2018-08-30 01:37:51 +00:00
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// Copyright (c) 2017 The vulkano developers
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// Licensed under the Apache License, Version 2.0
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// <LICENSE-APACHE or
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2020-11-10 17:03:50 +00:00
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// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
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2018-08-30 01:37:51 +00:00
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// at your option. All files in the project carrying such
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// notice may not be copied, modified, or distributed except
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// according to those terms.
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//! Multisampling anti-aliasing example, using a render pass resolve.
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//!
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//! # Introduction to multisampling
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//!
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//! When you draw an object on an image, this object occupies a certain set of pixels. Each pixel
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//! of the image is either fully covered by the object, or not covered at all. There is no such
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//! thing as a pixel that is half-covered by the object that you're drawing. What this means is
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//! that you will sometimes see a "staircase effect" at the border of your object, also called
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//! aliasing.
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//!
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//! The root cause of aliasing is that the resolution of the image is not high enough. If you
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//! increase the size of the image you're drawing to, this effect will still exist but will be
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//! much less visible.
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//!
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//! In order to decrease aliasing, some games and programs use what we call "Super-Sampling Anti
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//! Aliasing" (SSAA). For example instead of drawing to an image of size 1024x1024, you draw to an
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//! image of size 4096x4096. Then at the end, you scale down your image to 1024x1024 by merging
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//! nearby pixels. Since the intermediate image is 4 times larger than the destination, this would
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//! be x4 SSAA.
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//!
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//! However this technique is very expensive in terms of GPU power. The fragment shader and all
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//! its calculations has to run four times more often.
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//!
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//! So instead of SSAA, a common alternative is MSAA (MultiSampling Anti Aliasing). The base
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//! principle is more or less the same: you draw to an image of a larger dimension, and then at
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//! the end you scale it down to the final size. The difference is that the fragment shader is
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//! only run once per pixel of the final size, and its value is duplicated to fill to all the
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//! pixels of the intermediate image that are covered by the object.
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//!
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//! For example, let's say that you use x4 MSAA, you draw to an intermediate image of size
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//! 4096x4096, and your object covers the whole image. With MSAA, the fragment shader will only
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//! be 1,048,576 times (1024 * 1024), compared to 16,777,216 times (4096 * 4096) with 4x SSAA.
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//! Then the output of each fragment shader invocation is copied in each of the four pixels of the
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//! intermediate image that correspond to each pixel of the final image.
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//!
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//! Now, let's say that your object doesn't cover the whole image. In this situation, only the
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//! pixels of the intermediate image that are covered by the object will receive the output of the
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//! fragment shader.
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//!
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//! Because of the way it works, this technique requires direct support from the hardware,
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//! contrary to SSAA which can be done on any machine.
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//!
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//! # Multisampled images
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//!
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//! Using MSAA with Vulkan is done by creating a regular image, but with a number of samples per
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//! pixel different from 1. For example if you want to use 4x MSAA, you should create an image with
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//! 4 samples per pixel. Internally this image will have 4 times as many pixels as its dimensions
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//! would normally require, but this is handled transparently for you. Drawing to a multisampled
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//! image is exactly the same as drawing to a regular image.
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//!
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//! However multisampled images have some restrictions, for example you can't show them on the
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//! screen (swapchain images are always single-sampled), and you can't copy them into a buffer.
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//! Therefore when you have finished drawing, you have to blit your multisampled image to a
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//! non-multisampled image. This operation is not a regular blit (blitting a multisampled image is
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//! an error), instead it is called *resolving* the image.
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//!
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use bytemuck::{Pod, Zeroable};
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use std::{fs::File, io::BufWriter, path::Path};
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use vulkano::{
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buffer::{BufferUsage, CpuAccessibleBuffer, TypedBufferAccess},
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command_buffer::{
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allocator::StandardCommandBufferAllocator, AutoCommandBufferBuilder, CommandBufferUsage,
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CopyImageToBufferInfo, PrimaryCommandBuffer, RenderPassBeginInfo, SubpassContents,
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},
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device::{
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physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, QueueCreateInfo,
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},
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format::Format,
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image::{view::ImageView, AttachmentImage, ImageDimensions, SampleCount, StorageImage},
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impl_vertex,
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instance::{Instance, InstanceCreateInfo},
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pipeline::{
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graphics::{
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multisample::MultisampleState,
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vertex_input::BuffersDefinition,
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viewport::{Viewport, ViewportState},
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},
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GraphicsPipeline,
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},
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render_pass::{Framebuffer, FramebufferCreateInfo, Subpass},
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sync::GpuFuture,
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VulkanLibrary,
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};
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fn main() {
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// The usual Vulkan initialization.
