/* Copyright (c) 2020-2024, Sascha Willems * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /* * Using variable fragment shading rates from a subpass attachment with VK_KHR_fragment_shading_rate * This sample creates an image that contains different shading rates, which are then sampled during rendering */ #pragma once #include "api_vulkan_sample.h" class FragmentShadingRate : public ApiVulkanSample { public: bool enable_attachment_shading_rate = true; bool color_shading_rate = false; bool display_skysphere = true; VkPhysicalDeviceFragmentShadingRatePropertiesKHR physical_device_fragment_shading_rate_properties{}; VkPhysicalDeviceFragmentShadingRateFeaturesKHR enabled_physical_device_fragment_shading_rate_features{}; struct ShadingRateImage { VkImage image = VK_NULL_HANDLE; VkDeviceMemory memory = VK_NULL_HANDLE; VkImageView view = VK_NULL_HANDLE; } shading_rate_image; struct { Texture skysphere; Texture scene; } textures; struct { std::unique_ptr skysphere; std::unique_ptr scene; } models; struct { std::unique_ptr scene; } uniform_buffers; struct UBOScene { glm::mat4 projection; glm::mat4 modelview; glm::mat4 skysphere_modelview; int32_t color_shading_rate; } ubo_scene; VkPipelineLayout pipeline_layout; struct Pipelines { VkPipeline skysphere; VkPipeline sphere; } pipelines; VkDescriptorSetLayout descriptor_set_layout; VkDescriptorSet descriptor_set; struct { glm::vec4 offset; uint32_t object_type; } push_const_block; FragmentShadingRate(); ~FragmentShadingRate(); virtual void request_gpu_features(vkb::PhysicalDevice &gpu) override; void create_shading_rate_attachment(); void invalidate_shading_rate_attachment(); void setup_render_pass() override; void setup_framebuffer() override; void build_command_buffers() override; void load_assets(); void setup_descriptor_pool(); void setup_descriptor_set_layout(); void setup_descriptor_sets(); void prepare_pipelines(); void prepare_uniform_buffers(); void update_uniform_buffers(); void draw(); bool prepare(const vkb::ApplicationOptions &options) override; virtual void render(float delta_time) override; virtual void on_update_ui_overlay(vkb::Drawer &drawer) override; virtual bool resize(const uint32_t width, const uint32_t height) override; }; std::unique_ptr create_fragment_shading_rate();