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/* Copyright (c) 2020-2025, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/*
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* Using variable fragment shading rates from a subpass attachment with VK_KHR_fragment_shading_rate
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* This sample creates an image that contains different shading rates, which are then sampled during rendering
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*/
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#include "fragment_shading_rate.h"
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FragmentShadingRate::FragmentShadingRate()
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{
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title = "Fragment shading rate";
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// Enable instance and device extensions required to use VK_KHR_fragment_shading_rate
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add_instance_extension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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add_device_extension(VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME);
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add_device_extension(VK_KHR_MULTIVIEW_EXTENSION_NAME);
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add_device_extension(VK_KHR_MAINTENANCE2_EXTENSION_NAME);
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add_device_extension(VK_KHR_FRAGMENT_SHADING_RATE_EXTENSION_NAME);
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}
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FragmentShadingRate::~FragmentShadingRate()
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{
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if (has_device())
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{
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vkDestroyPipeline(get_device().get_handle(), pipelines.sphere, nullptr);
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vkDestroyPipeline(get_device().get_handle(), pipelines.skysphere, nullptr);
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vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr);
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vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, nullptr);
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vkDestroySampler(get_device().get_handle(), textures.scene.sampler, nullptr);
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vkDestroySampler(get_device().get_handle(), textures.skysphere.sampler, nullptr);
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uniform_buffers.scene.reset();
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invalidate_shading_rate_attachment();
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}
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}
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void FragmentShadingRate::request_gpu_features(vkb::PhysicalDevice &gpu)
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{
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// Enable the shading rate attachment feature required by this sample
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// These are passed to device creation via a pNext structure chain
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REQUEST_REQUIRED_FEATURE(gpu,
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VkPhysicalDeviceFragmentShadingRateFeaturesKHR,
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_FEATURES_KHR,
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attachmentFragmentShadingRate);
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// Enable anisotropic filtering if supported
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if (gpu.get_features().samplerAnisotropy)
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{
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gpu.get_mutable_requested_features().samplerAnisotropy = VK_TRUE;
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}
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}
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/*
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* Create an image that contains the values used to determine the shading rates to apply during scene rendering
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*/
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void FragmentShadingRate::create_shading_rate_attachment()
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{
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// Check if the requested format for the shading rate attachment supports the required flag
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VkFormat requested_format = VK_FORMAT_R8_UINT;
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VkFormatProperties format_properties;
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vkGetPhysicalDeviceFormatProperties(get_device().get_gpu().get_handle(), requested_format, &format_properties);
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if (!(format_properties.optimalTilingFeatures & VK_FORMAT_FEATURE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR))
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{
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throw std::runtime_error("Selected shading rate attachment image format does not support required formate featureflag");
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}
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// Shading rate image size depends on shading rate texel size
