<commit_before>/*
* Vulkan Example - Compute shader image processing
*
* Copyright (C) 2016 by <NAME> - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <vector>

#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>

#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"

#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false

// Vertex layout for this example
struct Vertex {
	float pos[3];
	float uv[2];
};

class VulkanExample : public VulkanExampleBase
{
private:
	vkTools::VulkanTexture textureColorMap;
	vkTools::VulkanTexture textureComputeTarget;
public:
	struct {
		VkPipelineVertexInputStateCreateInfo inputState;
		std::vector<VkVertexInputBindingDescription> bindingDescriptions;
		std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
	} vertices;

	struct {
		vkMeshLoader::MeshBuffer quad;
	} meshes;

	vkTools::UniformData uniformDataVS;

	struct {
		glm::mat4 projection;
		glm::mat4 model;
	} uboVS;

	struct {
		VkPipeline postCompute;
		// Compute pipelines are separated from 
		// graphics pipelines in Vulkan
		std::vector<VkPipeline> compute;
		uint32_t computeIndex = 0;
	} pipelines;

	int vertexBufferSize;

	VkQueue computeQueue;
	VkCommandBuffer computeCmdBuffer;
	VkPipelineLayout computePipelineLayout;
	VkDescriptorSet computeDescriptorSet;
	VkDescriptorSetLayout computeDescriptorSetLayout;
	VkDescriptorPool computeDescriptorPool;

	VkPipelineLayout pipelineLayout;
	VkDescriptorSet descriptorSetPostCompute, descriptorSetBaseImage;
	VkDescriptorSetLayout descriptorSetLayout;

	VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
	{
		zoom = -2.0f;
		enableTextOverlay = true;
		title = "Vulkan Example - Compute shader image processing";
	}

	~VulkanExample()
	{
		// Clean up used Vulkan resources 
		// Note : Inherited destructor cleans up resources stored in base class

		vkDestroyPipeline(device, pipelines.postCompute, nullptr);
		for (auto& pipeline : pipelines.compute)
		{
			vkDestroyPipeline(device, pipeline, nullptr);
		}

		vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
		vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);

		vkMeshLoader::freeMeshBufferResources(device, &meshes.quad);

		vkTools::destroyUniformData(device, &uniformDataVS);

		vkFreeCommandBuffers(device, cmdPool, 1, &computeCmdBuffer);

		textureLoader->destroyTexture(textureColorMap);
		textureLoader->destroyTexture(textureComputeTarget);
	}

	// Prepare a texture target that is used to store compute shader calculations
	void prepareTextureTarget(vkTools::VulkanTexture *tex, uint32_t width, uint32_t height, VkFormat format)
	{
		VkFormatProperties formatProperties;

		// Get device properties for the requested texture format
		vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
		// Check if requested image format supports image storage operations
		assert(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT);

		// Prepare blit target texture
		tex->width = width;
		tex->height = height;

		VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();
		imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
		imageCreateInfo.format = format;
		imageCreateInfo.extent = { width, height, 1 };
		imageCreateInfo.mipLevels = 1;
		imageCreateInfo.arrayLayers = 1;
		imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
		imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
		// Image will be sampled in the fragment shader and used as storage target in the compute shader
		imageCreateInfo.usage = 
			VK_IMAGE_USAGE_SAMPLED_BIT | 
			VK_IMAGE_USAGE_STORAGE_BIT;
		imageCreateInfo.flags = 0;

		VkMemoryAllocateInfo memAllocInfo = vkTools::initializers::memoryAllocateInfo();
		VkMemoryRequirements memReqs;

		VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &tex->image));

		vkGetImageMemoryRequirements(device, tex->image, &memReqs);
		memAllocInfo.allocationSize = memReqs.size;
		memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
		VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &tex->deviceMemory));
		VK_CHECK_RESULT(vkBindImageMemory(device, tex->image, tex->deviceMemory, 0));

		VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);

		tex->imageLayout = VK_IMAGE_LAYOUT_GENERAL;
		vkTools::setImageLayout(
			layoutCmd, tex->image, 
			VK_IMAGE_ASPECT_COLOR_BIT, 
			VK_IMAGE_LAYOUT_UNDEFINED, 
			tex->imageLayout);

		VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);

		// Create sampler
		VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
		sampler.magFilter = VK_FILTER_LINEAR;
		sampler.minFilter = VK_FILTER_LINEAR;
		sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
		sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
		sampler.addressModeV = sampler.addressModeU;
		sampler.addressModeW = sampler.addressModeU;
		sampler.mipLodBias = 0.0f;
		sampler.maxAnisotropy = 0;
		sampler.compareOp = VK_COMPARE_OP_NEVER;
		sampler.minLod = 0.0f;
		sampler.maxLod = 0.0f;
		sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
		VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &tex->sampler));

