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vk_mini_samples/samples/offscreen/offscreen.cpp at main · nvpro-samples/vk_mini_samples · GitHub
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offscreen.cpp
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offscreen
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offscreen.cpp
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/*
* Copyright (c) 2023-2026, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2023-2026, NVIDIA CORPORATION.
* SPDX-License-Identifier: Apache-2.0
*/
/*
This sample renders in an image without creating any window context, and save the
rendered image to disk.
*/
#
define
USE_SLANG
true
#
define
SHADER_LANGUAGE_STR
(
USE_SLANG
?
"
Slang
"
:
"
GLSL
"
)
#
define
STBIW_WINDOWS_UTF8
#
define
STB_IMAGE_WRITE_IMPLEMENTATION
#
pragma
warning(disable : 4996)
//
sprintf warning
#
define
VMA_IMPLEMENTATION
#
include
<
glm/glm.hpp
>
#
include
<
stb/stb_image_write.h
>
#
include
<
vulkan/vulkan_core.h
>
//
Shaders
#
include
"
shaders/shaderio.h
"
//
Shared between host and device
#
include
"
_autogen/offscreen.frag.glsl.h
"
#
include
"
_autogen/offscreen.slang.h
"
#
include
"
_autogen/offscreen.vert.glsl.h
"
#
include
<
nvutils/file_operations.hpp
>
#
include
<
nvutils/logger.hpp
>
#
include
<
nvutils/parameter_parser.hpp
>
#
include
<
nvutils/timers.hpp
>
#
include
<
nvvk/check_error.hpp
>
#
include
<
nvvk/commands.hpp
>
#
include
<
nvvk/context.hpp
>
#
include
<
nvvk/debug_util.hpp
>
#
include
<
nvvk/render_target.hpp
>
#
include
<
nvvk/graphics_pipeline.hpp
>
#
include
<
nvvk/helpers.hpp
>
#
include
<
nvvk/resource_allocator.hpp
>
#
include
<
nvvk/resources.hpp
>
namespace
nvvkhl
{
class
OfflineRender
{
public:
OfflineRender
() =
default
;
~OfflineRender
() =
default
;
void
init
(VkInstance instance, VkDevice device, VkPhysicalDevice physicalDevice,
const
nvvk::QueueInfo& queue)
{
m_device = device;
m_queue = queue;
//
Initialize the resource allocator
m_alloc.
init
({.
physicalDevice
= physicalDevice, .
device
= device, .
instance
= instance});
//
Offscreen render target (color only, no depth)
NVVK_CHECK
(m_renderTarget.
init
({.
alloc
= &m_alloc, .
colorFormats
= {
VK_FORMAT_R8G8B8A8_UNORM
}, .
debugName
=
"
Offscreen
"
}));
//
Create a command pool, for creating the command buffer
const
VkCommandPoolCreateInfo commandPoolCreateInfo{
.
sType
=
VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO
,
.
flags
=
VK_COMMAND_POOL_CREATE_TRANSIENT_BIT
,
//
Hint that commands will be short-lived
.
queueFamilyIndex
= m_queue.
familyIndex
,
};
NVVK_CHECK
(
vkCreateCommandPool
(m_device, &commandPoolCreateInfo,
nullptr
, &m_commandPool));
NVVK_DBG_NAME
(m_commandPool);
}
//
--------------------------------------------------------------------------------------------------
//
Rendering the scene to a frame buffer
void
offlineRender
(
float
animTime)
{
const
nvutils::ScopedTimer
s_timer
(
"
Offline rendering
"
);
//
Preparing the rendering
VkCommandBuffer cmd;
NVVK_CHECK
(
nvvk::beginSingleTimeCommands
(cmd, m_device, m_commandPool));
//
Render the scene to the offscreen frame buffer. RenderTarget keeps its
//
images in VK_IMAGE_LAYOUT_GENERAL, so no layout transitions are needed.
nvvk::RenderTargetState rtState;
m_renderTarget.
fillState
(rtState);
rtState.
colorAttachments
[
0
].
clearValue
= {{
0
.
1F
,
0
.
1F
,
0
.
4F
,
0
.
F
}};
nvvk::RenderTargetState::AttachmentOps ops{};
//
default: clear+store on color & depth, don't care on stencil
rtState.
cmdBeginRendering
(cmd, ops);
nvvk::GraphicsPipelineState::cmdSetViewportAndScissor
(cmd, m_renderTarget.
getSize
());
//
Pushing the time and aspect ratio to the shader
shaderio::PushConstant pushConstant{
.
iTime
= animTime,
.
aspectRatio
= m_renderTarget.
