639 lines
34 KiB
C++
639 lines
34 KiB
C++
/* Copyright (c) 2019-2025, 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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* Conservative rasterization
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*
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* Note: Requires a device that supports the VK_EXT_conservative_rasterization extension
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*
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* Uses an offscreen buffer with lower resolution to demonstrate the effect of conservative rasterization
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*/
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#include "conservative_rasterization.h"
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#define FB_COLOR_FORMAT VK_FORMAT_R8G8B8A8_UNORM
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#define ZOOM_FACTOR 16
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ConservativeRasterization::ConservativeRasterization()
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{
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title = "Conservative rasterization";
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// Reading device properties of conservative rasterization requires VK_KHR_get_physical_device_properties2 to be enabled
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add_instance_extension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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// Enable extension required for conservative rasterization
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add_device_extension(VK_EXT_CONSERVATIVE_RASTERIZATION_EXTENSION_NAME);
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}
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ConservativeRasterization::~ConservativeRasterization()
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{
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if (has_device())
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{
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vkDestroyImageView(get_device().get_handle(), offscreen_pass.color.view, nullptr);
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vkDestroyImage(get_device().get_handle(), offscreen_pass.color.image, nullptr);
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vkFreeMemory(get_device().get_handle(), offscreen_pass.color.mem, nullptr);
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vkDestroyImageView(get_device().get_handle(), offscreen_pass.depth.view, nullptr);
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vkDestroyImage(get_device().get_handle(), offscreen_pass.depth.image, nullptr);
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vkFreeMemory(get_device().get_handle(), offscreen_pass.depth.mem, nullptr);
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vkDestroyRenderPass(get_device().get_handle(), offscreen_pass.render_pass, nullptr);
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vkDestroySampler(get_device().get_handle(), offscreen_pass.sampler, nullptr);
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vkDestroyFramebuffer(get_device().get_handle(), offscreen_pass.framebuffer, nullptr);
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vkDestroyPipeline(get_device().get_handle(), pipelines.triangle, nullptr);
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vkDestroyPipeline(get_device().get_handle(), pipelines.triangle_overlay, nullptr);
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vkDestroyPipeline(get_device().get_handle(), pipelines.triangle_conservative_raster, nullptr);
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vkDestroyPipeline(get_device().get_handle(), pipelines.fullscreen, nullptr);
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vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layouts.fullscreen, nullptr);
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vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layouts.scene, nullptr);
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vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layouts.scene, nullptr);
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vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layouts.fullscreen, nullptr);
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}
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uniform_buffers.scene.reset();
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triangle.vertices.reset();
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triangle.indices.reset();
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}
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void ConservativeRasterization::request_gpu_features(vkb::PhysicalDevice &gpu)
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{
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gpu.get_mutable_requested_features().fillModeNonSolid = gpu.get_features().fillModeNonSolid;
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gpu.get_mutable_requested_features().wideLines = gpu.get_features().wideLines;
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}
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// Setup offscreen framebuffer, attachments and render passes for lower resolution rendering of the scene
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void ConservativeRasterization::prepare_offscreen()
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{
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offscreen_pass.width = width / ZOOM_FACTOR;
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offscreen_pass.height = height / ZOOM_FACTOR;