		// Create image view
		VkImageViewCreateInfo view = vkTools::initializers::imageViewCreateInfo();
		view.image = VK_NULL_HANDLE;
		view.viewType = VK_IMAGE_VIEW_TYPE_2D;
		view.format = format;
		view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
		view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
		view.image = tex->image;
		VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &tex->view));
	}

	void loadTextures()
	{
		textureLoader->loadTexture(
			getAssetPath() + "textures/het_kanonschot_rgba8.ktx", 
			VK_FORMAT_R8G8B8A8_UNORM, 
			&textureColorMap,
			false,
			VK_IMAGE_USAGE_SAMPLED_BIT);
	}

	void buildCommandBuffers()
	{
		// Destroy command buffers if already present
		if (!checkCommandBuffers())
		{
			destroyCommandBuffers();
			createCommandBuffers();
		}

		VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();

		VkClearValue clearValues[2];
		clearValues[0].color = defaultClearColor;
		clearValues[1].depthStencil = { 1.0f, 0 };

		VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
		renderPassBeginInfo.renderPass = renderPass;
		renderPassBeginInfo.renderArea.offset.x = 0;
		renderPassBeginInfo.renderArea.offset.y = 0;
		renderPassBeginInfo.renderArea.extent.width = width;
		renderPassBeginInfo.renderArea.extent.height = height;
		renderPassBeginInfo.clearValueCount = 2;
		renderPassBeginInfo.pClearValues = clearValues;

		for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
		{
			// Set target frame buffer
			renderPassBeginInfo.framebuffer = frameBuffers[i];

			VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));

			// Image memory barrier to make sure that compute
			// shader writes are finished before sampling
			// from the texture
			VkImageMemoryBarrier imageMemoryBarrier = {};
			imageMemoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
			imageMemoryBarrier.pNext = NULL;
			imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL;
			imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
			imageMemoryBarrier.image = textureComputeTarget.image;
			imageMemoryBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
			imageMemoryBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
			imageMemoryBarrier.dstAccessMask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
			// todo : use different pipeline stage bits
			vkCmdPipelineBarrier(
				drawCmdBuffers[i],
				VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
				VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
				VK_FLAGS_NONE,
				0, nullptr,
				0, nullptr,
				1, &imageMemoryBarrier);

			vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);

			VkViewport viewport = vkTools::initializers::viewport((float)width * 0.5f, (float)height, 0.0f, 1.0f);
			vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);

			VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0);
			vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);

			VkDeviceSize offsets[1] = { 0 };
			vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets);
			vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.quad.indices.buf, 0, VK_INDEX_TYPE_UINT32);

			// Left (pre compute)
			vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSetBaseImage, 0, NULL);
			vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.postCompute);

			vkCmdDrawIndexed(drawCmdBuffers[i], meshes.quad.indexCount, 1, 0, 0, 0);

			// Right (post compute)
			vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSetPostCompute, 0, NULL);
			vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.postCompute);

			viewport.x = (float)width / 2.0f;
			vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
			vkCmdDrawIndexed(drawCmdBuffers[i], meshes.quad.indexCount, 1, 0, 0, 0);

			vkCmdEndRenderPass(drawCmdBuffers[i]);

			VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
		}

	}

	void buildComputeCommandBuffer()
	{
		VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();

		VK_CHECK_RESULT(vkBeginCommandBuffer(computeCmdBuffer, &cmdBufInfo));

		vkCmdBindPipeline(computeCmdBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipelines.compute[pipelines.computeIndex]);
		vkCmdBindDescriptorSets(computeCmdBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, computePipelineLayout, 0, 1, &computeDescriptorSet, 0, 0);

		vkCmdDispatch(computeCmdBuffer, textureComputeTarget.width / 16, textureComputeTarget.height / 16, 1);

		vkEndCommandBuffer(computeCmdBuffer);
	}

	// Setup vertices for a single uv-mapped quad
	void generateQuad()
	{
#define dim 1.0f
		std::vector<Vertex> vertexBuffer =
		{
			{ {  dim,  dim, 0.0f }, { 1.0f, 1.0f } },
			{ { -dim,  dim, 0.0f }, { 0.0f, 1.0f } },
			{ { -dim, -dim, 0.0f }, { 0.0f, 0.0f } },
			{ {  dim, -dim, 0.0f }, { 1.0f, 0.0f } }
		};
#undef dim

		createBuffer(
			VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
			vertexBuffer.size() * sizeof(Vertex),
			vertexBuffer.data(),
			&meshes.quad.vertices.buf,
			&meshes.quad.vertices.mem);

		// Setup indices
		std::vector<uint32_t> indexBuffer = { 0,1,2, 2,3,0 };
		meshes.quad.indexCount = indexBuffer.size();

		createBuffer(
			VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
			indexBuffer.size() * sizeof(uint32_t),
			indexBuffer.data(),
			&meshes.quad.indices.buf,
			&meshes.quad.indices.mem);
	}

	void setupVertexDescriptions()
	{
		// Binding description
		vertices.bindingDescriptions.resize(1);
		vertices.bindingDescriptions[0] =
			vkTools::initializers::vertexInputBindingDescription(
				VERTEX_BUFFER_BIND_ID,
				sizeof(Vertex),
				VK_VERTEX_INPUT_RATE_VERTEX);