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// For each texel in the target image, there is a corresponding shading texel size width x height block in the shading rate image
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VkExtent3D image_extent{};
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image_extent.width = static_cast<uint32_t>(ceil(width / static_cast<float>(physical_device_fragment_shading_rate_properties.maxFragmentShadingRateAttachmentTexelSize.width)));
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image_extent.height = static_cast<uint32_t>(ceil(height / static_cast<float>(physical_device_fragment_shading_rate_properties.maxFragmentShadingRateAttachmentTexelSize.height)));
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image_extent.depth = 1;
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VkImageCreateInfo image_create_info{};
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image_create_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
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image_create_info.imageType = VK_IMAGE_TYPE_2D;
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image_create_info.format = VK_FORMAT_R8_UINT;
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image_create_info.extent = image_extent;
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image_create_info.mipLevels = 1;
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image_create_info.arrayLayers = 1;
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image_create_info.samples = VK_SAMPLE_COUNT_1_BIT;
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image_create_info.tiling = VK_IMAGE_TILING_OPTIMAL;
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image_create_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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image_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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image_create_info.usage = VK_IMAGE_USAGE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
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VK_CHECK(vkCreateImage(get_device().get_handle(), &image_create_info, nullptr, &shading_rate_image.image));
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VkMemoryRequirements memory_requirements{};
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vkGetImageMemoryRequirements(get_device().get_handle(), shading_rate_image.image, &memory_requirements);
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VkMemoryAllocateInfo memory_allocate_info{};
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memory_allocate_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
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memory_allocate_info.allocationSize = memory_requirements.size;
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memory_allocate_info.memoryTypeIndex = get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &shading_rate_image.memory));
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VK_CHECK(vkBindImageMemory(get_device().get_handle(), shading_rate_image.image, shading_rate_image.memory, 0));
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VkImageViewCreateInfo image_view_create_info{};
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image_view_create_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
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image_view_create_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
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image_view_create_info.image = shading_rate_image.image;
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image_view_create_info.format = VK_FORMAT_R8_UINT;
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image_view_create_info.subresourceRange.baseMipLevel = 0;
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image_view_create_info.subresourceRange.levelCount = 1;
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image_view_create_info.subresourceRange.baseArrayLayer = 0;
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image_view_create_info.subresourceRange.layerCount = 1;
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image_view_create_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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VK_CHECK(vkCreateImageView(get_device().get_handle(), &image_view_create_info, nullptr, &shading_rate_image.view));
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// Allocate a buffer that stores the shading rates
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VkDeviceSize buffer_size = image_extent.width * image_extent.height * sizeof(uint8_t);
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// Fragment sizes are encoded in a single texel as follows:
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// size(w) = 2^((texel/4) & 3)
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// size(h)h = 2^(texel & 3)
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// Populate the buffer with lowest possible shading rate pattern (4x4)
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uint8_t val = (4 >> 1) | (4 << 1);
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uint8_t *shading_rate_pattern_data = new uint8_t[buffer_size];
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memset(shading_rate_pattern_data, val, buffer_size);
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// Create a circular pattern from the available list of fragment shading rates with decreasing sampling rates outwards (max. range, pattern)
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std::vector<VkPhysicalDeviceFragmentShadingRateKHR> fragment_shading_rates{};
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uint32_t fragment_shading_rate_count = 0;