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// Find a suitable depth format
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VkFormat framebuffer_depth_format = vkb::get_suitable_depth_format(get_device().get_gpu().get_handle());
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// Color attachment
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VkImageCreateInfo image = vkb::initializers::image_create_info();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = FB_COLOR_FORMAT;
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image.extent.width = offscreen_pass.width;
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image.extent.height = offscreen_pass.height;
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image.extent.depth = 1;
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image.mipLevels = 1;
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image.arrayLayers = 1;
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image.samples = VK_SAMPLE_COUNT_1_BIT;
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image.tiling = VK_IMAGE_TILING_OPTIMAL;
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// We will sample directly from the color attachment
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image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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VkMemoryAllocateInfo memory_allocation_info = vkb::initializers::memory_allocate_info();
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VkMemoryRequirements memory_requirements;
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VK_CHECK(vkCreateImage(get_device().get_handle(), &image, nullptr, &offscreen_pass.color.image));
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vkGetImageMemoryRequirements(get_device().get_handle(), offscreen_pass.color.image, &memory_requirements);
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memory_allocation_info.allocationSize = memory_requirements.size;
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memory_allocation_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_allocation_info, nullptr, &offscreen_pass.color.mem));
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VK_CHECK(vkBindImageMemory(get_device().get_handle(), offscreen_pass.color.image, offscreen_pass.color.mem, 0));
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VkImageViewCreateInfo color_image_view = vkb::initializers::image_view_create_info();
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color_image_view.viewType = VK_IMAGE_VIEW_TYPE_2D;
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color_image_view.format = FB_COLOR_FORMAT;
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color_image_view.subresourceRange = {};
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color_image_view.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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color_image_view.subresourceRange.baseMipLevel = 0;
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color_image_view.subresourceRange.levelCount = 1;
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color_image_view.subresourceRange.baseArrayLayer = 0;
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color_image_view.subresourceRange.layerCount = 1;
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color_image_view.image = offscreen_pass.color.image;
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VK_CHECK(vkCreateImageView(get_device().get_handle(), &color_image_view, nullptr, &offscreen_pass.color.view));
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// Create sampler to sample from the attachment in the fragment shader
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VkSamplerCreateInfo sampler_info = vkb::initializers::sampler_create_info();
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sampler_info.magFilter = VK_FILTER_NEAREST;
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sampler_info.minFilter = VK_FILTER_NEAREST;
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sampler_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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sampler_info.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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sampler_info.addressModeV = sampler_info.addressModeU;
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sampler_info.addressModeW = sampler_info.addressModeU;
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sampler_info.mipLodBias = 0.0f;
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sampler_info.maxAnisotropy = 1.0f;
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sampler_info.minLod = 0.0f;
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sampler_info.maxLod = 1.0f;
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sampler_info.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK(vkCreateSampler(get_device().get_handle(), &sampler_info, nullptr, &offscreen_pass.sampler));
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// Depth attachment
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image.format = framebuffer_depth_format;
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image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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VK_CHECK(vkCreateImage(get_device().get_handle(), &image, nullptr, &offscreen_pass.depth.image));
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vkGetImageMemoryRequirements(get_device().get_handle(), offscreen_pass.depth.image, &memory_requirements);
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memory_allocation_info.allocationSize = memory_requirements.size;