		// Attribute descriptions
		// Describes memory layout and shader positions
		vertices.attributeDescriptions.resize(2);
		// Location 0 : Position
		vertices.attributeDescriptions[0] =
			vkTools::initializers::vertexInputAttributeDescription(
				VERTEX_BUFFER_BIND_ID,
				0,
				VK_FORMAT_R32G32B32_SFLOAT,
				0);
		// Location 1 : Texture coordinates
		vertices.attributeDescriptions[1] =
			vkTools::initializers::vertexInputAttributeDescription(
				VERTEX_BUFFER_BIND_ID,
				1,
				VK_FORMAT_R32G32_SFLOAT,
				sizeof(float) * 3);

		// Assign to vertex buffer
		vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
		vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
		vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
		vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
		vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
	}

	void setupDescriptorPool()
	{
		std::vector<VkDescriptorPoolSize> poolSizes =
		{
			vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
			// Graphics pipeline uses image samplers for display
			vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4),
			// Compute pipeline uses a sampled image for reading
			vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1),
			// Compute pipelines uses a storage image to write result
			vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1),
		};

		VkDescriptorPoolCreateInfo descriptorPoolInfo =
			vkTools::initializers::descriptorPoolCreateInfo(
				poolSizes.size(),
				poolSizes.data(),
				3);

		VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
	}

	void setupDescriptorSetLayout()
	{
		std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
		{
			// Binding 0 : Vertex shader uniform buffer
			vkTools::initializers::descriptorSetLayoutBinding(
				VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
				VK_SHADER_STAGE_VERTEX_BIT,
				0),
			// Binding 1 : Fragment shader image sampler
			vkTools::initializers::descriptorSetLayoutBinding(
				VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
				VK_SHADER_STAGE_FRAGMENT_BIT,
				1)
		};

		VkDescriptorSetLayoutCreateInfo descriptorLayout =
			vkTools::initializers::descriptorSetLayoutCreateInfo(
				setLayoutBindings.data(),
				setLayoutBindings.size());

		VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
		
		VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
			vkTools::initializers::pipelineLayoutCreateInfo(
				&descriptorSetLayout,
				1);

		VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
	}

	void setupDescriptorSet()
	{
		VkDescriptorSetAllocateInfo allocInfo =
			vkTools::initializers::descriptorSetAllocateInfo(
				descriptorPool,
				&descriptorSetLayout,
				1);

		VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSetPostCompute));

		// Image descriptor for the color map texture
		VkDescriptorImageInfo texDescriptor =
			vkTools::initializers::descriptorImageInfo(
				textureComputeTarget.sampler,
				textureComputeTarget.view,
				VK_IMAGE_LAYOUT_GENERAL);

		std::vector<VkWriteDescriptorSet> writeDescriptorSets =
		{
			// Binding 0 : Vertex shader uniform buffer
			vkTools::initializers::writeDescriptorSet(
				descriptorSetPostCompute,
				VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
				0,
				&uniformDataVS.descriptor),
			// Binding 1 : Fragment shader texture sampler
			vkTools::initializers::writeDescriptorSet(
				descriptorSetPostCompute,
				VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
				1,
				&texDescriptor)
		};

		vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);

		// Base image (before compute post process)
		allocInfo =
			vkTools::initializers::descriptorSetAllocateInfo(
				descriptorPool,
				&descriptorSetLayout,
				1);

		VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSetBaseImage));
		
		VkDescriptorImageInfo texDescriptorBaseImage =
			vkTools::initializers::descriptorImageInfo(
				textureColorMap.sampler,
				textureColorMap.view,
				VK_IMAGE_LAYOUT_GENERAL);

		std::vector<VkWriteDescriptorSet> baseImageWriteDescriptorSets =
		{
			// Binding 0 : Vertex shader uniform buffer
			vkTools::initializers::writeDescriptorSet(
				descriptorSetBaseImage,
				VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
				0,
				&uniformDataVS.descriptor),
			// Binding 1 : Fragment shader texture sampler
			vkTools::initializers::writeDescriptorSet(
				descriptorSetBaseImage,
				VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
				1,
				&texDescriptorBaseImage)
		};

		vkUpdateDescriptorSets(device, baseImageWriteDescriptorSets.size(), baseImageWriteDescriptorSets.data(), 0, NULL);
	}

	// Create a separate command buffer for compute commands
	void createComputeCommandBuffer()
	{
		VkCommandBufferAllocateInfo cmdBufAllocateInfo =
			vkTools::initializers::commandBufferAllocateInfo(
				cmdPool,
				VK_COMMAND_BUFFER_LEVEL_PRIMARY,
				1);

		VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &computeCmdBuffer));
	}

	void preparePipelines()
	{
		VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
			vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
				VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
				0,
				VK_FALSE);

		VkPipelineRasterizationStateCreateInfo rasterizationState =
			vkTools::initializers::pipelineRasterizationStateCreateInfo(
				VK_POLYGON_MODE_FILL,
				VK_CULL_MODE_NONE,
				VK_FRONT_FACE_COUNTER_CLOCKWISE,
				0);