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vkGetPhysicalDeviceFragmentShadingRatesKHR(get_device().get_gpu().get_handle(), &fragment_shading_rate_count, nullptr);
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if (fragment_shading_rate_count > 0)
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{
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fragment_shading_rates.resize(fragment_shading_rate_count);
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for (VkPhysicalDeviceFragmentShadingRateKHR &fragment_shading_rate : fragment_shading_rates)
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{
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// As per spec, the sType member of each shading rate array entry must be set
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fragment_shading_rate.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_KHR;
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}
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vkGetPhysicalDeviceFragmentShadingRatesKHR(get_device().get_gpu().get_handle(), &fragment_shading_rate_count, fragment_shading_rates.data());
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}
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// Shading rates returned by vkGetPhysicalDeviceFragmentShadingRatesKHR are ordered from largest to smallest
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std::map<float, uint8_t> pattern_lookup = {};
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float range = 25.0f / static_cast<uint32_t>(fragment_shading_rates.size());
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float current_range = 8.0f;
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for (size_t i = fragment_shading_rates.size() - 1; i > 0; i--)
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{
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uint32_t rate_v = fragment_shading_rates[i].fragmentSize.width == 1 ? 0 : (fragment_shading_rates[i].fragmentSize.width >> 1);
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uint32_t rate_h = fragment_shading_rates[i].fragmentSize.height == 1 ? 0 : (fragment_shading_rates[i].fragmentSize.height << 1);
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pattern_lookup[current_range] = rate_v | rate_h;
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current_range += range;
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}
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uint8_t *ptrData = shading_rate_pattern_data;
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for (uint32_t y = 0; y < image_extent.height; y++)
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{
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for (uint32_t x = 0; x < image_extent.width; x++)
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{
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const float deltaX = (static_cast<float>(image_extent.width) / 2.0f - static_cast<float>(x)) / image_extent.width * 100.0f;
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const float deltaY = (static_cast<float>(image_extent.height) / 2.0f - static_cast<float>(y)) / image_extent.height * 100.0f;
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const float dist = std::sqrt(deltaX * deltaX + deltaY * deltaY);
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for (auto pattern : pattern_lookup)
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{
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if (dist < pattern.first)
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{
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*ptrData = pattern.second;
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break;
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}
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}
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ptrData++;
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}
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}
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// Move shading rate pattern data to staging buffer
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vkb::core::BufferC staging_buffer = vkb::core::BufferC::create_staging_buffer(get_device(), buffer_size, shading_rate_pattern_data);
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delete[] shading_rate_pattern_data;
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// Upload the buffer containing the shading rates to the image that'll be used as the shading rate attachment inside our renderpass
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VkCommandBuffer copy_cmd = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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vkb::image_layout_transition(copy_cmd, shading_rate_image.image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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VkBufferImageCopy buffer_copy_region = {};
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buffer_copy_region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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buffer_copy_region.imageSubresource.layerCount = 1;
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buffer_copy_region.imageExtent.width = image_extent.width;
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buffer_copy_region.imageExtent.height = image_extent.height;
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buffer_copy_region.imageExtent.depth = 1;
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vkCmdCopyBufferToImage(copy_cmd, staging_buffer.get_handle(), shading_rate_image.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &buffer_copy_region);
