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/* Copyright (c) 2020-2024, 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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#pragma once
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#include "api_vulkan_sample.h"
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class FragmentShadingRate : public ApiVulkanSample
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{
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public:
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bool enable_attachment_shading_rate = true;
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bool color_shading_rate = false;
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bool display_skysphere = true;
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VkPhysicalDeviceFragmentShadingRatePropertiesKHR physical_device_fragment_shading_rate_properties{};
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VkPhysicalDeviceFragmentShadingRateFeaturesKHR enabled_physical_device_fragment_shading_rate_features{};
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struct ShadingRateImage
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{
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VkImage image = VK_NULL_HANDLE;
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VkDeviceMemory memory = VK_NULL_HANDLE;
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VkImageView view = VK_NULL_HANDLE;
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} shading_rate_image;
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struct
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{
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Texture skysphere;
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Texture scene;
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} textures;
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struct
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{
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std::unique_ptr<vkb::sg::SubMesh> skysphere;
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std::unique_ptr<vkb::sg::SubMesh> scene;
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} models;
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struct
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{
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std::unique_ptr<vkb::core::BufferC> scene;
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} uniform_buffers;
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struct UBOScene
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{
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glm::mat4 projection;
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glm::mat4 modelview;
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glm::mat4 skysphere_modelview;
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int32_t color_shading_rate;
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} ubo_scene;
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VkPipelineLayout pipeline_layout;
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struct Pipelines
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{
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VkPipeline skysphere;
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VkPipeline sphere;
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} pipelines;
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VkDescriptorSetLayout descriptor_set_layout;
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VkDescriptorSet descriptor_set;
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struct
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{
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glm::vec4 offset;
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uint32_t object_type;
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} push_const_block;
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FragmentShadingRate();
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~FragmentShadingRate();
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virtual void request_gpu_features(vkb::PhysicalDevice &gpu) override;
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void create_shading_rate_attachment();
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void invalidate_shading_rate_attachment();
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void setup_render_pass() override;
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void setup_framebuffer() override;
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void build_command_buffers() override;
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void load_assets();
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void setup_descriptor_pool();
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void setup_descriptor_set_layout();
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void setup_descriptor_sets();
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void prepare_pipelines();
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void prepare_uniform_buffers();
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void update_uniform_buffers();
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void draw();
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bool prepare(const vkb::ApplicationOptions &options) override;
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virtual void render(float delta_time) override;
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virtual void on_update_ui_overlay(vkb::Drawer &drawer) override;
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virtual bool resize(const uint32_t width, const uint32_t height) override;
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};
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std::unique_ptr<vkb::VulkanSampleC> create_fragment_shading_rate();
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