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fragment_shading_rate.cpp
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/* Copyright (c) 2020-2021, 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
*/
#include "fragment_shading_rate.h"
FragmentShadingRate::FragmentShadingRate()
{
title = "Fragment shading rate";
// Enable instance and device extensions required to use VK_KHR_fragment_shading_rate
add_instance_extension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
add_device_extension(VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME);
add_device_extension(VK_KHR_MULTIVIEW_EXTENSION_NAME);
add_device_extension(VK_KHR_MAINTENANCE2_EXTENSION_NAME);
add_device_extension(VK_KHR_FRAGMENT_SHADING_RATE_EXTENSION_NAME);
}
FragmentShadingRate::~FragmentShadingRate()
{
if (device)
{
vkDestroyPipeline(get_device().get_handle(), pipelines.sphere, nullptr);
vkDestroyPipeline(get_device().get_handle(), pipelines.skysphere, nullptr);
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr);
vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, nullptr);
vkDestroySampler(get_device().get_handle(), textures.skysphere.sampler, nullptr);
uniform_buffers.scene.reset();
invalidate_shading_rate_attachment();
}
}
void FragmentShadingRate::request_gpu_features(vkb::PhysicalDevice &gpu)
{
// Enable the shading rate attachment feature required by this sample
// These are passed to device creation via a pNext structure chain
auto &requested_extension_features = gpu.request_extension_features<VkPhysicalDeviceFragmentShadingRateFeaturesKHR>(VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_FEATURES_KHR);
requested_extension_features.attachmentFragmentShadingRate = VK_TRUE;
requested_extension_features.pipelineFragmentShadingRate = VK_FALSE;
requested_extension_features.primitiveFragmentShadingRate = VK_FALSE;
// Enable anisotropic filtering if supported
if (gpu.get_features().samplerAnisotropy)
{
gpu.get_mutable_requested_features().samplerAnisotropy = VK_TRUE;
}
}
/*
* Create an image that contains the values used to determine the shading rates to apply during scene rendering
*/
void FragmentShadingRate::create_shading_rate_attachment()
{
// Check if the requested format for the shading rate attachment supports the required flag
VkFormat requested_format = VK_FORMAT_R8_UINT;
VkFormatProperties format_properties;
vkGetPhysicalDeviceFormatProperties(device->get_gpu().get_handle(), requested_format, &format_properties);
if (!(format_properties.optimalTilingFeatures & VK_FORMAT_FEATURE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR))
{
throw std::runtime_error("Selected shading rate attachment image format does not support required formate featureflag");
}
// Shading rate image size depends on shading rate texel size
// For each texel in the target image, there is a corresponding shading texel size width x height block in the shading rate image
VkExtent3D image_extent{};
image_extent.width = static_cast<uint32_t>(ceil(width / (float) physical_device_fragment_shading_rate_properties.maxFragmentShadingRateAttachmentTexelSize.width));
image_extent.height = static_cast<uint32_t>(ceil(height / (float) physical_device_fragment_shading_rate_properties.maxFragmentShadingRateAttachmentTexelSize.height));
image_extent.depth = 1;
VkImageCreateInfo image_create_info{};
image_create_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
image_create_info.imageType = VK_IMAGE_TYPE_2D;
image_create_info.format = VK_FORMAT_R8_UINT;
image_create_info.extent = image_extent;
image_create_info.mipLevels = 1;
image_create_info.arrayLayers = 1;
image_create_info.samples = VK_SAMPLE_COUNT_1_BIT;
image_create_info.tiling = VK_IMAGE_TILING_OPTIMAL;
image_create_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
image_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
image_create_info.usage = VK_IMAGE_USAGE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
VK_CHECK(vkCreateImage(device->get_handle(), &image_create_info, nullptr, &shading_rate_image.image));
VkMemoryRequirements memory_requirements{};
vkGetImageMemoryRequirements(device->get_handle(), shading_rate_image.image, &memory_requirements);
VkMemoryAllocateInfo memory_allocate_info{};
memory_allocate_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