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// Transfer image layout to fragment shading rate attachment layout required to access this in the renderpass
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vkb::image_layout_transition(
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copy_cmd, shading_rate_image.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR);
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get_device().flush_command_buffer(copy_cmd, queue, true);
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}
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/*
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* The shading rate image needs to be invalidated and recreated when the frame buffer is resized
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*/
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void FragmentShadingRate::invalidate_shading_rate_attachment()
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{
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get_device().wait_idle();
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vkDestroyImageView(get_device().get_handle(), shading_rate_image.view, nullptr);
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vkDestroyImage(get_device().get_handle(), shading_rate_image.image, nullptr);
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vkFreeMemory(get_device().get_handle(), shading_rate_image.memory, nullptr);
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shading_rate_image.view = VK_NULL_HANDLE;
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shading_rate_image.image = VK_NULL_HANDLE;
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shading_rate_image.memory = VK_NULL_HANDLE;
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}
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/*
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* This sample uses a custom render pass setup, as the shading rate image needs to be passed to the sample's render / sub pass
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*/
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void FragmentShadingRate::setup_render_pass()
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{
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// Query the fragment shading rate properties of the current implementation, we will need them later on
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physical_device_fragment_shading_rate_properties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_PROPERTIES_KHR;
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VkPhysicalDeviceProperties2KHR device_properties{};
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device_properties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2;
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device_properties.pNext = &physical_device_fragment_shading_rate_properties;
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vkGetPhysicalDeviceProperties2KHR(get_device().get_gpu().get_handle(), &device_properties);
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std::array<VkAttachmentDescription2KHR, 3> attachments = {};
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// Color attachment
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attachments[0].sType = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2;
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attachments[0].format = get_render_context().get_format();
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attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
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// Depth attachment
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attachments[1].sType = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2;
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attachments[1].format = depth_format;
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attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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// Fragment shading rate attachment
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attachments[2].sType = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2;
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attachments[2].format = VK_FORMAT_R8_UINT;
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attachments[2].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[2].loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
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attachments[2].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[2].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[2].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[2].initialLayout = VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR;
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attachments[2].finalLayout = VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR;
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VkAttachmentReference2KHR color_reference = {};
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color_reference.sType = VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2;
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color_reference.attachment = 0;
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color_reference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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color_reference.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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VkAttachmentReference2KHR depth_reference = {};
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depth_reference.sType = VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2;