		VkPipelineColorBlendAttachmentState blendAttachmentState =
			vkTools::initializers::pipelineColorBlendAttachmentState(
				0xf,
				VK_FALSE);

		VkPipelineColorBlendStateCreateInfo colorBlendState =
			vkTools::initializers::pipelineColorBlendStateCreateInfo(
				1,
				&blendAttachmentState);

		VkPipelineDepthStencilStateCreateInfo depthStencilState =
			vkTools::initializers::pipelineDepthStencilStateCreateInfo(
				VK_TRUE,
				VK_TRUE,
				VK_COMPARE_OP_LESS_OR_EQUAL);

		VkPipelineViewportStateCreateInfo viewportState =
			vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);

		VkPipelineMultisampleStateCreateInfo multisampleState =
			vkTools::initializers::pipelineMultisampleStateCreateInfo(
				VK_SAMPLE_COUNT_1_BIT,
				0);

		std::vector<VkDynamicState> dynamicStateEnables = {
			VK_DYNAMIC_STATE_VIEWPORT,
			VK_DYNAMIC_STATE_SCISSOR
		};
		VkPipelineDynamicStateCreateInfo dynamicState =
			vkTools::initializers::pipelineDynamicStateCreateInfo(
				dynamicStateEnables.data(),
				dynamicStateEnables.size(),
				0);

		// Rendering pipeline
		// Load shaders
		std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;

		shaderStages[0] = loadShader(getAssetPath() + "shaders/computeshader/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
		shaderStages[1] = loadShader(getAssetPath() + "shaders/computeshader/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);

		VkGraphicsPipelineCreateInfo pipelineCreateInfo =
			vkTools::initializers::pipelineCreateInfo(
				pipelineLayout,
				renderPass,
				0);

		pipelineCreateInfo.pVertexInputState = &vertices.inputState;
		pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
		pipelineCreateInfo.pRasterizationState = &rasterizationState;
		pipelineCreateInfo.pColorBlendState = &colorBlendState;
		pipelineCreateInfo.pMultisampleState = &multisampleState;
		pipelineCreateInfo.pViewportState = &viewportState;
		pipelineCreateInfo.pDepthStencilState = &depthStencilState;
		pipelineCreateInfo.pDynamicState = &dynamicState;
		pipelineCreateInfo.stageCount = shaderStages.size();
		pipelineCreateInfo.pStages = shaderStages.data();
		pipelineCreateInfo.renderPass = renderPass;

		VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.postCompute));
	}

	void prepareCompute()
	{
		// Create compute pipeline
		// Compute pipelines are created separate from graphics pipelines
		// even if they use the same queue

		std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
			// Binding 0 : Sampled image (read)
			vkTools::initializers::descriptorSetLayoutBinding(
				VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
				VK_SHADER_STAGE_COMPUTE_BIT,
				0),
			// Binding 1 : Sampled image (write)
			vkTools::initializers::descriptorSetLayoutBinding(
				VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
				VK_SHADER_STAGE_COMPUTE_BIT,
				1),
		};

		VkDescriptorSetLayoutCreateInfo descriptorLayout =
			vkTools::initializers::descriptorSetLayoutCreateInfo(
				setLayoutBindings.data(),
				setLayoutBindings.size());

		VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device,	&descriptorLayout, nullptr, &computeDescriptorSetLayout));

		VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
			vkTools::initializers::pipelineLayoutCreateInfo(
				&computeDescriptorSetLayout,
				1);

		VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &computePipelineLayout));

		VkDescriptorSetAllocateInfo allocInfo =
			vkTools::initializers::descriptorSetAllocateInfo(
				descriptorPool,
				&computeDescriptorSetLayout,
				1);

		VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &computeDescriptorSet));

		std::vector<VkDescriptorImageInfo> computeTexDescriptors =
		{
			vkTools::initializers::descriptorImageInfo(
				VK_NULL_HANDLE,
				textureColorMap.view,
				VK_IMAGE_LAYOUT_GENERAL),

			vkTools::initializers::descriptorImageInfo(
				VK_NULL_HANDLE,
				textureComputeTarget.view,
				VK_IMAGE_LAYOUT_GENERAL)
		};

		std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets =
		{
			// Binding 0 : Sampled image (read)
			vkTools::initializers::writeDescriptorSet(
				computeDescriptorSet,
				VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
				0,
				&computeTexDescriptors[0]),
			// Binding 1 : Sampled image (write)
			vkTools::initializers::writeDescriptorSet(
				computeDescriptorSet,
				VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
				1,
				&computeTexDescriptors[1])
		};

		vkUpdateDescriptorSets(device, computeWriteDescriptorSets.size(), computeWriteDescriptorSets.data(), 0, NULL);<commit_msg>Fixed descriptor types for compute pipelines (use storage instead of sampled for compute image reads and write) (Refs #157, Refs#210)<commit_after>/*
* Vulkan Example - Compute shader image processing
*
* Copyright (C) 2016 by <NAME> - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <vector>