memory_allocate_info.allocationSize = memory_requirements.size;
memory_allocate_info.memoryTypeIndex = device->get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK(vkAllocateMemory(device->get_handle(), &memory_allocate_info, nullptr, &shading_rate_image.memory));
VK_CHECK(vkBindImageMemory(device->get_handle(), shading_rate_image.image, shading_rate_image.memory, 0));
VkImageViewCreateInfo image_view_create_info{};
image_view_create_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
image_view_create_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
image_view_create_info.image = shading_rate_image.image;
image_view_create_info.format = VK_FORMAT_R8_UINT;
image_view_create_info.subresourceRange.baseMipLevel = 0;
image_view_create_info.subresourceRange.levelCount = 1;
image_view_create_info.subresourceRange.baseArrayLayer = 0;
image_view_create_info.subresourceRange.layerCount = 1;
image_view_create_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
VK_CHECK(vkCreateImageView(device->get_handle(), &image_view_create_info, nullptr, &shading_rate_image.view));
// Allocate a buffer that stores the shading rates
VkDeviceSize buffer_size = image_extent.width * image_extent.height * sizeof(uint8_t);
// Fragment sizes are encoded in a single texel as follows:
// size(w) = 2^((texel/4) & 3)
// size(h)h = 2^(texel & 3)
// Populate the buffer with lowest possible shading rate pattern (4x4)
uint8_t val = (4 >> 1) | (4 << 1);
uint8_t *shading_rate_pattern_data = new uint8_t[buffer_size];
memset(shading_rate_pattern_data, val, buffer_size);
// Create a circular pattern from the available list of fragment shadring rates with decreasing sampling rates outwards (max. range, pattern)
std::vector<VkPhysicalDeviceFragmentShadingRateKHR> fragment_shading_rates{};
uint32_t fragment_shading_rate_count = 0;
vkGetPhysicalDeviceFragmentShadingRatesKHR(get_device().get_gpu().get_handle(), &fragment_shading_rate_count, nullptr);
if (fragment_shading_rate_count > 0)
{
fragment_shading_rates.resize(fragment_shading_rate_count);
for (VkPhysicalDeviceFragmentShadingRateKHR &fragment_shading_rate : fragment_shading_rates)
{
// As per spec, the sType member of each shading rate array entry must be set
fragment_shading_rate.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_KHR;
}
vkGetPhysicalDeviceFragmentShadingRatesKHR(get_device().get_gpu().get_handle(), &fragment_shading_rate_count, fragment_shading_rates.data());
}
// Shading rates returned by vkGetPhysicalDeviceFragmentShadingRatesKHR are ordered from largest to smallest
std::map<float, uint8_t> pattern_lookup = {};
float range = 25.0f / static_cast<uint32_t>(fragment_shading_rates.size());
float current_range = 8.0f;
for (size_t i = fragment_shading_rates.size() - 1; i > 0; i--)
{
uint32_t rate_v = fragment_shading_rates[i].fragmentSize.width == 1 ? 0 : (fragment_shading_rates[i].fragmentSize.width >> 1);
uint32_t rate_h = fragment_shading_rates[i].fragmentSize.height == 1 ? 0 : (fragment_shading_rates[i].fragmentSize.height << 1);
pattern_lookup[current_range] = rate_v | rate_h;
current_range += range;
}
uint8_t *ptrData = shading_rate_pattern_data;
for (uint32_t y = 0; y < image_extent.height; y++)
{
for (uint32_t x = 0; x < image_extent.width; x++)
{
const float deltaX = ((float) image_extent.width / 2.0f - (float) x) / image_extent.width * 100.0f;
const float deltaY = ((float) image_extent.height / 2.0f - (float) y) / image_extent.height * 100.0f;
const float dist = std::sqrt(deltaX * deltaX + deltaY * deltaY);
for (auto pattern : pattern_lookup)
{
if (dist < pattern.first)
{
*ptrData = pattern.second;
break;
}
}
ptrData++;
}
}
// Move shading rate pattern data to staging buffer
std::unique_ptr<vkb::core::Buffer> staging_buffer = std::make_unique<vkb::core::Buffer>(get_device(),
buffer_size,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
staging_buffer->update(shading_rate_pattern_data, buffer_size);
delete[] shading_rate_pattern_data;
// Upload the buffer containing the shading rates to the image that'll be used as the shading rate attachment inside our renderpass
VkCommandBuffer copy_cmd = device->create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkImageSubresourceRange subresource_range = {};
subresource_range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
subresource_range.levelCount = 1;