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depth_reference.attachment = 1;
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depth_reference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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depth_reference.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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// Setup the attachment reference for the shading rate image attachment in slot 2
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VkAttachmentReference2 fragment_shading_rate_reference = {};
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fragment_shading_rate_reference.sType = VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2;
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fragment_shading_rate_reference.attachment = 2;
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fragment_shading_rate_reference.layout = VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR;
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// Setup the attachment info for the shading rate image, which will be added to the sub pass via structure chaining (in pNext)
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VkFragmentShadingRateAttachmentInfoKHR fragment_shading_rate_attachment_info = {};
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fragment_shading_rate_attachment_info.sType = VK_STRUCTURE_TYPE_FRAGMENT_SHADING_RATE_ATTACHMENT_INFO_KHR;
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fragment_shading_rate_attachment_info.pFragmentShadingRateAttachment = &fragment_shading_rate_reference;
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fragment_shading_rate_attachment_info.shadingRateAttachmentTexelSize.width = physical_device_fragment_shading_rate_properties.maxFragmentShadingRateAttachmentTexelSize.width;
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fragment_shading_rate_attachment_info.shadingRateAttachmentTexelSize.height = physical_device_fragment_shading_rate_properties.maxFragmentShadingRateAttachmentTexelSize.height;
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VkSubpassDescription2KHR subpass_description = {};
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subpass_description.sType = VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2;
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subpass_description.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass_description.colorAttachmentCount = 1;
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subpass_description.pColorAttachments = &color_reference;
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subpass_description.pDepthStencilAttachment = &depth_reference;
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subpass_description.inputAttachmentCount = 0;
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subpass_description.pInputAttachments = nullptr;
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subpass_description.preserveAttachmentCount = 0;
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subpass_description.pPreserveAttachments = nullptr;
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subpass_description.pResolveAttachments = nullptr;
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subpass_description.pNext = &fragment_shading_rate_attachment_info;
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// Subpass dependencies for layout transitions
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std::array<VkSubpassDependency2KHR, 2> dependencies = {};
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dependencies[0].sType = VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2;
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dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[0].dstSubpass = 0;
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[1].sType = VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2;
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dependencies[1].srcSubpass = 0;
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dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
|
||||
dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
|
||||
dependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
|
||||
dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
|
||||
|
||||
VkRenderPassCreateInfo2KHR render_pass_create_info = {};
|
||||
render_pass_create_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2;
|
||||
render_pass_create_info.attachmentCount = static_cast<uint32_t>(attachments.size());
|
||||
render_pass_create_info.pAttachments = attachments.data();
|
||||
render_pass_create_info.subpassCount = 1;
|
||||
render_pass_create_info.pSubpasses = &subpass_description;
|
||||
render_pass_create_info.dependencyCount = static_cast<uint32_t>(dependencies.size());
|
||||
render_pass_create_info.pDependencies = dependencies.data();
|
||||
|
||||
VK_CHECK(vkCreateRenderPass2KHR(get_device().get_handle(), &render_pass_create_info, nullptr, &render_pass));
|
||||
}
|
||||
|
||||
/*
|
||||
* This sample uses a custom frame buffer setup, that includes the fragment shading rate image attachment
|
||||
*/
|
||||
void FragmentShadingRate::setup_framebuffer()
|
||||
{
|
||||
// Create ths shading rate image attachment if not defined (first run and resize)
|
||||
if (shading_rate_image.image == VK_NULL_HANDLE)
|
||||
{
|
||||
create_shading_rate_attachment();
|
||||
}
|
||||
|
||||
VkImageView attachments[3];
|
||||
// Depth/Stencil attachment is the same for all frame buffers
|
||||
attachments[1] = depth_stencil.view;
|
||||
// Fragment shading rate attachment
|
||||
attachments[2] = shading_rate_image.view;
|
||||
|
||||
VkFramebufferCreateInfo framebuffer_create_info = {};