#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>

#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"

#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false

// Vertex layout for this example
struct Vertex {
	float pos[3];
	float uv[2];
};

class VulkanExample : public VulkanExampleBase
{
private:
	vkTools::VulkanTexture textureColorMap;
	vkTools::VulkanTexture textureComputeTarget;
public:
	struct {
		VkPipelineVertexInputStateCreateInfo inputState;
		std::vector<VkVertexInputBindingDescription> bindingDescriptions;
		std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
	} vertices;

	struct {
		vkMeshLoader::MeshBuffer quad;
	} meshes;

	vkTools::UniformData uniformDataVS;

	struct {
		glm::mat4 projection;
		glm::mat4 model;
	} uboVS;

	struct {
		VkPipeline postCompute;
		// Compute pipelines are separated from 
		// graphics pipelines in Vulkan
		std::vector<VkPipeline> compute;
		uint32_t computeIndex = 0;
	} pipelines;

	int vertexBufferSize;

	VkQueue computeQueue;
	VkCommandBuffer computeCmdBuffer;
	VkPipelineLayout computePipelineLayout;
	VkDescriptorSet computeDescriptorSet;
	VkDescriptorSetLayout computeDescriptorSetLayout;
	VkDescriptorPool computeDescriptorPool;

	VkPipelineLayout pipelineLayout;
	VkDescriptorSet descriptorSetPostCompute, descriptorSetBaseImage;
	VkDescriptorSetLayout descriptorSetLayout;

	VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
	{
		zoom = -2.0f;
		enableTextOverlay = true;
		title = "Vulkan Example - Compute shader image processing";
	}

	~VulkanExample()
	{
		// Clean up used Vulkan resources 
		// Note : Inherited destructor cleans up resources stored in base class

		vkDestroyPipeline(device, pipelines.postCompute, nullptr);
		for (auto& pipeline : pipelines.compute)
		{
			vkDestroyPipeline(device, pipeline, nullptr);
		}

		vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
		vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);

		vkMeshLoader::freeMeshBufferResources(device, &meshes.quad);

		vkTools::destroyUniformData(device, &uniformDataVS);

		vkFreeCommandBuffers(device, cmdPool, 1, &computeCmdBuffer);

		textureLoader->destroyTexture(textureColorMap);
		textureLoader->destroyTexture(textureComputeTarget);
	}

	// Prepare a texture target that is used to store compute shader calculations
	void prepareTextureTarget(vkTools::VulkanTexture *tex, uint32_t width, uint32_t height, VkFormat format)
	{
		VkFormatProperties formatProperties;

		// Get device properties for the requested texture format
		vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
		// Check if requested image format supports image storage operations
		assert(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT);

		// Prepare blit target texture
		tex->width = width;
		tex->height = height;

		VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();
		imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
		imageCreateInfo.format = format;
		imageCreateInfo.extent = { width, height, 1 };
		imageCreateInfo.mipLevels = 1;
		imageCreateInfo.arrayLayers = 1;
		imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
		imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
		// Image will be sampled in the fragment shader and used as storage target in the compute shader
		imageCreateInfo.usage = 
			VK_IMAGE_USAGE_SAMPLED_BIT | 
			VK_IMAGE_USAGE_STORAGE_BIT;
		imageCreateInfo.flags = 0;

		VkMemoryAllocateInfo memAllocInfo = vkTools::initializers::memoryAllocateInfo();
		VkMemoryRequirements memReqs;

		VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &tex->image));

		vkGetImageMemoryRequirements(device, tex->image, &memReqs);
		memAllocInfo.allocationSize = memReqs.size;
		memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
		VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &tex->deviceMemory));
		VK_CHECK_RESULT(vkBindImageMemory(device, tex->image, tex->deviceMemory, 0));

		VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);

		tex->imageLayout = VK_IMAGE_LAYOUT_GENERAL;
		vkTools::setImageLayout(
			layoutCmd, tex->image, 
			VK_IMAGE_ASPECT_COLOR_BIT, 
			VK_IMAGE_LAYOUT_UNDEFINED, 
			tex->imageLayout);

		VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);

		// Create sampler
		VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
		sampler.magFilter = VK_FILTER_LINEAR;
		sampler.minFilter = VK_FILTER_LINEAR;
		sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
		sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
		sampler.addressModeV = sampler.addressModeU;
		sampler.addressModeW = sampler.addressModeU;
		sampler.mipLodBias = 0.0f;
		sampler.maxAnisotropy = 0;
		sampler.compareOp = VK_COMPARE_OP_NEVER;
		sampler.minLod = 0.0f;
		sampler.maxLod = 0.0f;
		sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
		VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &tex->sampler));