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let library = VulkanLibrary::new().unwrap();
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let required_extensions = vulkano_win::required_extensions(&library);
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let instance = Instance::new(
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library,
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InstanceCreateInfo {
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enabled_extensions: required_extensions,
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// Enable enumerating devices that use non-conformant vulkan implementations. (ex. MoltenVK)
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enumerate_portability: true,
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..Default::default()
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},
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)
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.unwrap();
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let device_extensions = DeviceExtensions {
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khr_swapchain: true,
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..DeviceExtensions::empty()
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};
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let (physical_device, queue_family_index) = instance
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.enumerate_physical_devices()
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.unwrap()
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.filter(|p| p.supported_extensions().contains(&device_extensions))
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.filter_map(|p| {
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p.queue_family_properties()
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.iter()
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.position(|q| q.queue_flags.graphics)
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.map(|i| (p, i as u32))
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})
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.min_by_key(|(p, _)| match p.properties().device_type {
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PhysicalDeviceType::DiscreteGpu => 0,
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PhysicalDeviceType::IntegratedGpu => 1,
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PhysicalDeviceType::VirtualGpu => 2,
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PhysicalDeviceType::Cpu => 3,
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PhysicalDeviceType::Other => 4,
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_ => 5,
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})
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.unwrap();
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println!(
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"Using device: {} (type: {:?})",
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physical_device.properties().device_name,
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physical_device.properties().device_type
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);
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let (device, mut queues) = Device::new(
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physical_device,
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DeviceCreateInfo {
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enabled_extensions: device_extensions,
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queue_create_infos: vec![QueueCreateInfo {
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queue_family_index,
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..Default::default()
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}],
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..Default::default()
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},
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)
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.unwrap();
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let queue = queues.next().unwrap();
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// Creating our intermediate multisampled image.
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//
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// As explained in the introduction, we pass the same dimensions and format as for the final
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// image. But we also pass the number of samples-per-pixel, which is 4 here.
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let intermediary = ImageView::new_default(
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AttachmentImage::transient_multisampled(
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device.clone(),
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[1024, 1024],
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SampleCount::Sample4,
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Format::R8G8B8A8_UNORM,
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)
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.unwrap(),
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)
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.unwrap();
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// This is the final image that will receive the anti-aliased triangle.
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let image = StorageImage::new(
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device.clone(),
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ImageDimensions::Dim2d {
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width: 1024,
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height: 1024,
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array_layers: 1,
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},
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Format::R8G8B8A8_UNORM,
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Some(queue.queue_family_index()),
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)
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.unwrap();
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let view = ImageView::new_default(image.clone()).unwrap();
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// In this example, we are going to perform the *resolve* (ie. turning a multisampled image
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// into a non-multisampled one) as part of the render pass. This is the preferred method of
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// doing so, as it the advantage that the Vulkan implementation doesn't have to write the
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// content of the multisampled image back to memory at the end.
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let render_pass = vulkano::single_pass_renderpass!(
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device.clone(),
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attachments: {
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// The first framebuffer attachment is the intermediary image.
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intermediary: {
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load: Clear,
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store: DontCare,
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format: Format::R8G8B8A8_UNORM,
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samples: 4, // This has to match the image definition.
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},
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// The second framebuffer attachment is the final image.
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color: {
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load: DontCare,
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store: Store,
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format: Format::R8G8B8A8_UNORM,
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samples: 1, // Same here, this has to match.
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}
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},
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pass: {
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// When drawing, we have only one output which is the intermediary image.
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color: [intermediary],
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depth_stencil: {},
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// The `resolve` array here must contain either zero entry (if you don't use
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// multisampling), or one entry per color attachment. At the end of the pass, each
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// color attachment will be *resolved* into the given image. In other words, here, at
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// the end of the pass, the `intermediary` attachment will be copied to the attachment
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// named `color`.
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resolve: [color],
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}
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)
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.unwrap();
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// Creating the framebuffer, the calls to `add` match the list of attachments in order.
