE_TILING_LINEAR, VK_IMAGE_USAGE_SAMPLED_BIT,
                                  m_window->hostVisibleMemoryIndex()))
              return false;

          if (!writeLinearImage(img, m_texImage, m_texMem))
              return false;

          m_texLayoutPending = true;
      } else {
          if (!createTextureImage(img.size(), &m_texStaging, &m_texStagingMem,
                                  VK_IMAGE_TILING_LINEAR, VK_IMAGE_USAGE_TRANSFER_SRC_BIT,
                                  m_window->hostVisibleMemoryIndex()))
              return false;

          if (!createTextureImage(img.size(), &m_texImage, &m_texMem,
                                  VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
                                  m_window->deviceLocalMemoryIndex()))
              return false;

          if (!writeLinearImage(img, m_texStaging, m_texStagingMem))
              return false;

          m_texStagingPending = true;
      }

      VkImageViewCreateInfo viewInfo;
      memset(&viewInfo, 0, sizeof(viewInfo));
      viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
      viewInfo.image = m_texImage;
      viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
      viewInfo.format = m_texFormat;
      viewInfo.components.r = VK_COMPONENT_SWIZZLE_R;
      viewInfo.components.g = VK_COMPONENT_SWIZZLE_G;
      viewInfo.components.b = VK_COMPONENT_SWIZZLE_B;
      viewInfo.components.a = VK_COMPONENT_SWIZZLE_A;
      viewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
      viewInfo.subresourceRange.levelCount = viewInfo.subresourceRange.layerCount = 1;

      VkResult err = m_devFuncs->vkCreateImageView(dev, &viewInfo, nullptr, &m_texView);
      if (err != VK_SUCCESS) {
          qWarning("Failed to create image view for texture: %d", err);
          return false;
      }

      m_texSize = img.size();

      return true;
  }

  bool VulkanRenderer::createTextureImage(const QSize &size, VkImage *image, VkDeviceMemory *mem,
                                          VkImageTiling tiling, VkImageUsageFlags usage, uint32_t memIndex)
  {
      VkDevice dev = m_window->device();

      VkImageCreateInfo imageInfo;
      memset(&imageInfo, 0, sizeof(imageInfo));
      imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
      imageInfo.imageType = VK_IMAGE_TYPE_2D;
      imageInfo.format = m_texFormat;
      imageInfo.extent.width = size.width();
      imageInfo.extent.height = size.height();
      imageInfo.extent.depth = 1;
      imageInfo.mipLevels = 1;
      imageInfo.arrayLayers = 1;
      imageInfo.samples = VK_SAMPLE_COUNT_1_BIT;
      imageInfo.tiling = tiling;
      imageInfo.usage = usage;
      imageInfo.initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;

      VkResult err = m_devFuncs->vkCreateImage(dev, &imageInfo, nullptr, image);
      if (err != VK_SUCCESS) {
          qWarning("Failed to create linear image for texture: %d", err);
          return false;
      }

      VkMemoryRequirements memReq;
      m_devFuncs->vkGetImageMemoryRequirements(dev, *image, &memReq);

      VkMemoryAllocateInfo allocInfo = {
          VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
          nullptr,
          memReq.size,
          memIndex
      };
      qDebug("allocating %u bytes for texture image", uint32_t(memReq.size));

      err = m_devFuncs->vkAllocateMemory(dev, &allocInfo, nullptr, mem);
      if (err != VK_SUCCESS) {
          qWarning("Failed to allocate memory for linear image: %d", err);
          return false;
      }

      err = m_devFuncs->vkBindImageMemory(dev, *image, *mem, 0);
      if (err != VK_SUCCESS) {
          qWarning("Failed to bind linear image memory: %d", err);
          return false;
      }

      return true;
  }

  bool VulkanRenderer::writeLinearImage(const QImage &img, VkImage image, VkDeviceMemory memory)
  {
      VkDevice dev = m_window->device();

      VkImageSubresource subres = {
          VK_IMAGE_ASPECT_COLOR_BIT,
          0, // mip level
          0
      };
      VkSubresourceLayout layout;
      m_devFuncs->vkGetImageSubresourceLayout(dev, image, &subres, &layout);

      uchar *p;
      VkResult err = m_devFuncs->vkMapMemory(dev, memory, layout.offset, layout.size, 0, reinterpret_cast<void **>(&p));
      if (err != VK_SUCCESS) {
          qWarning("Failed to map memory for linear image: %d", err);
          return false;
      }

      for (int y = 0; y < img.height(); ++y) {
          const uchar *line = img.constScanLine(y);
          memcpy(p, line, img.width() * 4);
          p += layout.rowPitch;
      }

      m_devFuncs->vkUnmapMemory(dev, memory);
      return true;
  }

  void VulkanRenderer::ensureTexture()
  {
      if (!m_texLayoutPending && !m_texStagingPending)
          return;