getAspectRatio
(),
};
vkCmdPushConstants
(cmd, m_pipelineLayout,
VK_SHADER_STAGE_FRAGMENT_BIT
,
0
,
sizeof
(shaderio::PushConstant), &pushConstant);
//
Rendering the scene
vkCmdBindPipeline
(cmd,
VK_PIPELINE_BIND_POINT_GRAPHICS
, m_pipeline);
vkCmdDraw
(cmd,
3
,
1
,
0
,
0
);
//
No vertices, it is implicitly done in the vertex shader
//
Done and submit execution
vkCmdEndRendering
(cmd);
NVVK_CHECK
(
nvvk::endSingleTimeCommands
(cmd, m_device, m_commandPool, m_queue.
queue
));
}
//
--------------------------------------------------------------------------------------------------
//
Save the image to disk
//
void
saveImage
(
const
std::filesystem::path& outFilename)
{
const
nvutils::ScopedTimer
s_timer
(
"
Save Image
\n
"
);
//
Create a temporary buffer to hold the pixels of the image
const
VkBufferUsageFlags usage{
VK_BUFFER_USAGE_2_UNIFORM_BUFFER_BIT
|
VK_BUFFER_USAGE_2_TRANSFER_DST_BIT
};
const
VkDeviceSize bufferSize =
4
*
sizeof
(
uint8_t
) * m_renderTarget.
getSize
().
width
* m_renderTarget.
getSize
().
height
;
nvvk::Buffer pixelBuffer;
NVVK_CHECK
(m_alloc.
createBuffer
(pixelBuffer, bufferSize, usage,
VMA_MEMORY_USAGE_AUTO_PREFER_HOST
,
VMA_ALLOCATION_CREATE_MAPPED_BIT
|
VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT
));
NVVK_DBG_NAME
(pixelBuffer.
buffer
);
imageToBuffer
(m_renderTarget.
getColorImage
(), pixelBuffer.
buffer
);
//
Write the buffer to disk
const
std::string outFilenameUtf8 =
nvutils::utf8FromPath
(outFilename);
LOGI
(
"
- Size: %d, %d
\n
"
, m_renderTarget.
getSize
().
width
, m_renderTarget.
getSize
().
height
);
LOGI
(
"
- Bytes: %d
\n
"
, m_renderTarget.
getSize
().
width
* m_renderTarget.
getSize
().
height
*
4
);
LOGI
(
"
- Out name: %s
\n
"
, outFilenameUtf8.
c_str
());
const
void
* data = pixelBuffer.
mapping
;
stbi_write_jpg
(outFilenameUtf8.
c_str
(), m_renderTarget.
getSize
().
width
, m_renderTarget.
getSize
().
height
,
4
, data,
100
);
//
Destroy temporary buffer
m_alloc.
destroyBuffer
(pixelBuffer);
}
//
--------------------------------------------------------------------------------------------------
//
Copy the image to a buffer - this linearize the image memory
//
void
imageToBuffer
(
const
VkImage& imageIn,
const
VkBuffer& pixelBufferOut)
const
{
const
nvutils::ScopedTimer
s_timer
(
"
- Image To Buffer
"
);
VkCommandBuffer cmd;
NVVK_CHECK
(
nvvk::beginSingleTimeCommands
(cmd, m_device, m_commandPool));
//
Set the image to the right layout
nvvk::cmdImageMemoryBarrier
(cmd, {imageIn,
VK_IMAGE_LAYOUT_GENERAL
,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL
});
//
Copy the image to the buffer
VkBufferImageCopy copyRegion{};
copyRegion.
imageSubresource
= {
VK_IMAGE_ASPECT_COLOR_BIT
,
0
,
0
,
1
};
copyRegion.
imageExtent
= VkExtent3D{m_renderTarget.
getSize
().
width
, m_renderTarget.
getSize
().
height
,
1
};
vkCmdCopyImageToBuffer
(cmd, imageIn,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL
, pixelBufferOut,
1
, ©Region);
//
Put back the image as it was
nvvk::cmdImageMemoryBarrier
(cmd, {imageIn,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL
,
VK_IMAGE_LAYOUT_GENERAL
});
//
Submit the command buffer and wait for it to finish
NVVK_CHECK
(
nvvk::endSingleTimeCommands
(cmd, m_device, m_commandPool, m_queue.
queue
));
}
//
--------------------------------------------------------------------------------------------------
//
Pipeline of this example
//
void
createPipeline
()
{
const
nvutils::ScopedTimer
s_timer
(
"
Create Pipeline
"
);
//
Pipeline Layout: The layout of the shader needs only Push Constants: we are using parameters, time and aspect ratio
const
VkPushConstantRange pushConstants = {
VK_SHADER_STAGE_FRAGMENT_BIT
,
0
,
sizeof
(shaderio::PushConstant)};
VkPipelineLayoutCreateInfo layoutInfo{
.
sType
=
VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO
,
.
pushConstantRangeCount
=
1
,
.