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let framebuffer = Framebuffer::new(
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render_pass.clone(),
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FramebufferCreateInfo {
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attachments: vec![intermediary, view],
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..Default::default()
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},
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)
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.unwrap();
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// Here is the "end" of the multisampling example, as starting from here everything is the same
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// as in any other example.
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// The pipeline, vertex buffer, and command buffer are created in exactly the same way as
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// without multisampling.
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// At the end of the example, we copy the content of `image` (ie. the final image) to a buffer,
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// then read the content of that buffer and save it to a PNG file.
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2018-10-28 07:29:41 +00:00
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mod vs {
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vulkano_shaders::shader! {
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ty: "vertex",
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src: "
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#version 450
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layout(location = 0) in vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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mod fs {
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vulkano_shaders::shader! {
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ty: "fragment",
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src: "
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#version 450
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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"
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}
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}
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2021-11-13 15:06:16 +00:00
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let vs = vs::load(device.clone()).unwrap();
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let fs = fs::load(device.clone()).unwrap();
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#[repr(C)]
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#[derive(Clone, Copy, Debug, Default, Zeroable, Pod)]
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struct Vertex {
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position: [f32; 2],
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}
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impl_vertex!(Vertex, position);
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let vertices = [
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Vertex {
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position: [-0.5, -0.5],
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|
|
},
|
|
|
|
Vertex {
|
|
|
|
position: [0.0, 0.5],
|
|
|
|
},
|
|
|
|
Vertex {
|
|
|
|
position: [0.5, -0.25],
|
|
|
|
},
|
|
|
|
];
|
2022-09-05 20:16:40 +00:00
|
|
|
let vertex_buffer = CpuAccessibleBuffer::from_iter(
|
|
|
|
device.clone(),
|
|
|
|
BufferUsage {
|
|
|
|
vertex_buffer: true,
|
|
|
|
..BufferUsage::empty()
|
|
|
|
},
|
|
|
|
false,
|
|
|
|
vertices,
|
|
|
|
)
|
|
|
|
.unwrap();
|
2020-05-10 00:36:20 +00:00
|
|
|
|
2022-08-12 10:18:35 +00:00
|
|
|
let subpass = Subpass::from(render_pass, 0).unwrap();
|
2021-11-02 20:33:58 +00:00
|