      Q_ASSERT(m_texLayoutPending != m_texStagingPending);
      VkCommandBuffer cb = m_window->currentCommandBuffer();

      VkImageMemoryBarrier barrier;
      memset(&barrier, 0, sizeof(barrier));
      barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
      barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
      barrier.subresourceRange.levelCount = barrier.subresourceRange.layerCount = 1;

      if (m_texLayoutPending) {
          m_texLayoutPending = false;

          barrier.oldLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
          barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
          barrier.srcAccessMask = 0; // VK_ACCESS_HOST_WRITE_BIT ### no, keep validation layer happy (??)
          barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
          barrier.image = m_texImage;

          m_devFuncs->vkCmdPipelineBarrier(cb,
                                  VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
                                  VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
                                  0, 0, nullptr, 0, nullptr,
                                  1, &barrier);
      } else {
          m_texStagingPending = false;

          barrier.oldLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
          barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
          barrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
          barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
          barrier.image = m_texStaging;
          m_devFuncs->vkCmdPipelineBarrier(cb,
                                  VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
                                  VK_PIPELINE_STAGE_TRANSFER_BIT,
                                  0, 0, nullptr, 0, nullptr,
                                  1, &barrier);

          barrier.oldLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
          barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
          barrier.srcAccessMask = 0;
          barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
          barrier.image = m_texImage;
          m_devFuncs->vkCmdPipelineBarrier(cb,
                                  VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
                                  VK_PIPELINE_STAGE_TRANSFER_BIT,
                                  0, 0, nullptr, 0, nullptr,
                                  1, &barrier);

          VkImageCopy copyInfo;
          memset(&copyInfo, 0, sizeof(copyInfo));
          copyInfo.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
          copyInfo.srcSubresource.layerCount = 1;
          copyInfo.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
          copyInfo.dstSubresource.layerCount = 1;
          copyInfo.extent.width = m_texSize.width();
          copyInfo.extent.height = m_texSize.height();
          copyInfo.extent.depth = 1;
          m_devFuncs->vkCmdCopyImage(cb, m_texStaging, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
                            m_texImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copyInfo);

          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;
          barrier.image = m_texImage;
          m_devFuncs->vkCmdPipelineBarrier(cb,
                                  VK_PIPELINE_STAGE_TRANSFER_BIT,
                                  VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
                                  0, 0, nullptr, 0, nullptr,
                                  1, &barrier);
      }
  }

  void VulkanRenderer::initResources()
  {
      qDebug("initResources");

      VkDevice dev = m_window->device();
      m_devFuncs = m_window->vulkanInstance()->deviceFunctions(dev);

      // The setup is similar to hellovulkantriangle. The difference is the
      // presence of a second vertex attribute (texcoord), a sampler, and that we
      // need blending.

      const int concurrentFrameCount = m_window->concurrentFrameCount();
      const VkPhysicalDeviceLimits *pdevLimits = &m_window->physicalDeviceProperties()->limits;
      const VkDeviceSize uniAlign = pdevLimits->minUniformBufferOffsetAlignment;
      qDebug("uniform buffer offset alignment is %u", (uint) uniAlign);
      VkBufferCreateInfo bufInfo;
      memset(&bufInfo, 0, sizeof(bufInfo));
      bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
      // Our internal layout is vertex, uniform, uniform, ... with each uniform buffer start offset aligned to uniAlign.
      const VkDeviceSize vertexAllocSize = aligned(sizeof(vertexData), uniAlign);
      const VkDeviceSize uniformAllocSize = aligned(UNIFORM_DATA_SIZE, uniAlign);
      bufInfo.size = vertexAllocSize + concurrentFrameCount * uniformAllocSize;
      bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;

      VkResult err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_buf);
      if (err != VK_SUCCESS)
          qFatal("Failed to create buffer: %d", err);

      VkMemoryRequirements memReq;
      m_devFuncs->vkGetBufferMemoryRequirements(dev, m_buf, &memReq);