subresource_range.layerCount = 1;
VkImageMemoryBarrier image_memory_barrier = vkb::initializers::image_memory_barrier();
image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
image_memory_barrier.srcAccessMask = 0;
image_memory_barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
image_memory_barrier.image = shading_rate_image.image;
image_memory_barrier.subresourceRange = subresource_range;
vkCmdPipelineBarrier(copy_cmd, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
VkBufferImageCopy buffer_copy_region = {};
buffer_copy_region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
buffer_copy_region.imageSubresource.layerCount = 1;
buffer_copy_region.imageExtent.width = image_extent.width;
buffer_copy_region.imageExtent.height = image_extent.height;
buffer_copy_region.imageExtent.depth = 1;
vkCmdCopyBufferToImage(copy_cmd, staging_buffer->get_handle(), shading_rate_image.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &buffer_copy_region);
// Transfer image layout to fragment shading rate attachment layout required to access this in the renderpass
image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR;
image_memory_barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
image_memory_barrier.dstAccessMask = 0;
image_memory_barrier.image = shading_rate_image.image;
image_memory_barrier.subresourceRange = subresource_range;
vkCmdPipelineBarrier(copy_cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
device->flush_command_buffer(copy_cmd, queue, true);
staging_buffer.reset();
}
/*
* The shading rate image needs to be invalidated and recreated when the frame buffer is resized
*/
void FragmentShadingRate::invalidate_shading_rate_attachment()
{
device->wait_idle();
vkDestroyImageView(device->get_handle(), shading_rate_image.view, nullptr);
vkDestroyImage(device->get_handle(), shading_rate_image.image, nullptr);
vkFreeMemory(device->get_handle(), shading_rate_image.memory, nullptr);
shading_rate_image.view = VK_NULL_HANDLE;
shading_rate_image.image = VK_NULL_HANDLE;
shading_rate_image.memory = VK_NULL_HANDLE;
}
/*
* This sample uses a custom render pass setup, as the shading rate image needs to be passed to the sample's render / sub pass
*/
void FragmentShadingRate::setup_render_pass()
{
// Query the fragment shading rate properties of the current implementation, we will need them later on
physical_device_fragment_shading_rate_properties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_PROPERTIES_KHR;
VkPhysicalDeviceProperties2KHR device_properties{};
device_properties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2;
device_properties.pNext = &physical_device_fragment_shading_rate_properties;
vkGetPhysicalDeviceProperties2KHR(get_device().get_gpu().get_handle(), &device_properties);
std::array<VkAttachmentDescription2KHR, 3> attachments = {};
// Color attachment
attachments[0].sType = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2;
attachments[0].format = render_context->get_format();
attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
// Depth attachment
attachments[1].sType = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2;
attachments[1].format = depth_format;
attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
// Fragment shading rate attachment
attachments[2].sType = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2;
attachments[2].format = VK_FORMAT_R8_UINT;
attachments[2].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[2].loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
attachments[2].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[2].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[2].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[2].initialLayout = VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR;
attachments[2].finalLayout = VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR;
VkAttachmentReference2KHR color_reference = {};
color_reference.sType = VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2;
color_reference.attachment = 0;
color_reference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
color_reference.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
VkAttachmentReference2KHR depth_reference = {};
depth_reference.sType = VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2;