		// Create image view
		VkImageViewCreateInfo view = vkTools::initializers::imageViewCreateInfo();
		view.image = VK_NULL_HANDLE;
		view.viewType = VK_IMAGE_VIEW_TYPE_2D;
		view.format = format;
		view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
		view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
		view.image = tex->image;
		VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &tex->view));
	}

	void loadTextures()
	{
		textureLoader->loadTexture(
			getAssetPath() + "textures/het_kanonschot_rgba8.ktx", 
			VK_FORMAT_R8G8B8A8_UNORM, 
			&textureColorMap,
			false,
			VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT);
	}

	void buildCommandBuffers()
	{
		// Destroy command buffers if already present
		if (!checkCommandBuffers())
		{
			destroyCommandBuffers();
			createCommandBuffers();
		}

		VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();

		VkClearValue clearValues[2];
		clearValues[0].color = defaultClearColor;
		clearValues[1].depthStencil = { 1.0f, 0 };

		VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
		renderPassBeginInfo.renderPass = renderPass;
		renderPassBeginInfo.renderArea.offset.x = 0;
		renderPassBeginInfo.renderArea.offset.y = 0;
		renderPassBeginInfo.renderArea.extent.width = width;
		renderPassBeginInfo.renderArea.extent.height = height;
		renderPassBeginInfo.clearValueCount = 2;
		renderPassBeginInfo.pClearValues = clearValues;

		for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
		{
			// Set target frame buffer
			renderPassBeginInfo.framebuffer = frameBuffers[i];

			VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));

			// Image memory barrier to make sure that compute
			// shader writes are finished before sampling
			// from the texture
			VkImageMemoryBarrier imageMemoryBarrier = {};
			imageMemoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
			imageMemoryBarrier.pNext = NULL;
			imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL;
			imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
			imageMemoryBarrier.image = textureComputeTarget.image;
			imageMemoryBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
			imageMemoryBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
			imageMemoryBarrier.dstAccessMask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
			// todo : use different pipeline stage bits
			vkCmdPipelineBarrier(
				drawCmdBuffers[i],
				VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
				VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
				VK_FLAGS_NONE,
				0, nullptr,
				0, nullptr,
				1, &imageMemoryBarrier);

			vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);

			VkViewport viewport = vkTools::initializers::viewport((float)width * 0.5f, (float)height, 0.0f, 1.0f);
			vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);

			VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0);
			vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);

			VkDeviceSize offsets[1] = { 0 };
			vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets);
			vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.quad.indices.buf, 0, VK_INDEX_TYPE_UINT32);

			// Left (pre compute)
			vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSetBaseImage, 0, NULL);
			vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.postCompute);

			vkCmdDrawIndexed(drawCmdBuffers[i], meshes.quad.indexCount, 1, 0, 0, 0);

			// Right (post compute)
			vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSetPostCompute, 0, NULL);
			vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.postCompute);

			viewport.x = (float)width / 2.0f;
			vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
			vkCmdDrawIndexed(drawCmdBuffers[i], meshes.quad.indexCount, 1, 0, 0, 0);

			vkCmdEndRenderPass(drawCmdBuffers[i]);

			VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
		}

	}

	void buildComputeCommandBuffer()
	{
		VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();

		VK_CHECK_RESULT(vkBeginCommandBuffer(computeCmdBuffer, &cmdBufInfo));

		vkCmdBindPipeline(computeCmdBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipelines.compute[pipelines.computeIndex]);
		vkCmdBindDescriptorSets(computeCmdBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, computePipelineLayout, 0, 1, &computeDescriptorSet, 0, 0);

		vkCmdDispatch(computeCmdBuffer, textureComputeTarget.width / 16, textureComputeTarget.height / 16, 1);

		vkEndCommandBuffer(computeCmdBuffer);
	}

	// Setup vertices for a single uv-mapped quad
	void generateQuad()
	{
#define dim 1.0f
		std::vector<Vertex> vertexBuffer =
		{
			{ {  dim,  dim, 0.0f }, { 1.0f, 1.0f } },
			{ { -dim,  dim, 0.0f }, { 0.0f, 1.0f } },
			{ { -dim, -dim, 0.0f }, { 0.0f, 0.0f } },
			{ {  dim, -dim, 0.0f }, { 1.0f, 0.0f } }
		};
#undef dim

		createBuffer(
			VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
			vertexBuffer.size() * sizeof(Vertex),
			vertexBuffer.data(),
			&meshes.quad.vertices.buf,
			&meshes.quad.vertices.mem);

		// Setup indices
		std::vector<uint32_t> indexBuffer = { 0,1,2, 2,3,0 };
		meshes.quad.indexCount = indexBuffer.size();

		createBuffer(
			VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
			indexBuffer.size() * sizeof(uint32_t),
			indexBuffer.data(),
			&meshes.quad.indices.buf,
			&meshes.quad.indices.mem);
	}

	void setupVertexDescriptions()
	{
		// Binding description
		vertices.bindingDescriptions.resize(1);
		vertices.bindingDescriptions[0] =
			vkTools::initializers::vertexInputBindingDescription(
				VERTEX_BUFFER_BIND_ID,
				sizeof(Vertex),
				VK_VERTEX_INPUT_RATE_VERTEX);