|
||||
framebuffer_create_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
|
||||
framebuffer_create_info.renderPass = render_pass;
|
||||
framebuffer_create_info.attachmentCount = 3;
|
||||
framebuffer_create_info.pAttachments = attachments;
|
||||
framebuffer_create_info.width = get_render_context().get_surface_extent().width;
|
||||
framebuffer_create_info.height = get_render_context().get_surface_extent().height;
|
||||
framebuffer_create_info.layers = 1;
|
||||
|
||||
// Delete existing frame buffers
|
||||
if (!framebuffers.empty())
|
||||
{
|
||||
for (auto &framebuffer : framebuffers)
|
||||
{
|
||||
if (framebuffer != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDestroyFramebuffer(get_device().get_handle(), framebuffer, nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create frame buffers for every swap chain image
|
||||
framebuffers.resize(get_render_context().get_render_frames().size());
|
||||
for (uint32_t i = 0; i < framebuffers.size(); i++)
|
||||
{
|
||||
attachments[0] = swapchain_buffers[i].view;
|
||||
VK_CHECK(vkCreateFramebuffer(get_device().get_handle(), &framebuffer_create_info, nullptr, &framebuffers[i]));
|
||||
}
|
||||
}
|
||||
|
||||
void FragmentShadingRate::build_command_buffers()
|
||||
{
|
||||
VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info();
|
||||
|
||||
VkClearValue clear_values[3];
|
||||
clear_values[0].color = {{0.0f, 0.0f, 0.0f, 0.0f}};
|
||||
clear_values[1].depthStencil = {0.0f, 0};
|
||||
clear_values[2].color = {{0.0f, 0.0f, 0.0f, 0.0f}};
|
||||
|
||||
VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
|
||||
render_pass_begin_info.renderPass = render_pass;
|
||||
render_pass_begin_info.renderArea.offset.x = 0;
|
||||
render_pass_begin_info.renderArea.offset.y = 0;
|
||||
render_pass_begin_info.clearValueCount = 3;
|
||||
render_pass_begin_info.pClearValues = clear_values;
|
||||
|
||||
for (int32_t i = 0; i < draw_cmd_buffers.size(); ++i)
|
||||
{
|
||||
VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffers[i], &command_buffer_begin_info));
|
||||
|
||||
VkClearValue clear_values[3];
|
||||
clear_values[0].color = {{0.0f, 0.0f, 0.0f, 0.0f}};
|
||||
clear_values[1].depthStencil = {0.0f, 0};
|
||||
clear_values[2].color = {{0.0f, 0.0f, 0.0f, 0.0f}};
|
||||
|
||||
// Final composition
|
||||
VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
|
||||
render_pass_begin_info.framebuffer = framebuffers[i];
|
||||
render_pass_begin_info.renderPass = render_pass;
|
||||
render_pass_begin_info.clearValueCount = 3;
|
||||
render_pass_begin_info.renderArea.extent.width = width;
|
||||
render_pass_begin_info.renderArea.extent.height = height;
|
||||
render_pass_begin_info.pClearValues = clear_values;
|
||||
|
||||
vkCmdBeginRenderPass(draw_cmd_buffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
VkViewport viewport = vkb::initializers::viewport(static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f);
|
||||
vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport);
|
||||
|
||||
VkRect2D scissor = vkb::initializers::rect2D(width, height, 0, 0);
|
||||
vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
|
||||
|
||||
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 0, nullptr);
|
||||
|
||||
// Set the fragment shading rate state for the current pipeline
|
||||
VkExtent2D fragment_size = {1, 1};
|
||||
VkFragmentShadingRateCombinerOpKHR combiner_ops[2];
|
||||
// The combiners determine how the different shading rate values for the pipeline, primitives and attachment are combined
|
||||
if (enable_attachment_shading_rate)
|
||||
{
|
||||
// If shading rate from attachment is enabled, we set the combiner, so that the values from the attachment are used
|
||||
// Combiner for pipeline (A) and primitive (B) - Not used in this sample
|
||||
combiner_ops[0] = VK_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_KHR;
|
||||
// Combiner for pipeline (A) and attachment (B), replace the pipeline default value (fragment_size) with the fragment sizes stored in the attachment
|
||||
combiner_ops[1] = VK_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_KHR;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If shading rate from attachment is disabled, we keep the value set via the dynamic state
|
||||
combiner_ops[0] = VK_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_KHR;
|
||||
combiner_ops[1] = VK_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_KHR;
|
||||
}
|
||||
vkCmdSetFragmentShadingRateKHR(draw_cmd_buffers[i], &fragment_size, combiner_ops);
|
||||
|
||||
if (display_skysphere)
|
||||
{
|
||||
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skysphere);
|
||||
push_const_block.object_type = 0;
|
||||
vkCmdPushConstants(draw_cmd_buffers[i], pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(push_const_block), &push_const_block);
|
||||
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 0, nullptr);
|
||||
draw_model(models.skysphere, draw_cmd_buffers[i]);
|
||||
}
|
||||
|
||||
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.sphere);
|
||||
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 0, nullptr);
|
||||
std::vector<glm::vec3> mesh_offsets = {
|
||||
glm::vec3(-2.5f, 0.0f, 0.0f),
|
||||
glm::vec3(0.0f, 0.0f, 0.0f),
|
||||
glm::vec3(2.5f, 0.0f, 0.0f),
|
||||
};
|
||||
for (uint32_t j = 0; j < 3; j++)
|
||||
{
|
||||
push_const_block.object_type = 1;
|
||||
push_const_block.offset = glm::vec4(mesh_offsets[j], 0.0f);
|
||||
vkCmdPushConstants(draw_cmd_buffers[i], pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(push_const_block), &push_const_block);
|
||||
draw_model(models.scene, draw_cmd_buffers[i]);
|
||||
}
|
||||
|
||||
draw_ui(draw_cmd_buffers[i]);
|
||||
|
||||
vkCmdEndRenderPass(draw_cmd_buffers[i]);
|
||||