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memory_allocation_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_allocation_info, nullptr, &offscreen_pass.depth.mem));
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VK_CHECK(vkBindImageMemory(get_device().get_handle(), offscreen_pass.depth.image, offscreen_pass.depth.mem, 0));
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// The depth format we get for the current device may not include a stencil part, which affects the aspect mask used by the image view
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const VkImageAspectFlags aspect_mask = vkb::is_depth_only_format(framebuffer_depth_format) ? VK_IMAGE_ASPECT_DEPTH_BIT : VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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VkImageViewCreateInfo depth_stencil_view = vkb::initializers::image_view_create_info();
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depth_stencil_view.viewType = VK_IMAGE_VIEW_TYPE_2D;
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depth_stencil_view.format = framebuffer_depth_format;
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depth_stencil_view.flags = 0;
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depth_stencil_view.subresourceRange = {};
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depth_stencil_view.subresourceRange.aspectMask = aspect_mask;
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depth_stencil_view.subresourceRange.baseMipLevel = 0;
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depth_stencil_view.subresourceRange.levelCount = 1;
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depth_stencil_view.subresourceRange.baseArrayLayer = 0;
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depth_stencil_view.subresourceRange.layerCount = 1;
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depth_stencil_view.image = offscreen_pass.depth.image;
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VK_CHECK(vkCreateImageView(get_device().get_handle(), &depth_stencil_view, nullptr, &offscreen_pass.depth.view));
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// Create a separate render pass for the offscreen rendering as it may differ from the one used for scene rendering
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std::array<VkAttachmentDescription, 2> attachment_descriptions = {};
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// Color attachment
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attachment_descriptions[0].format = FB_COLOR_FORMAT;
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attachment_descriptions[0].samples = VK_SAMPLE_COUNT_1_BIT;
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attachment_descriptions[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachment_descriptions[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachment_descriptions[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachment_descriptions[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachment_descriptions[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachment_descriptions[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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// Depth attachment
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attachment_descriptions[1].format = framebuffer_depth_format;
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attachment_descriptions[1].samples = VK_SAMPLE_COUNT_1_BIT;
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attachment_descriptions[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachment_descriptions[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachment_descriptions[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachment_descriptions[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachment_descriptions[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachment_descriptions[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkAttachmentReference color_reference = {0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
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VkAttachmentReference depth_reference = {1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL};
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VkSubpassDescription subpass_description = {};
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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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// Use subpass dependencies for layout transitions
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std::array<VkSubpassDependency, 2> dependencies;
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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_FRAGMENT_SHADER_BIT;
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dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[0].srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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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;
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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// Create the actual renderpass
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VkRenderPassCreateInfo render_pass_create_info = {};
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render_pass_create_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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render_pass_create_info.attachmentCount = static_cast<uint32_t>(attachment_descriptions.size());
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render_pass_create_info.pAttachments = attachment_descriptions.data();