		// Attribute descriptions
		// Describes memory layout and shader positions
		vertices.attributeDescriptions.resize(2);
		// Location 0 : Position
		vertices.attributeDescriptions[0] =
			vkTools::initializers::vertexInputAttributeDescription(
				VERTEX_BUFFER_BIND_ID,
				0,
				VK_FORMAT_R32G32B32_SFLOAT,
				0);
		// Location 1 : Texture coordinates
		vertices.attributeDescriptions[1] =
			vkTools::initializers::vertexInputAttributeDescription(
				VERTEX_BUFFER_BIND_ID,
				1,
				VK_FORMAT_R32G32_SFLOAT,
				sizeof(float) * 3);

		// Assign to vertex buffer
		vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
		vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
		vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
		vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
		vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
	}

	void setupDescriptorPool()
	{
		std::vector<VkDescriptorPoolSize> poolSizes =
		{
			vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
			// Graphics pipeline uses image samplers for display
			vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2),
			// Compute pipeline uses a sampled image for reading
			vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1),
			// Compute pipelines uses a storage image for image reads and writes
			vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 2),
		};

		VkDescriptorPoolCreateInfo descriptorPoolInfo =
			vkTools::initializers::descriptorPoolCreateInfo(
				poolSizes.size(),
				poolSizes.data(),
				3);

		VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
	}

	void setupDescriptorSetLayout()
	{
		std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
		{
			// Binding 0 : Vertex shader uniform buffer
			vkTools::initializers::descriptorSetLayoutBinding(
				VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
				VK_SHADER_STAGE_VERTEX_BIT,
				0),
			// Binding 1 : Fragment shader image sampler
			vkTools::initializers::descriptorSetLayoutBinding(
				VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
				VK_SHADER_STAGE_FRAGMENT_BIT,
				1)
		};

		VkDescriptorSetLayoutCreateInfo descriptorLayout =
			vkTools::initializers::descriptorSetLayoutCreateInfo(
				setLayoutBindings.data(),
				setLayoutBindings.size());

		VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
		
		VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
			vkTools::initializers::pipelineLayoutCreateInfo(
				&descriptorSetLayout,
				1);

		VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
	}

	void setupDescriptorSet()
	{
		VkDescriptorSetAllocateInfo allocInfo =
			vkTools::initializers::descriptorSetAllocateInfo(
				descriptorPool,
				&descriptorSetLayout,
				1);

		VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSetPostCompute));

		// Image descriptor for the color map texture
		VkDescriptorImageInfo texDescriptor =
			vkTools::initializers::descriptorImageInfo(
				textureComputeTarget.sampler,
				textureComputeTarget.view,
				VK_IMAGE_LAYOUT_GENERAL);

		std::vector<VkWriteDescriptorSet> writeDescriptorSets =
		{
			// Binding 0 : Vertex shader uniform buffer
			vkTools::initializers::writeDescriptorSet(
				descriptorSetPostCompute,
				VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
				0,
				&uniformDataVS.descriptor),
			// Binding 1 : Fragment shader texture sampler
			vkTools::initializers::writeDescriptorSet(
				descriptorSetPostCompute,
				VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
				1,
				&texDescriptor)
		};

		vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);

		// Base image (before compute post process)
		allocInfo =
			vkTools::initializers::descriptorSetAllocateInfo(
				descriptorPool,
				&descriptorSetLayout,
				1);

		VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSetBaseImage));
		
		VkDescriptorImageInfo texDescriptorBaseImage =
			vkTools::initializers::descriptorImageInfo(
				textureColorMap.sampler,
				textureColorMap.view,
				VK_IMAGE_LAYOUT_GENERAL);

		std::vector<VkWriteDescriptorSet> baseImageWriteDescriptorSets =
		{
			// Binding 0 : Vertex shader uniform buffer
			vkTools::initializers::writeDescriptorSet(
				descriptorSetBaseImage,
				VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
				0,
				&uniformDataVS.descriptor),
			// Binding 1 : Fragment shader texture sampler
			vkTools::initializers::writeDescriptorSet(
				descriptorSetBaseImage,
				VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
				1,
				&texDescriptorBaseImage)
		};

		vkUpdateDescriptorSets(device, baseImageWriteDescriptorSets.size(), baseImageWriteDescriptorSets.data(), 0, NULL);
	}

	// Create a separate command buffer for compute commands
	void createComputeCommandBuffer()
	{
		VkCommandBufferAllocateInfo cmdBufAllocateInfo =
			vkTools::initializers::commandBufferAllocateInfo(
				cmdPool,
				VK_COMMAND_BUFFER_LEVEL_PRIMARY,
				1);

		VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &computeCmdBuffer));
	}

	void preparePipelines()
	{
		VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
			vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
				VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
				0,
				VK_FALSE);

		VkPipelineRasterizationStateCreateInfo rasterizationState =
			vkTools::initializers::pipelineRasterizationStateCreateInfo(
				VK_POLYGON_MODE_FILL,
				VK_CULL_MODE_NONE,
				VK_FRONT_FACE_COUNTER_CLOCKWISE,
				0);

		VkPipelineColorBlendAttachmentState blendAttachmentState =
			vkTools::initializers::pipelineColorBlendAttachmentState(
				0xf,
				VK_FALSE);