pPushConstantRanges
= &pushConstants,
};
NVVK_CHECK
(
vkCreatePipelineLayout
(m_device, &layoutInfo,
nullptr
, &m_pipelineLayout));
//
Holds the state of the graphic pipeline
nvvk::GraphicsPipelineState graphicState;
graphicState.
rasterizationState
.
cullMode
=
VK_CULL_MODE_NONE
;
//
Helper to create the graphic pipeline
nvvk::GraphicsPipelineCreator creator;
creator.
pipelineInfo
.
layout
= m_pipelineLayout;
#
if
USE_SLANG
creator.
addShader
(
VK_SHADER_STAGE_VERTEX_BIT
,
"
vertexMain
"
, offscreen_slang);
creator.
addShader
(
VK_SHADER_STAGE_FRAGMENT_BIT
,
"
fragmentMain
"
, offscreen_slang);
#
else
creator.
addShader
(
VK_SHADER_STAGE_VERTEX_BIT
,
"
main
"
, offscreen_vert_glsl);
creator.
addShader
(
VK_SHADER_STAGE_FRAGMENT_BIT
,
"
main
"
, offscreen_frag_glsl);
#
endif
NVVK_CHECK
(creator.
createGraphicsPipeline
(m_device,
nullptr
, graphicState, &m_pipeline));
NVVK_DBG_NAME
(m_pipeline);
}
//
--------------------------------------------------------------------------------------------------
//
Creating an off screen frame buffer and the associated render pass
//
void
createFramebuffer
(
const
VkExtent2D& size)
{
const
nvutils::ScopedTimer
s_timer
(
"
Create Framebuffer
"
);
VkCommandBuffer cmd;
nvvk::beginSingleTimeCommands
(cmd, m_device, m_commandPool);
NVVK_CHECK
(m_renderTarget.
update
(cmd, size));
nvvk::endSingleTimeCommands
(cmd, m_device, m_commandPool, m_queue.
queue
);
}
void
deinit
()
{
vkDestroyPipelineLayout
(m_device, m_pipelineLayout,
nullptr
);
vkDestroyPipeline
(m_device, m_pipeline,
nullptr
);
vkDestroyCommandPool
(m_device, m_commandPool,
nullptr
);
m_renderTarget.
deinit
();
m_alloc.
deinit
();
}
private:
nvvk::ResourceAllocator m_alloc;
//
Resource allocator for the buffers
nvvk::RenderTarget m_renderTarget;
//
Offscreen render target for the rendering
nvvk::QueueInfo m_queue;
//
Queue information
VkCommandPool m_commandPool{};
//
Command pool for the command buffer
VkDevice m_device{};
//
Vulkan device
VkPipelineLayout m_pipelineLayout{};
//
The description of the pipeline
VkPipeline m_pipeline{};
//
The graphic pipeline to render
};
}
//
namespace nvvkhl
int
main
(
int
argc,
char
** argv)
{
float
animTime{
0
.
0F
};
glm::uvec2 renderSize{
800
,
600
};
std::filesystem::path outputFile =
nvutils::getExecutablePath
().
replace_extension
(
"
jpg
"
);
std::string projectName =
nvutils::getExecutablePath
().
stem
().
string
();
nvutils::ParameterParser
cli
(projectName);
nvutils::ParameterRegistry reg;
bool
verbose =
false
;
reg.
add
({
"
verbose
"
,
"
Verbose output of the Vulkan context
"
}, &verbose);
reg.
add
({
"
time
"
,
"
Run in headless mode
"
,
"
t
"
}, &animTime,
true
);
reg.
addVector
({
"
size
"
,
"
Render size width
"
,
"
s
"
}, &renderSize);
reg.
add
({
"
output
"
,
"
Output filename (must end with .jpg)
"
,
"
o
"
}, &outputFile);
cli.
add
(reg);
cli.
parse
(argc, argv);
//
Creating the Vulkan instance and device, with only defaults, no extension
nvvk::ContextInitInfo vkSetup{.
instanceExtensions
= {
VK_EXT_DEBUG_UTILS_EXTENSION_NAME
}};
nvvk::Context vkContext;
vkSetup.
verbose
|= verbose;
if
(vkContext.
init
(vkSetup) !=
VK_SUCCESS
)
{
LOGE
(
"
Error in Vulkan context creation
\n
"
);
return
1
;
}
//
Create the application
nvvkhl::OfflineRender app;
app.
init
(vkContext.
getInstance
(), vkContext.
getDevice
(), vkContext.
getPhysicalDevice
(), vkContext.
getQueueInfo
(
0
));
app.
createFramebuffer
({renderSize.
x
, renderSize.
y
});
//
Framebuffer where it will render
app.
createPipeline
();
//
How the quad will be rendered: shaders and more
app.
offlineRender
(animTime);
//
Rendering
app.
saveImage
(outputFile);
//
Saving rendered image
app.
deinit
();
//
Destroying the application
vkContext.
deinit
();
return
0
;
}
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