      VkMemoryAllocateInfo memAllocInfo = {
          VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
          nullptr,
          memReq.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_buf, m_bufMem, 0);
      if (err != VK_SUCCESS)
          qFatal("Failed to bind buffer memory: %d", err);

      quint8 *p;
      err = m_devFuncs->vkMapMemory(dev, m_bufMem, 0, memReq.size, 0, reinterpret_cast<void **>(&p));
      if (err != VK_SUCCESS)
          qFatal("Failed to map memory: %d", err);
      memcpy(p, vertexData, sizeof(vertexData));
      QMatrix4x4 ident;
      memset(m_uniformBufInfo, 0, sizeof(m_uniformBufInfo));
      for (int i = 0; i < concurrentFrameCount; ++i) {
          const VkDeviceSize offset = vertexAllocSize + i * uniformAllocSize;
          memcpy(p + offset, ident.constData(), 16 * sizeof(float));
          m_uniformBufInfo[i].buffer = m_buf;
          m_uniformBufInfo[i].offset = offset;
          m_uniformBufInfo[i].range = uniformAllocSize;
      }
      m_devFuncs->vkUnmapMemory(dev, m_bufMem);

      VkVertexInputBindingDescription vertexBindingDesc = {
          0, // binding
          5 * sizeof(float),
          VK_VERTEX_INPUT_RATE_VERTEX
      };
      VkVertexInputAttributeDescription vertexAttrDesc[] = {
          { // position
              0, // location
              0, // binding
              VK_FORMAT_R32G32B32_SFLOAT,
              0
          },
          { // texcoord
              1,
              0,
              VK_FORMAT_R32G32_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 = 1;
      vertexInputInfo.pVertexBindingDescriptions = &vertexBindingDesc;
      vertexInputInfo.vertexAttributeDescriptionCount = 2;
      vertexInputInfo.pVertexAttributeDescriptions = vertexAttrDesc;

      // Sampler.
      VkSamplerCreateInfo samplerInfo;
      memset(&samplerInfo, 0, sizeof(samplerInfo));
      samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
      samplerInfo.magFilter = VK_FILTER_NEAREST;
      samplerInfo.minFilter = VK_FILTER_NEAREST;
      samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
      samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
      samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
      samplerInfo.maxAnisotropy = 1.0f;
      err = m_devFuncs->vkCreateSampler(dev, &samplerInfo, nullptr, &m_sampler);
      if (err != VK_SUCCESS)
          qFatal("Failed to create sampler: %d", err);

      // Texture.
      if (!createTexture(QStringLiteral(":/qt256.png")))
          qFatal("Failed to create texture");

      // Set up descriptor set and its layout.
      VkDescriptorPoolSize descPoolSizes[2] = {
          { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uint32_t(concurrentFrameCount) },
          { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, uint32_t(concurrentFrameCount) }
      };
      VkDescriptorPoolCreateInfo descPoolInfo;
      memset(&descPoolInfo, 0, sizeof(descPoolInfo));
      descPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
      descPoolInfo.maxSets = concurrentFrameCount;
      descPoolInfo.poolSizeCount = 2;
      descPoolInfo.pPoolSizes = descPoolSizes;
      err = m_devFuncs->vkCreateDescriptorPool(dev, &descPoolInfo, nullptr, &m_descPool);
      if (err != VK_SUCCESS)
          qFatal("Failed to create descriptor pool: %d", err);

      VkDescriptorSetLayoutBinding layoutBinding[2] =
      {
          {
              0, // binding
              VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
              1, // descriptorCount
              VK_SHADER_STAGE_VERTEX_BIT,
              nullptr
          },
          {
              1, // binding
              VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
              1, // descriptorCount
              VK_SHADER_STAGE_FRAGMENT_BIT,
              nullptr
          }
      };
      VkDescriptorSetLayoutCreateInfo descLayoutInfo = {
          VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
          nullptr,
          0,
          2, // bindingCount
          layoutBinding
      };
      err = m_devFuncs->vkCreateDescriptorSetLayout(dev, &descLayoutInfo, nullptr, &m_descSetLayout);
      if (err != VK_SUCCESS)
          qFatal("Failed to create descriptor set layout: %d", err);

      for (int i = 0; i < concurrentFrameCount; ++i) {
          VkDescriptorSetAllocateInfo descSetAllocInfo = {
              VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
              nullptr,
              m_descPool,
              1,
              &m_descSetLayout
          };
          err = m_devFuncs->vkAllocateDescriptorSets(dev, &descSetAllocInfo, &m_descSet[i]);
          if (err != VK_SUCCESS)
              qFatal("Failed to allocate descriptor set: %d", err);

          VkWriteDescriptorSet descWrite[2];
          memset(descWrite, 0, sizeof(descWrite));
          descWrite[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
          descWrite[0].dstSet = m_descSet[i];
          descWrite[0].dstBinding = 0;
          descWrite[0].descriptorCount = 1;
          descWrite[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
          descWrite[0].pBufferInfo = &m_uniformBufInfo[i];