|
||||
VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i]));
|
||||
}
|
||||
}
|
||||
|
||||
void FragmentShadingRate::load_assets()
|
||||
{
|
||||
models.skysphere = load_model("scenes/geosphere.gltf");
|
||||
textures.skysphere = load_texture("textures/skysphere_rgba.ktx", vkb::sg::Image::Color);
|
||||
models.scene = load_model("scenes/textured_unit_cube.gltf");
|
||||
textures.scene = load_texture("textures/metalplate01_rgba.ktx", vkb::sg::Image::Color);
|
||||
}
|
||||
|
||||
void FragmentShadingRate::setup_descriptor_pool()
|
||||
{
|
||||
std::vector<VkDescriptorPoolSize> pool_sizes = {
|
||||
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4),
|
||||
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6)};
|
||||
uint32_t num_descriptor_sets = 4;
|
||||
VkDescriptorPoolCreateInfo descriptor_pool_create_info =
|
||||
vkb::initializers::descriptor_pool_create_info(static_cast<uint32_t>(pool_sizes.size()), pool_sizes.data(), num_descriptor_sets);
|
||||
VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
|
||||
}
|
||||
|
||||
void FragmentShadingRate::setup_descriptor_set_layout()
|
||||
{
|
||||
// Scene rendering descriptors
|
||||
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings = {
|
||||
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
|
||||
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
|
||||
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
|
||||
};
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo descriptor_layout_create_info =
|
||||
vkb::initializers::descriptor_set_layout_create_info(set_layout_bindings.data(), static_cast<uint32_t>(set_layout_bindings.size()));
|
||||
|
||||
VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout_create_info, nullptr, &descriptor_set_layout));
|
||||
|
||||
VkPipelineLayoutCreateInfo pipeline_layout_create_info =
|
||||
vkb::initializers::pipeline_layout_create_info(&descriptor_set_layout, 1);
|
||||
|
||||
// Pass object offset and color via push constant
|
||||
VkPushConstantRange push_constant_range = vkb::initializers::push_constant_range(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(push_const_block), 0);
|
||||
pipeline_layout_create_info.pushConstantRangeCount = 1;
|
||||
pipeline_layout_create_info.pPushConstantRanges = &push_constant_range;
|
||||
|
||||
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout));
|
||||
}
|
||||
|
||||
void FragmentShadingRate::setup_descriptor_sets()
|
||||
{
|
||||
// Shared model object descriptor set
|
||||
VkDescriptorSetAllocateInfo alloc_info =
|
||||
vkb::initializers::descriptor_set_allocate_info(descriptor_pool, &descriptor_set_layout, 1);
|
||||
|
||||
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_set));
|
||||
|
||||
VkDescriptorBufferInfo scene_buffer_descriptor = create_descriptor(*uniform_buffers.scene);
|
||||
VkDescriptorImageInfo environment_image_descriptor = create_descriptor(textures.skysphere);
|
||||
VkDescriptorImageInfo sphere_image_descriptor = create_descriptor(textures.scene);
|
||||
std::vector<VkWriteDescriptorSet> write_descriptor_sets = {
|
||||
vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &scene_buffer_descriptor),
|
||||
vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &environment_image_descriptor),
|
||||
vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &sphere_image_descriptor),
|
||||
};
|
||||
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, nullptr);
|
||||
}
|
||||
|
||||
void FragmentShadingRate::prepare_pipelines()
|
||||
{
|
||||
VkPipelineInputAssemblyStateCreateInfo input_assembly_state =
|
||||
vkb::initializers::pipeline_input_assembly_state_create_info(
|
||||
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
|
||||
0,
|
||||
VK_FALSE);
|
||||
|
||||
VkPipelineRasterizationStateCreateInfo rasterization_state =
|
||||
vkb::initializers::pipeline_rasterization_state_create_info(
|
||||
VK_POLYGON_MODE_FILL,
|
||||
VK_CULL_MODE_BACK_BIT,
|
||||
VK_FRONT_FACE_COUNTER_CLOCKWISE,
|
||||
0);
|
||||
|
||||
VkPipelineColorBlendAttachmentState blend_attachment_state =
|
||||
vkb::initializers::pipeline_color_blend_attachment_state(
|
||||
0xf,
|
||||
VK_FALSE);
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo color_blend_state =
|
||||
vkb::initializers::pipeline_color_blend_state_create_info(
|
||||
1,
|
||||
&blend_attachment_state);
|
||||
|
||||
// Note: Using reversed depth-buffer for increased precision, so Greater depth values are kept
|
||||
VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
|
||||
vkb::initializers::pipeline_depth_stencil_state_create_info(
|
||||
VK_FALSE,
|
||||
VK_FALSE,
|
||||
VK_COMPARE_OP_GREATER);
|
||||
|
||||
VkPipelineViewportStateCreateInfo viewport_state =
|
||||
vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0);
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo multisample_state =
|
||||
vkb::initializers::pipeline_multisample_state_create_info(
|
||||
VK_SAMPLE_COUNT_1_BIT,
|
||||
0);
|
||||
|
||||
std::vector<VkDynamicState> dynamic_state_enables = {
|
||||
VK_DYNAMIC_STATE_VIEWPORT,
|
||||
VK_DYNAMIC_STATE_SCISSOR,
|
||||
// Add fragment shading rate dynamic state, so we can easily toggle this at runtime
|
||||
VK_DYNAMIC_STATE_FRAGMENT_SHADING_RATE_KHR};
|
||||
VkPipelineDynamicStateCreateInfo dynamic_state =
|
||||
vkb::initializers::pipeline_dynamic_state_create_info(
|
||||
dynamic_state_enables.data(),
|
||||
static_cast<uint32_t>(dynamic_state_enables.size()),
|
||||
0);
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipeline_create_info =
|
||||
vkb::initializers::pipeline_create_info(
|
||||
pipeline_layout,
|
||||
render_pass,
|
||||
0);
|
||||
|
||||
std::vector<VkPipelineColorBlendAttachmentState> blend_attachment_states = {
|
||||