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render_pass_create_info.subpassCount = 1;
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render_pass_create_info.pSubpasses = &subpass_description;
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render_pass_create_info.dependencyCount = static_cast<uint32_t>(dependencies.size());
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render_pass_create_info.pDependencies = dependencies.data();
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VK_CHECK(vkCreateRenderPass(get_device().get_handle(), &render_pass_create_info, nullptr, &offscreen_pass.render_pass));
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VkImageView attachments[2];
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attachments[0] = offscreen_pass.color.view;
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attachments[1] = offscreen_pass.depth.view;
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VkFramebufferCreateInfo framebuffer_create_info = vkb::initializers::framebuffer_create_info();
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framebuffer_create_info.renderPass = offscreen_pass.render_pass;
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framebuffer_create_info.attachmentCount = 2;
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framebuffer_create_info.pAttachments = attachments;
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framebuffer_create_info.width = offscreen_pass.width;
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framebuffer_create_info.height = offscreen_pass.height;
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framebuffer_create_info.layers = 1;
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VK_CHECK(vkCreateFramebuffer(get_device().get_handle(), &framebuffer_create_info, nullptr, &offscreen_pass.framebuffer));
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// Fill a descriptor for later use in a descriptor set
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offscreen_pass.descriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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offscreen_pass.descriptor.imageView = offscreen_pass.color.view;
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offscreen_pass.descriptor.sampler = offscreen_pass.sampler;
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}
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void ConservativeRasterization::build_command_buffers()
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{
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VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info();
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for (int32_t i = 0; i < draw_cmd_buffers.size(); ++i)
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{
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VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffers[i], &command_buffer_begin_info));
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// First render pass: Render a low res triangle to an offscreen framebuffer to use for visualization in second pass
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{
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VkClearValue clear_values[2];
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clear_values[0].color = {{0.05f, 0.05f, 0.05f, 0.0f}};
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clear_values[1].depthStencil = {0.0f, 0};
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VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
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render_pass_begin_info.renderPass = offscreen_pass.render_pass;
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render_pass_begin_info.framebuffer = offscreen_pass.framebuffer;
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render_pass_begin_info.renderArea.extent.width = offscreen_pass.width;
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render_pass_begin_info.renderArea.extent.height = offscreen_pass.height;
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render_pass_begin_info.clearValueCount = 2;
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render_pass_begin_info.pClearValues = clear_values;
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VkViewport viewport = vkb::initializers::viewport(static_cast<float>(offscreen_pass.width), static_cast<float>(offscreen_pass.height), 0.0f, 1.0f);
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vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport);
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VkRect2D scissor = vkb::initializers::rect2D(offscreen_pass.width, offscreen_pass.height, 0, 0);
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vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
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vkCmdBeginRenderPass(draw_cmd_buffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layouts.scene, 0, 1, &descriptor_sets.scene, 0, nullptr);
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vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, conservative_raster_enabled ? pipelines.triangle_conservative_raster : pipelines.triangle);
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VkDeviceSize offsets[1] = {0};
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vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, triangle.vertices->get(), offsets);
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vkCmdBindIndexBuffer(draw_cmd_buffers[i], triangle.indices->get_handle(), 0, VK_INDEX_TYPE_UINT32);
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vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport);