depth_reference.attachment = 1;
depth_reference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
depth_reference.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
// Setup the attachment reference for the shading rate image attachment in slot 2
VkAttachmentReference2 fragment_shading_rate_reference = {};
fragment_shading_rate_reference.sType = VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2;
fragment_shading_rate_reference.attachment = 2;
fragment_shading_rate_reference.layout = VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR;
// Setup the attachment info for the shading rate image, which will be addeed to the sub pass via structure chaining (in pNext)
VkFragmentShadingRateAttachmentInfoKHR fragment_shading_rate_attachment_info = {};
fragment_shading_rate_attachment_info.sType = VK_STRUCTURE_TYPE_FRAGMENT_SHADING_RATE_ATTACHMENT_INFO_KHR;
fragment_shading_rate_attachment_info.pFragmentShadingRateAttachment = &fragment_shading_rate_reference;
fragment_shading_rate_attachment_info.shadingRateAttachmentTexelSize.width = physical_device_fragment_shading_rate_properties.maxFragmentShadingRateAttachmentTexelSize.width;
fragment_shading_rate_attachment_info.shadingRateAttachmentTexelSize.height = physical_device_fragment_shading_rate_properties.maxFragmentShadingRateAttachmentTexelSize.height;
VkSubpassDescription2KHR subpass_description = {};
subpass_description.sType = VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2;
subpass_description.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass_description.colorAttachmentCount = 1;
subpass_description.pColorAttachments = &color_reference;
subpass_description.pDepthStencilAttachment = &depth_reference;
subpass_description.inputAttachmentCount = 0;
subpass_description.pInputAttachments = nullptr;
subpass_description.preserveAttachmentCount = 0;
subpass_description.pPreserveAttachments = nullptr;
subpass_description.pResolveAttachments = nullptr;
subpass_description.pNext = &fragment_shading_rate_attachment_info;
// Subpass dependencies for layout transitions
std::array<VkSubpassDependency2KHR, 2> dependencies = {};
dependencies[0].sType = VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2;
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
dependencies[0].dstSubpass = 0;
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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;
dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
dependencies[1].sType = VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2;
dependencies[1].srcSubpass = 0;
dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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(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(device->get_handle(), framebuffer, nullptr);
}
}
}
// Create frame buffers for every swap chain image
framebuffers.resize(render_context->get_render_frames().size());
for (uint32_t i = 0; i < framebuffers.size(); i++)
{
attachments[0] = swapchain_buffers[i].view;
VK_CHECK(vkCreateFramebuffer(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((float) width, (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");
models.scene = load_model("scenes/textured_unit_cube.gltf");
textures.scene = load_texture("textures/metalplate01_rgba.ktx");
}
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", VK_SHADER_STAGE_VERTEX_BIT);
shader_stages[1] = load_shader("fragment_shading_rate/scene.frag", 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::Buffer>(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(vkb::Platform &platform)
{
if (!ApiVulkanSample::prepare(platform))
{
return false;
}
camera.type = vkb::CameraType::FirstPerson;
camera.set_position(glm::vec3(0.0f, 0.0f, -4.0f));
// Note: Using Revsered depth-buffer for increased precision, so Znear and Zfar are flipped
camera.set_perspective(60.0f, (float) width / (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))
{
build_command_buffers();
}
if (drawer.checkbox("Color shading rates", &color_shading_rate))
{
update_uniform_buffers();
}
if (drawer.checkbox("skysphere", &display_skysphere))
{
build_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();
build_command_buffers();
return true;
}
std::unique_ptr<vkb::VulkanSample> create_fragment_shading_rate()
{
return std::make_unique<FragmentShadingRate>();
}