|
|
let pipeline = GraphicsPipeline::start()
|
2021-12-05 20:30:56 +00:00
|
|
|
.vertex_input_state(BuffersDefinition::new().vertex::<Vertex>())
|
2021-11-13 15:06:16 +00:00
|
|
|
.vertex_shader(vs.entry_point("main").unwrap(), ())
|
2021-11-02 20:33:58 +00:00
|
|
|
.viewport_state(ViewportState::viewport_dynamic_scissor_irrelevant())
|
2021-11-13 15:06:16 +00:00
|
|
|
.fragment_shader(fs.entry_point("main").unwrap(), ())
|
2022-05-29 16:53:36 +00:00
|
|
|
.multisample_state(MultisampleState {
|
|
|
|
rasterization_samples: subpass.num_samples().unwrap(),
|
|
|
|
..Default::default()
|
|
|
|
})
|
|
|
|
.render_pass(subpass)
|
2021-11-02 20:33:58 +00:00
|
|
|
.build(device.clone())
|
|
|
|
.unwrap();
|
2018-08-30 01:37:51 +00:00
|
|
|
|
2021-08-27 06:24:16 +00:00
|
|
|
let viewport = Viewport {
|
|
|
|
origin: [0.0, 0.0],
|
|
|
|
dimensions: [1024.0, 1024.0],
|
|
|
|
depth_range: 0.0..1.0,
|
2018-08-30 01:37:51 +00:00
|
|
|
};
|
|
|
|
|
2022-10-05 09:09:26 +00:00
|
|
|
let command_buffer_allocator = StandardCommandBufferAllocator::new(device.clone());
|
|
|
|
|
2020-05-10 00:36:20 +00:00
|
|
|
let buf = CpuAccessibleBuffer::from_iter(
|
2022-10-05 09:09:26 +00:00
|
|
|
device,
|
2022-09-05 20:16:40 +00:00
|
|
|
BufferUsage {
|
|
|
|
transfer_dst: true,
|
|
|
|
..BufferUsage::empty()
|
|
|
|
},
|
2020-05-10 00:36:20 +00:00
|
|
|
false,
|
|
|
|
(0..1024 * 1024 * 4).map(|_| 0u8),
|
|
|
|
)
|
|
|
|
.unwrap();
|
2018-08-30 01:37:51 +00:00
|
|
|
|
2021-04-26 14:53:18 +00:00
|
|
|
let mut builder = AutoCommandBufferBuilder::primary(
|
2022-10-05 09:09:26 +00:00
|
|
|
&command_buffer_allocator,
|
2022-09-10 06:00:08 +00:00
|
|
|
queue.queue_family_index(),
|
2021-04-26 14:53:18 +00:00
|
|
|
CommandBufferUsage::OneTimeSubmit,
|
|
|
|
)
|
|
|
|
.unwrap();
|
2020-06-01 14:41:42 +00:00
|
|
|
builder
|
|
|
|
.begin_render_pass(
|
2022-04-24 01:16:19 +00:00
|
|
|
RenderPassBeginInfo {
|
|
|
|
clear_values: vec![Some([0.0, 0.0, 1.0, 1.0].into()), None],
|
2022-08-12 10:18:35 +00:00
|
|
|
..RenderPassBeginInfo::framebuffer(framebuffer)
|
2022-04-24 01:16:19 +00:00
|
|
|
},
|
2020-11-10 17:01:13 +00:00
|
|
|
SubpassContents::Inline,
|
2020-06-01 14:41:42 +00:00
|
|
|
)
|
|
|
|
.unwrap()
|
2022-08-12 10:18:35 +00:00
|
|
|
.set_viewport(0, [viewport])
|
|
|
|
.bind_pipeline_graphics(pipeline)
|
2021-08-27 06:24:16 +00:00
|
|
|
.bind_vertex_buffers(0, vertex_buffer.clone())
|
|
|
|
.draw(vertex_buffer.len() as u32, 1, 0, 0)
|
2020-06-01 14:41:42 +00:00
|
|
|
.unwrap()
|
|
|
|
.end_render_pass()
|
|
|
|
.unwrap()
|
2022-08-12 10:18:35 +00:00
|
|
|
.copy_image_to_buffer(CopyImageToBufferInfo::image_buffer(image, buf.clone()))
|
2020-06-01 14:41:42 +00:00
|
|
|
.unwrap();
|
|
|
|
let command_buffer = builder.build().unwrap();
|
2018-08-30 01:37:51 +00:00
|
|
|
|
2022-08-12 10:18:35 +00:00
|
|
|
let finished = command_buffer.execute(queue).unwrap();
|
2020-05-10 00:36:20 +00:00
|
|
|
finished
|
|
|
|
.then_signal_fence_and_flush()
|
2018-08-30 01:37:51 +00:00
|
|
|
.unwrap()
|
2020-05-10 00:36:20 +00:00
|
|
|
.wait(None)
|
2018-08-30 01:37:51 +00:00
|
|
|
.unwrap();
|
|
|
|
|
|
|
|
let buffer_content = buf.read().unwrap();
|
2019-10-27 16:58:32 +00:00
|
|
|
let path = Path::new("triangle.png");
|
2020-01-23 07:37:12 +00:00
|
|
|
let file = File::create(path).unwrap();
|
2022-08-12 10:18:35 +00:00
|
|
|
let w = &mut BufWriter::new(file);
|
2020-01-23 07:37:12 +00:00
|
|
|
let mut encoder = png::Encoder::new(w, 1024, 1024); // Width is 2 pixels and height is 1.
|
2021-09-04 04:21:15 +00:00
|
|
|
encoder.set_color(png::ColorType::Rgba);
|
2020-01-23 07:37:12 +00:00
|
|
|
encoder.set_depth(png::BitDepth::Eight);
|
|
|
|
let mut writer = encoder.write_header().unwrap();
|
|
|
|
writer.write_image_data(&buffer_content).unwrap();
|
2022-09-17 15:37:22 +00:00
|
|
|
|
|
|
|
if let Ok(path) = path.canonicalize() {
|
|
|
|
println!("Saved to {}", path.display());
|
|
|
|
}
|
2018-08-30 01:37:51 +00:00
|
|
|
}
|