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vkCmdDrawIndexed(draw_cmd_buffers[i], triangle.index_count, 1, 0, 0, 0);
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vkCmdEndRenderPass(draw_cmd_buffers[i]);
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}
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// Note: Explicit synchronization is not required between the render pass, as this is done implicit via sub pass dependencies
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// Second render pass: Render scene with conservative rasterization
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{
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VkClearValue clear_values[2];
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clear_values[0].color = {{0.05f, 0.05f, 0.05f, 0.25f}};
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clear_values[1].depthStencil = {0.0f, 0};
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VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
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render_pass_begin_info.framebuffer = framebuffers[i];
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render_pass_begin_info.renderPass = render_pass;
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render_pass_begin_info.renderArea.offset.x = 0;
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render_pass_begin_info.renderArea.offset.y = 0;
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render_pass_begin_info.renderArea.extent.width = width;
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render_pass_begin_info.renderArea.extent.height = height;
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render_pass_begin_info.clearValueCount = 2;
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render_pass_begin_info.pClearValues = clear_values;
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vkCmdBeginRenderPass(draw_cmd_buffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkb::initializers::viewport(static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f);
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vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport);
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VkRect2D scissor = vkb::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
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// Low-res triangle from offscreen framebuffer
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vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.fullscreen);
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vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layouts.fullscreen, 0, 1, &descriptor_sets.fullscreen, 0, nullptr);
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vkCmdDraw(draw_cmd_buffers[i], 3, 1, 0, 0);
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// Overlay actual triangle
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VkDeviceSize offsets[1] = {0};
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vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, triangle.vertices->get(), offsets);
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vkCmdBindIndexBuffer(draw_cmd_buffers[i], triangle.indices->get_handle(), 0, VK_INDEX_TYPE_UINT32);
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vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.triangle_overlay);
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vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layouts.scene, 0, 1, &descriptor_sets.scene, 0, nullptr);
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vkCmdDraw(draw_cmd_buffers[i], 3, 1, 0, 0);
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draw_ui(draw_cmd_buffers[i]);
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vkCmdEndRenderPass(draw_cmd_buffers[i]);
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}
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VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i]));
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}
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}
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void ConservativeRasterization::load_assets()
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{
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// Create a single triangle
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struct Vertex
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{
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float position[3];
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float color[3];
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};
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std::vector<Vertex> vertex_buffer = {
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{{1.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
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{{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}},
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{{0.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}}};
|
|
uint32_t vertex_buffer_size = static_cast<uint32_t>(vertex_buffer.size()) * sizeof(Vertex);
|
|
std::vector<uint32_t> index_buffer = {0, 1, 2};
|
|
triangle.index_count = static_cast<uint32_t>(index_buffer.size());
|
|
uint32_t index_buffer_size = triangle.index_count * sizeof(uint32_t);
|
|
|
|
// Host visible source buffers (staging)
|
|
vkb::core::BufferC vertex_staging_buffer = vkb::core::BufferC::create_staging_buffer(get_device(), vertex_buffer);
|
|
vkb::core::BufferC index_staging_buffer = vkb::core::BufferC::create_staging_buffer(get_device(), index_buffer);
|
|
|
|
// Device local destination buffers
|
|
triangle.vertices = std::make_unique<vkb::core::BufferC>(get_device(),
