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Vulkan-Samples/samples/extensions/dynamic_multisample_rasterization/dynamic_multisample_rasterization.h
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2025-09-04 10:54:47 +08:00

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/* Copyright (c) 2024, Mobica Limited
*
* 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.
*/
#pragma once
#include "api_vulkan_sample.h"
class DynamicMultisampleRasterization : public ApiVulkanSample
{
public:
DynamicMultisampleRasterization();
virtual ~DynamicMultisampleRasterization();
private:
std::unique_ptr<vkb::core::BufferC> vertex_buffer = nullptr;
std::unique_ptr<vkb::core::BufferC> index_buffer = nullptr;
std::unique_ptr<vkb::sg::Scene> scene;
std::vector<VkDescriptorImageInfo> image_infos;
std::map<std::string, int32_t> name_to_texture_id;
struct SceneNode
{
vkb::sg::Node *node;
vkb::sg::SubMesh *sub_mesh;
};
std::vector<SceneNode> scene_nodes_opaque;
std::vector<SceneNode> scene_nodes_opaque_flipped;
std::vector<SceneNode> scene_nodes_transparent;
std::vector<SceneNode> scene_nodes_transparent_flipped;
struct UniformData
{
glm::mat4 projection;
glm::mat4 view;
} uniform_data;
std::unique_ptr<vkb::core::BufferC> uniform_buffer;
VkPipeline pipeline_opaque{VK_NULL_HANDLE};
VkPipeline pipeline_opaque_flipped{VK_NULL_HANDLE};
VkPipeline pipeline_transparent{VK_NULL_HANDLE};
VkPipeline pipeline_transparent_flipped{VK_NULL_HANDLE};
VkPipelineLayout pipeline_layout{VK_NULL_HANDLE};
VkDescriptorSet descriptor_set{VK_NULL_HANDLE};
VkDescriptorSetLayout descriptor_set_layout{VK_NULL_HANDLE};
// GUI
VkPipeline pipeline_gui{VK_NULL_HANDLE};
VkPipelineLayout pipeline_layout_gui{VK_NULL_HANDLE};
VkDescriptorSet descriptor_set_gui{VK_NULL_HANDLE};
VkDescriptorSetLayout descriptor_set_layout_gui{VK_NULL_HANDLE};
VkDescriptorPool descriptor_pool_gui{VK_NULL_HANDLE};
ImageData color_attachment;
/**
* @brief List of MSAA levels supported by the platform
*/
std::vector<VkSampleCountFlagBits> supported_sample_count_list{};
/**
* @brief Enables MSAA if set to more than 1 sample per pixel
* (e.g. sample count 4 enables 4X MSAA)
*/
VkSampleCountFlagBits sample_count{VK_SAMPLE_COUNT_1_BIT};
bool sample_count_prepared = false;
struct
{
glm::mat4 model_matrix;
glm::vec4 base_color_factor;
float metallic_factor;
float roughness_factor;
int32_t base_texture_index;
int32_t normal_texture_index;
int32_t pbr_texture_index;
} push_const_block;
struct GUI_settings
{
int sample_count_index = 0;
std::vector<std::string> sample_counts;
} gui_settings;
public:
virtual void build_command_buffers() override;
virtual void request_gpu_features(vkb::PhysicalDevice &gpu) override;
virtual 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;
virtual void setup_depth_stencil() override;
virtual void prepare_gui() override;
void load_assets();
void setup_descriptor_pool();
void setup_descriptor_set_layout();
void setup_descriptor_sets();
void prepare_pipelines();
void prepare_gui_pipeline();
void prepare_uniform_buffers();
void update_uniform_buffers();
void draw();
void prepare_supported_sample_count_list();
void setup_color_attachment();
void draw_ui(VkCommandBuffer &);
void update_resources();
void draw_node(VkCommandBuffer &, SceneNode &);
void destroy_image_data(ImageData &image_data);
void attachments_setup(std::vector<VkRenderingAttachmentInfoKHR> &attachments, std::vector<VkClearValue> &clear_values);
};
std::unique_ptr<vkb::VulkanSample<vkb::BindingType::C>> create_dynamic_multisample_rasterization();