          VkDescriptorImageInfo descImageInfo = {
              m_sampler,
              m_texView,
              VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
          };

          descWrite[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
          descWrite[1].dstSet = m_descSet[i];
          descWrite[1].dstBinding = 1;
          descWrite[1].descriptorCount = 1;
          descWrite[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
          descWrite[1].pImageInfo = &descImageInfo;

          m_devFuncs->vkUpdateDescriptorSets(dev, 2, descWrite, 0, nullptr);
      }

      // Pipeline cache
      VkPipelineCacheCreateInfo pipelineCacheInfo;
      memset(&pipelineCacheInfo, 0, sizeof(pipelineCacheInfo));
      pipelineCacheInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
      err = m_devFuncs->vkCreatePipelineCache(dev, &pipelineCacheInfo, nullptr, &m_pipelineCache);
      if (err != VK_SUCCESS)
          qFatal("Failed to create pipeline cache: %d", err);

      // Pipeline layout
      VkPipelineLayoutCreateInfo pipelineLayoutInfo;
      memset(&pipelineLayoutInfo, 0, sizeof(pipelineLayoutInfo));
      pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
      pipelineLayoutInfo.setLayoutCount = 1;
      pipelineLayoutInfo.pSetLayouts = &m_descSetLayout;
      err = m_devFuncs->vkCreatePipelineLayout(dev, &pipelineLayoutInfo, nullptr, &m_pipelineLayout);
      if (err != VK_SUCCESS)
          qFatal("Failed to create pipeline layout: %d", err);

      // Shaders
      VkShaderModule vertShaderModule = createShader(QStringLiteral(":/texture_vert.spv"));
      VkShaderModule fragShaderModule = createShader(QStringLiteral(":/texture_frag.spv"));

      // Graphics pipeline
      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,
              vertShaderModule,
              "main",
              nullptr
          },
          {
              VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
              nullptr,
              0,
              VK_SHADER_STAGE_FRAGMENT_BIT,
              fragShaderModule,
              "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;

      // The viewport and scissor will be set dynamically via vkCmdSetViewport/Scissor.
      // This way the pipeline does not need to be touched when resizing the window.
      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 = VK_SAMPLE_COUNT_1_BIT;
      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;
      // assume pre-multiplied alpha, blend, write out all of rgba
      VkPipelineColorBlendAttachmentState att;
      memset(&att, 0, sizeof(att));
      att.colorWriteMask = 0xF;
      att.blendEnable = VK_TRUE;
      att.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
      att.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
      att.colorBlendOp = VK_BLEND_OP_ADD;
      att.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
      att.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
      att.alphaBlendOp = VK_BLEND_OP_ADD;
      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_pipelineLayout;
      pipelineInfo.renderPass = m_window->defaultRenderPass();

      err = m_devFuncs->vkCreateGraphicsPipelines(dev, m_pipelineCache, 1, &pipelineInfo, nullptr, &m_pipeline);
      if (err != VK_SUCCESS)
          qFatal("Failed to create graphics pipeline: %d", err);

      if (vertShaderModule)
          m_devFuncs->vkDestroyShaderModule(dev, vertShaderModule, nullptr);
      if (fragShaderModule)
          m_devFuncs->vkDestroyShaderModule(dev, fragShaderModule, nullptr);
  }

  void VulkanRenderer::initSwapChainResources()
  {
      qDebug("initSwapChainResources");

      // Projection matrix
      m_proj = m_window->clipCorrectionMatrix(); // adjust for Vulkan-OpenGL clip space differences
      const QSize sz = m_window->swapChainImageSize();
      m_proj.perspective(45.0f, sz.width() / (float) sz.height(), 0.01f, 100.0f);
      m_proj.translate(0, 0, -4);
  }

  void VulkanRenderer::releaseSwapChainResources()
  {
      qDebug("releaseSwapChainResources");
  }

  void VulkanRenderer::releaseResources()
  {
      qDebug("releaseResources");