|
|
vertex_buffer_size,
|
|
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
|
VMA_MEMORY_USAGE_GPU_ONLY);
|
|
|
|
triangle.indices = std::make_unique<vkb::core::BufferC>(get_device(),
|
|
index_buffer_size,
|
|
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
|
VMA_MEMORY_USAGE_GPU_ONLY);
|
|
|
|
// Copy from host to device
|
|
get_device().copy_buffer(vertex_staging_buffer, *triangle.vertices, queue);
|
|
get_device().copy_buffer(index_staging_buffer, *triangle.indices, queue);
|
|
}
|
|
|
|
void ConservativeRasterization::setup_descriptor_pool()
|
|
{
|
|
std::vector<VkDescriptorPoolSize> pool_sizes = {
|
|
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3),
|
|
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)};
|
|
VkDescriptorPoolCreateInfo descriptor_pool_info =
|
|
vkb::initializers::descriptor_pool_create_info(pool_sizes, 2);
|
|
VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_info, nullptr, &descriptor_pool));
|
|
}
|
|
|
|
void ConservativeRasterization::setup_descriptor_set_layout()
|
|
{
|
|
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings;
|
|
VkDescriptorSetLayoutCreateInfo descriptor_layout;
|
|
VkPipelineLayoutCreateInfo pipeline_layout_create_info;
|
|
|
|
// Scene rendering
|
|
set_layout_bindings = {
|
|
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 0: Vertex shader uniform buffer
|
|
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), // Binding 1: Fragment shader image sampler
|
|
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 2) // Binding 2: Fragment shader uniform buffer
|
|
};
|
|
descriptor_layout = 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, nullptr, &descriptor_set_layouts.scene));
|
|
pipeline_layout_create_info = vkb::initializers::pipeline_layout_create_info(&descriptor_set_layouts.scene, 1);
|
|
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layouts.scene));
|
|
|
|
// Fullscreen pass
|
|
set_layout_bindings = {
|
|
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 0: Vertex shader uniform buffer
|
|
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1) // Binding 1: Fragment shader image sampler
|
|
};
|
|
descriptor_layout = 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, nullptr, &descriptor_set_layouts.fullscreen));
|
|
pipeline_layout_create_info = vkb::initializers::pipeline_layout_create_info(&descriptor_set_layouts.fullscreen, 1);
|
|
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layouts.fullscreen));
|
|
}
|
|
|
|
void ConservativeRasterization::setup_descriptor_set()
|
|
{
|
|
VkDescriptorSetAllocateInfo descriptor_set_allocate_info;
|
|
|
|
// Scene rendering
|
|
descriptor_set_allocate_info = vkb::initializers::descriptor_set_allocate_info(descriptor_pool, &descriptor_set_layouts.scene, 1);
|
|
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &descriptor_set_allocate_info, &descriptor_sets.scene));
|
|
VkDescriptorBufferInfo scene_buffer_descriptor = create_descriptor(*uniform_buffers.scene);
|
|
std::vector<VkWriteDescriptorSet> offscreen_write_descriptor_sets = {
|
|
vkb::initializers::write_descriptor_set(descriptor_sets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &scene_buffer_descriptor),
|
|
};
|
|
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(offscreen_write_descriptor_sets.size()), offscreen_write_descriptor_sets.data(), 0, nullptr);
|
|
|
|
// Fullscreen pass
|
|
descriptor_set_allocate_info = vkb::initializers::descriptor_set_allocate_info(descriptor_pool, &descriptor_set_layouts.fullscreen, 1);
|
|
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &descriptor_set_allocate_info, &descriptor_sets.fullscreen));
|
|
std::vector<VkWriteDescriptorSet> write_descriptor_sets = {
|
|
vkb::initializers::write_descriptor_set(descriptor_sets.fullscreen, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreen_pass.descriptor),
|
|
};
|
|
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, nullptr);
|
|
}
|
|
|
|
void ConservativeRasterization::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_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};
|
|
|
|
VkPipelineDynamicStateCreateInfo dynamic_state =
|
|
vkb::initializers::pipeline_dynamic_state_create_info(dynamic_state_enables);
|
|
|
|
std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages;
|
|
|
|
VkGraphicsPipelineCreateInfo pipeline_create_info =
|
|
vkb::initializers::pipeline_create_info(pipeline_layouts.fullscreen, render_pass, 0);
|
|
|
|
// Conservative rasterization setup
|
|
|
|
// Get device properties for conservative rasterization
|
|
// Requires VK_KHR_get_physical_device_properties2 and manual function pointer creation
|
|
PFN_vkGetPhysicalDeviceProperties2KHR vkGetPhysicalDeviceProperties2KHR =
|
|
reinterpret_cast<PFN_vkGetPhysicalDeviceProperties2KHR>(vkGetInstanceProcAddr(get_instance().get_handle(), "vkGetPhysicalDeviceProperties2KHR"));
|
|
assert(vkGetPhysicalDeviceProperties2KHR);
|
|
VkPhysicalDeviceProperties2KHR device_properties{};
|
|
conservative_raster_properties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_CONSERVATIVE_RASTERIZATION_PROPERTIES_EXT;
|
|
device_properties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2_KHR;
|
|
device_properties.pNext = &conservative_raster_properties;
|
|
vkGetPhysicalDeviceProperties2KHR(get_device().get_gpu().get_handle(), &device_properties);
|
|
|
|
// Vertex bindings and attributes
|
|
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), // Location 0: Position
|
|
vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Color
|
|
};
|
|
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.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;
|
|
pipeline_create_info.stageCount = vkb::to_u32(shader_stages.size());
