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fragment_shading_rate.h
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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
*/
#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<vkb::sg::SubMesh> skysphere;
std::unique_ptr<vkb::sg::SubMesh> scene;
} models;
struct
{
std::unique_ptr<vkb::core::Buffer> 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(vkb::Platform &platform) 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<vkb::VulkanSample> create_fragment_shading_rate();