      VkDevice dev = m_window->device();

      if (m_sampler) {
          m_devFuncs->vkDestroySampler(dev, m_sampler, nullptr);
          m_sampler = VK_NULL_HANDLE;
      }

      if (m_texStaging) {
          m_devFuncs->vkDestroyImage(dev, m_texStaging, nullptr);
          m_texStaging = VK_NULL_HANDLE;
      }

      if (m_texStagingMem) {
          m_devFuncs->vkFreeMemory(dev, m_texStagingMem, nullptr);
          m_texStagingMem = VK_NULL_HANDLE;
      }

      if (m_texView) {
          m_devFuncs->vkDestroyImageView(dev, m_texView, nullptr);
          m_texView = VK_NULL_HANDLE;
      }

      if (m_texImage) {
          m_devFuncs->vkDestroyImage(dev, m_texImage, nullptr);
          m_texImage = VK_NULL_HANDLE;
      }

      if (m_texMem) {
          m_devFuncs->vkFreeMemory(dev, m_texMem, nullptr);
          m_texMem = VK_NULL_HANDLE;
      }

      if (m_pipeline) {
          m_devFuncs->vkDestroyPipeline(dev, m_pipeline, nullptr);
          m_pipeline = VK_NULL_HANDLE;
      }

      if (m_pipelineLayout) {
          m_devFuncs->vkDestroyPipelineLayout(dev, m_pipelineLayout, nullptr);
          m_pipelineLayout = VK_NULL_HANDLE;
      }

      if (m_pipelineCache) {
          m_devFuncs->vkDestroyPipelineCache(dev, m_pipelineCache, nullptr);
          m_pipelineCache = VK_NULL_HANDLE;
      }

      if (m_descSetLayout) {
          m_devFuncs->vkDestroyDescriptorSetLayout(dev, m_descSetLayout, nullptr);
          m_descSetLayout = VK_NULL_HANDLE;
      }

      if (m_descPool) {
          m_devFuncs->vkDestroyDescriptorPool(dev, m_descPool, nullptr);
          m_descPool = VK_NULL_HANDLE;
      }

      if (m_buf) {
          m_devFuncs->vkDestroyBuffer(dev, m_buf, nullptr);
          m_buf = VK_NULL_HANDLE;
      }

      if (m_bufMem) {
          m_devFuncs->vkFreeMemory(dev, m_bufMem, nullptr);
          m_bufMem = VK_NULL_HANDLE;
      }
  }

  void VulkanRenderer::startNextFrame()
  {
      VkDevice dev = m_window->device();
      VkCommandBuffer cb = m_window->currentCommandBuffer();
      const QSize sz = m_window->swapChainImageSize();

      // Add the necessary barriers and do the host-linear -> device-optimal copy, if not yet done.
      ensureTexture();

      VkClearColorValue clearColor = {{ 0, 0, 0, 1 }};
      VkClearDepthStencilValue clearDS = { 1, 0 };
      VkClearValue clearValues[2];
      memset(clearValues, 0, sizeof(clearValues));
      clearValues[0].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 = 2;
      rpBeginInfo.pClearValues = clearValues;
      VkCommandBuffer cmdBuf = m_window->currentCommandBuffer();
      m_devFuncs->vkCmdBeginRenderPass(cmdBuf, &rpBeginInfo, VK_SUBPASS_CONTENTS_INLINE);

      quint8 *p;
      VkResult err = m_devFuncs->vkMapMemory(dev, m_bufMem, m_uniformBufInfo[m_window->currentFrame()].offset,
              UNIFORM_DATA_SIZE, 0, reinterpret_cast<void **>(&p));
      if (err != VK_SUCCESS)
          qFatal("Failed to map memory: %d", err);
      QMatrix4x4 m = m_proj;
      m.rotate(m_rotation, 0, 0, 1);
      memcpy(p, m.constData(), 16 * sizeof(float));
      m_devFuncs->vkUnmapMemory(dev, m_bufMem);

      // Not exactly a real animation system, just advance on every frame for now.
      m_rotation += 1.0f;

      m_devFuncs->vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline);
      m_devFuncs->vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout, 0, 1,
                                 &m_descSet[m_window->currentFrame()], 0, nullptr);
      VkDeviceSize vbOffset = 0;
      m_devFuncs->vkCmdBindVertexBuffers(cb, 0, 1, &m_buf, &vbOffset);

      VkViewport viewport;
      viewport.x = viewport.y = 0;
      viewport.width = sz.width();
      viewport.height = sz.height();
      viewport.minDepth = 0;
      viewport.maxDepth = 1;
      m_devFuncs->vkCmdSetViewport(cb, 0, 1, &viewport);

      VkRect2D scissor;
      scissor.offset.x = scissor.offset.y = 0;
      scissor.extent.width = viewport.width;
      scissor.extent.height = viewport.height;
      m_devFuncs->vkCmdSetScissor(cb, 0, 1, &scissor);

      m_devFuncs->vkCmdDraw(cb, 4, 1, 0, 0);

      m_devFuncs->vkCmdEndRenderPass(cmdBuf);

      m_window->frameReady();
      m_window->requestUpdate(); // render continuously, throttled by the presentation rate
  }