|
|
pipeline_create_info.pStages = shader_stages.data();
|
|
|
|
// Full screen pass
|
|
shader_stages[0] = load_shader("conservative_rasterization", "fullscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shader_stages[1] = load_shader("conservative_rasterization", "fullscreen.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
// Empty vertex input state (full screen triangle generated in vertex shader)
|
|
VkPipelineVertexInputStateCreateInfo empty_input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
|
|
pipeline_create_info.pVertexInputState = &empty_input_state;
|
|
pipeline_create_info.layout = pipeline_layouts.fullscreen;
|
|
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.fullscreen));
|
|
|
|
pipeline_create_info.pVertexInputState = &vertex_input_state;
|
|
pipeline_create_info.layout = pipeline_layouts.scene;
|
|
|
|
// Original triangle outline
|
|
// TODO(tomatkinson): Check support for lines
|
|
rasterization_state.lineWidth = 2.0f;
|
|
rasterization_state.polygonMode = VK_POLYGON_MODE_LINE;
|
|
shader_stages[0] = load_shader("conservative_rasterization", "triangle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shader_stages[1] = load_shader("conservative_rasterization", "triangleoverlay.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.triangle_overlay));
|
|
|
|
pipeline_create_info.renderPass = offscreen_pass.render_pass;
|
|
|
|
// Triangle rendering
|
|
rasterization_state.polygonMode = VK_POLYGON_MODE_FILL;
|
|
shader_stages[0] = load_shader("conservative_rasterization", "triangle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shader_stages[1] = load_shader("conservative_rasterization", "triangle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
|
|
// Basic pipeline
|
|
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.triangle));
|
|
|
|
// Pipeline with conservative rasterization enabled
|
|
VkPipelineRasterizationConservativeStateCreateInfoEXT conservative_rasterization_state{};
|
|
conservative_rasterization_state.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_CONSERVATIVE_STATE_CREATE_INFO_EXT;
|
|
conservative_rasterization_state.conservativeRasterizationMode = VK_CONSERVATIVE_RASTERIZATION_MODE_OVERESTIMATE_EXT;
|
|
conservative_rasterization_state.extraPrimitiveOverestimationSize = conservative_raster_properties.maxExtraPrimitiveOverestimationSize;
|
|
|
|
// Conservative rasterization state has to be chained into the pipeline rasterization state create info structure
|
|
rasterization_state.pNext = &conservative_rasterization_state;
|
|
|
|
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.triangle_conservative_raster));
|
|
}
|
|
|
|
// Prepare and initialize uniform buffer containing shader uniforms
|
|
void ConservativeRasterization::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_scene();
|
|
}
|
|
|
|
void ConservativeRasterization::update_uniform_buffers_scene()
|
|
{
|
|
ubo_scene.projection = camera.matrices.perspective;
|
|
ubo_scene.model = camera.matrices.view;
|
|
uniform_buffers.scene->convert_and_update(ubo_scene);
|
|
}
|
|
|
|
void ConservativeRasterization::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 ConservativeRasterization::prepare(const vkb::ApplicationOptions &options)
|
|
{
|
|
if (!ApiVulkanSample::prepare(options))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Note: Using reversed depth-buffer for increased precision, so Znear and Zfar are flipped
|
|
camera.type = vkb::CameraType::LookAt;
|
|
camera.set_perspective(60.0f, static_cast<float>(width) / static_cast<float>(height), 512.0f, 0.1f);
|
|
camera.set_rotation(glm::vec3(0.0f));
|
|
camera.set_translation(glm::vec3(0.0f, 0.0f, -2.0f));
|
|
|
|
load_assets();
|
|
prepare_offscreen();
|
|
prepare_uniform_buffers();
|
|
setup_descriptor_set_layout();
|
|
prepare_pipelines();
|
|
setup_descriptor_pool();
|
|
setup_descriptor_set();
|
|
build_command_buffers();
|
|
prepared = true;
|
|
return true;
|
|
}
|
|
|
|
void ConservativeRasterization::render(float delta_time)
|
|
{
|
|
if (!prepared)
|
|
{
|
|
return;
|
|
}
|
|
draw();
|
|
if (camera.updated)
|
|
{
|
|
update_uniform_buffers_scene();
|
|
}
|
|
}
|
|
|
|
void ConservativeRasterization::on_update_ui_overlay(vkb::Drawer &drawer)
|
|
{
|
|
if (drawer.header("Settings"))
|
|
{
|
|
if (drawer.checkbox("Conservative rasterization", &conservative_raster_enabled))
|
|
{
|
|
rebuild_command_buffers();
|
|
}
|
|
}
|
|
if (drawer.header("Device properties"))
|
|
{
|
|
drawer.text("maxExtraPrimitiveOverestimationSize: %f", conservative_raster_properties.maxExtraPrimitiveOverestimationSize);
|
|
drawer.text("extraPrimitiveOverestimationSizeGranularity: %f", conservative_raster_properties.extraPrimitiveOverestimationSizeGranularity);
|
|
drawer.text("primitiveUnderestimation: %s", conservative_raster_properties.primitiveUnderestimation ? "yes" : "no");
|
|
drawer.text("conservativePointAndLineRasterization: %s", conservative_raster_properties.conservativePointAndLineRasterization ? "yes" : "no");
|
|
drawer.text("degenerateTrianglesRasterized: %s", conservative_raster_properties.degenerateTrianglesRasterized ? "yes" : "no");
|
|
drawer.text("degenerateLinesRasterized: %s", conservative_raster_properties.degenerateLinesRasterized ? "yes" : "no");
|
|
drawer.text("fullyCoveredFragmentShaderInputVariable: %s", conservative_raster_properties.fullyCoveredFragmentShaderInputVariable ? "yes" : "no");
|
|
drawer.text("conservativeRasterizationPostDepthCoverage: %s", conservative_raster_properties.conservativeRasterizationPostDepthCoverage ? "yes" : "no");
|
|
}
|
|
}
|
|
|
|
std::unique_ptr<vkb::VulkanSampleC> create_conservative_rasterization()
|
|
{
|
|
return std::make_unique<ConservativeRasterization>();
|
|
}
|