vkb::initializers::pipeline_color_blend_attachment_state(0xf, VK_FALSE),
|
||||
};
|
||||
|
||||
pipeline_create_info.pInputAssemblyState = &input_assembly_state;
|
||||
pipeline_create_info.pRasterizationState = &rasterization_state;
|
||||
pipeline_create_info.pColorBlendState = &color_blend_state;
|
||||
pipeline_create_info.pMultisampleState = &multisample_state;
|
||||
pipeline_create_info.pViewportState = &viewport_state;
|
||||
pipeline_create_info.pDepthStencilState = &depth_stencil_state;
|
||||
pipeline_create_info.pDynamicState = &dynamic_state;
|
||||
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages;
|
||||
pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
|
||||
pipeline_create_info.pStages = shader_stages.data();
|
||||
|
||||
// Vertex bindings an attributes for model rendering
|
||||
std::vector<VkVertexInputBindingDescription> vertex_input_bindings = {
|
||||
vkb::initializers::vertex_input_binding_description(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
|
||||
};
|
||||
std::vector<VkVertexInputAttributeDescription> vertex_input_attributes = {
|
||||
vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
|
||||
vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Normal
|
||||
vkb::initializers::vertex_input_attribute_description(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // UV
|
||||
};
|
||||
|
||||
VkPipelineVertexInputStateCreateInfo vertex_input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
|
||||
vertex_input_state.vertexBindingDescriptionCount = static_cast<uint32_t>(vertex_input_bindings.size());
|
||||
vertex_input_state.pVertexBindingDescriptions = vertex_input_bindings.data();
|
||||
vertex_input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertex_input_attributes.size());
|
||||
vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data();
|
||||
|
||||
pipeline_create_info.pVertexInputState = &vertex_input_state;
|
||||
|
||||
pipeline_create_info.layout = pipeline_layout;
|
||||
pipeline_create_info.renderPass = render_pass;
|
||||
|
||||
// Skysphere
|
||||
shader_stages[0] = load_shader("fragment_shading_rate", "scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shader_stages[1] = load_shader("fragment_shading_rate", "scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.skysphere));
|
||||
|
||||
// Objects
|
||||
// Enable depth test and write
|
||||
depth_stencil_state.depthWriteEnable = VK_TRUE;
|
||||
depth_stencil_state.depthTestEnable = VK_TRUE;
|
||||
// Flip cull mode
|
||||
rasterization_state.cullMode = VK_CULL_MODE_FRONT_BIT;
|
||||
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.sphere));
|
||||
}
|
||||
|
||||
void FragmentShadingRate::prepare_uniform_buffers()
|
||||
{
|
||||
uniform_buffers.scene = std::make_unique<vkb::core::BufferC>(get_device(),
|
||||
sizeof(ubo_scene),
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VMA_MEMORY_USAGE_CPU_TO_GPU);
|
||||
update_uniform_buffers();
|
||||
}
|
||||
|
||||
void FragmentShadingRate::update_uniform_buffers()
|
||||
{
|
||||
ubo_scene.projection = camera.matrices.perspective;
|
||||
ubo_scene.modelview = camera.matrices.view * glm::mat4(1.0f);
|
||||
ubo_scene.skysphere_modelview = camera.matrices.view;
|
||||
ubo_scene.color_shading_rate = color_shading_rate;
|
||||
uniform_buffers.scene->convert_and_update(ubo_scene);
|
||||
}
|
||||
|
||||
void FragmentShadingRate::draw()
|
||||
{
|
||||
ApiVulkanSample::prepare_frame();
|
||||
submit_info.commandBufferCount = 1;
|
||||
submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];
|
||||
VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE));
|
||||
ApiVulkanSample::submit_frame();
|
||||
}
|
||||
|
||||
bool FragmentShadingRate::prepare(const vkb::ApplicationOptions &options)
|
||||
{
|
||||
if (!ApiVulkanSample::prepare(options))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
camera.type = vkb::CameraType::FirstPerson;
|
||||
camera.set_position(glm::vec3(0.0f, 0.0f, -4.0f));
|
||||
|
||||
// Note: Using reversed depth-buffer for increased precision, so Znear and Zfar are flipped
|
||||
camera.set_perspective(60.0f, static_cast<float>(width) / static_cast<float>(height), 256.0f, 0.1f);
|
||||
|
||||
load_assets();
|
||||
prepare_uniform_buffers();
|
||||
setup_descriptor_set_layout();
|
||||
prepare_pipelines();
|
||||
setup_descriptor_pool();
|
||||
setup_descriptor_sets();
|
||||
build_command_buffers();
|
||||
prepared = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void FragmentShadingRate::render(float delta_time)
|
||||
{
|
||||
if (!prepared)
|
||||
{
|
||||
return;
|
||||
}
|
||||
draw();
|
||||
if (camera.updated)
|
||||
{
|
||||
update_uniform_buffers();
|
||||
}
|
||||
}
|
||||
|
||||
void FragmentShadingRate::on_update_ui_overlay(vkb::Drawer &drawer)
|
||||
{
|
||||
if (drawer.header("Settings"))
|
||||
{
|
||||
if (drawer.checkbox("Enable attachment shading rate", &enable_attachment_shading_rate))
|
||||
{
|
||||
rebuild_command_buffers();
|
||||
}
|
||||
if (drawer.checkbox("Color shading rates", &color_shading_rate))
|
||||
{
|
||||
update_uniform_buffers();
|
||||
}
|
||||
if (drawer.checkbox("skysphere", &display_skysphere))
|
||||
{
|
||||
rebuild_command_buffers();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool FragmentShadingRate::resize(const uint32_t width, const uint32_t height)
|
||||
{
|
||||
invalidate_shading_rate_attachment();
|
||||
if (!ApiVulkanSample::resize(width, height))
|
||||
{
|
||||
setup_framebuffer();
|
||||
}
|
||||
update_uniform_buffers();
|
||||
rebuild_command_buffers();
|
||||
return true;
|
||||
}
|
||||
|
||||
std::unique_ptr<vkb::VulkanSampleC> create_fragment_shading_rate()
|
||||
{
|
||||
return std::make_unique<FragmentShadingRate>();
|
||||
}
|
||||
Reference in New Issue
Block a user