		VkPipelineColorBlendStateCreateInfo colorBlendState =
			vkTools::initializers::pipelineColorBlendStateCreateInfo(
				1,
				&blendAttachmentState);

		VkPipelineDepthStencilStateCreateInfo depthStencilState =
			vkTools::initializers::pipelineDepthStencilStateCreateInfo(
				VK_TRUE,
				VK_TRUE,
				VK_COMPARE_OP_LESS_OR_EQUAL);

		VkPipelineViewportStateCreateInfo viewportState =
			vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);

		VkPipelineMultisampleStateCreateInfo multisampleState =
			vkTools::initializers::pipelineMultisampleStateCreateInfo(
				VK_SAMPLE_COUNT_1_BIT,
				0);

		std::vector<VkDynamicState> dynamicStateEnables = {
			VK_DYNAMIC_STATE_VIEWPORT,
			VK_DYNAMIC_STATE_SCISSOR
		};
		VkPipelineDynamicStateCreateInfo dynamicState =
			vkTools::initializers::pipelineDynamicStateCreateInfo(
				dynamicStateEnables.data(),
				dynamicStateEnables.size(),
				0);

		// Rendering pipeline
		// Load shaders
		std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;

		shaderStages[0] = loadShader(getAssetPath() + "shaders/computeshader/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
		shaderStages[1] = loadShader(getAssetPath() + "shaders/computeshader/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);

		VkGraphicsPipelineCreateInfo pipelineCreateInfo =
			vkTools::initializers::pipelineCreateInfo(
				pipelineLayout,
				renderPass,
				0);

		pipelineCreateInfo.pVertexInputState = &vertices.inputState;
		pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
		pipelineCreateInfo.pRasterizationState = &rasterizationState;
		pipelineCreateInfo.pColorBlendState = &colorBlendState;
		pipelineCreateInfo.pMultisampleState = &multisampleState;
		pipelineCreateInfo.pViewportState = &viewportState;
		pipelineCreateInfo.pDepthStencilState = &depthStencilState;
		pipelineCreateInfo.pDynamicState = &dynamicState;
		pipelineCreateInfo.stageCount = shaderStages.size();
		pipelineCreateInfo.pStages = shaderStages.data();
		pipelineCreateInfo.renderPass = renderPass;

		VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.postCompute));
	}

	void prepareCompute()
	{
		// Create compute pipeline
		// Compute pipelines are created separate from graphics pipelines
		// even if they use the same queue

		std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
			// Binding 0 : Sampled image (read)
			vkTools::initializers::descriptorSetLayoutBinding(
				VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
				VK_SHADER_STAGE_COMPUTE_BIT,
				0),
			// Binding 1 : Sampled image (write)
			vkTools::initializers::descriptorSetLayoutBinding(
				VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
				VK_SHADER_STAGE_COMPUTE_BIT,
				1),
		};

		VkDescriptorSetLayoutCreateInfo descriptorLayout =
			vkTools::initializers::descriptorSetLayoutCreateInfo(
				setLayoutBindings.data(),
				setLayoutBindings.size());

		VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device,	&descriptorLayout, nullptr, &computeDescriptorSetLayout));

		VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
			vkTools::initializers::pipelineLayoutCreateInfo(
				&computeDescriptorSetLayout,
				1);

		VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &computePipelineLayout));

		VkDescriptorSetAllocateInfo allocInfo =
			vkTools::initializers::descriptorSetAllocateInfo(
				descriptorPool,
				&computeDescriptorSetLayout,
				1);

		VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &computeDescriptorSet));

		std::vector<VkDescriptorImageInfo> computeTexDescriptors =
		{
			vkTools::initializers::descriptorImageInfo(
				VK_NULL_HANDLE,
				textureColorMap.view,
				VK_IMAGE_LAYOUT_GENERAL),

			vkTools::initializers::descriptorImageInfo(
				VK_NULL_HANDLE,
				textureComputeTarget.view,
				VK_IMAGE_LAYOUT_GENERAL)
		};

		std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets =
		{
			// Binding 0 : Sampled image (read)
			vkTools::initializers::writeDescriptorSet(
				computeDescriptorSet,
				VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
				0,
				&computeTexDescriptors[0]),
			// Binding 1 : Sampled image (write)
			vkTools::initializers::writeDescriptorSet(
				computeDescriptorSet,
				VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
				1,
				&computeTexDescriptors[1])
		};

		vkUpdateDescriptorSets(device, computeWriteDescriptorSets.size(), computeWriteDescriptorSets.data(), 0, NULL);
{'fraction_non_alphanumeric': 0.09085502538999954, 'fraction_numerical': 0.010064504323162084, 'mean_word_length': 5.818309419837804, 'pattern_counts': {'":': 0, '<': 51, '<?xml version=': 0, '>': 83, 'https://': 0, 'lorem ipsum': 0, 'www.': 2, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '7463233', 'n_tokens_mistral': 16444, 'n_tokens_neox': 14225, 'n_words': 2289}