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Add an example demonstrating the basics of occlusion queries (#1548)
* Add an example demonstrating the basics of occlusion queries * Make some functions const
This commit is contained in:
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@ -31,6 +31,7 @@
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- `get_results` has been added to `QueriesRange`, to copy query results to the CPU.
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- The following functions have been added to both `SyncCommandBufferBuilder` and `AutoCommandBufferBuilder`: `begin_query` (still unsafe), `end_query` (safe), `write_timestamp` (still unsafe), `copy_query_pool_results` (safe), `reset_command_pool` (still unsafe).
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- Better documentation of everything in the `query` module.
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- An example demonstrating occlusion queries.
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- The deprecated `cause` trait function on Vulkano error types is replaced with `source`.
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- Vulkano-shaders: Fixed and refined the generation of the `readonly` descriptor attribute. It should now correctly mark uniforms and sampled images as read-only, but storage buffers and images only if explicitly marked as `readonly` in the shader.
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- Fixed bug in descriptor array layers check when the image is a cubemap.
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examples/src/bin/occlusion-query.rs
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502
examples/src/bin/occlusion-query.rs
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@ -0,0 +1,502 @@
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// Copyright (c) 2016 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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// 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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// 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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// This is a modification of the triangle example, that demonstrates the basics of occlusion queries.
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// Occlusion queries allow you to query whether, and sometimes how many, pixels pass the depth test
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// in a range of draw calls.
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use std::sync::Arc;
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use vulkano::buffer::{BufferAccess, BufferUsage, CpuAccessibleBuffer};
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use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState, SubpassContents};
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use vulkano::device::{Device, DeviceExtensions, DeviceOwned};
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use vulkano::format::Format;
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use vulkano::image::{view::ImageView, AttachmentImage, ImageUsage, SwapchainImage};
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use vulkano::instance::{Instance, PhysicalDevice};
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use vulkano::pipeline::viewport::Viewport;
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use vulkano::pipeline::GraphicsPipeline;
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use vulkano::query::{QueryControlFlags, QueryPool, QueryResultFlags, QueryType};
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use vulkano::render_pass::{Framebuffer, FramebufferAbstract, RenderPass, Subpass};
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use vulkano::swapchain;
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use vulkano::swapchain::{
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AcquireError, ColorSpace, FullscreenExclusive, PresentMode, SurfaceTransform, Swapchain,
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SwapchainCreationError,
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};
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use vulkano::sync;
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use vulkano::sync::{FlushError, GpuFuture};
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use vulkano_win::VkSurfaceBuild;
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use winit::event::{Event, WindowEvent};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::{Window, WindowBuilder};
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fn main() {
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let required_extensions = vulkano_win::required_extensions();
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let instance = Instance::new(None, &required_extensions, None).unwrap();
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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println!(
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"Using device: {} (type: {:?})",
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physical.name(),
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physical.ty()
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);
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let event_loop = EventLoop::new();
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let surface = WindowBuilder::new()
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.build_vk_surface(&event_loop, instance.clone())
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.unwrap();
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let queue_family = physical
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.queue_families()
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.find(|&q| q.supports_graphics() && surface.is_supported(q).unwrap_or(false))
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.unwrap();
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let device_ext = DeviceExtensions {
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khr_swapchain: true,
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..DeviceExtensions::none()
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};
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let (device, mut queues) = Device::new(
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physical,
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physical.supported_features(),
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&device_ext,
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[(queue_family, 0.5)].iter().cloned(),
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)
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.unwrap();
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let queue = queues.next().unwrap();
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let (mut swapchain, images) = {
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let caps = surface.capabilities(physical).unwrap();
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let alpha = caps.supported_composite_alpha.iter().next().unwrap();
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let format = caps.supported_formats[0].0;
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let dimensions: [u32; 2] = surface.window().inner_size().into();
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Swapchain::new(
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device.clone(),
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surface.clone(),
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caps.min_image_count,
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format,
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dimensions,
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1,
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ImageUsage::color_attachment(),
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&queue,
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SurfaceTransform::Identity,
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alpha,
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PresentMode::Fifo,
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FullscreenExclusive::Default,
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true,
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ColorSpace::SrgbNonLinear,
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)
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.unwrap()
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};
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let vertex_buffer = {
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#[derive(Default, Debug, Clone)]
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struct Vertex {
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position: [f32; 3],
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color: [f32; 3],
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}
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vulkano::impl_vertex!(Vertex, position, color);
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CpuAccessibleBuffer::from_iter(
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device.clone(),
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BufferUsage::all(),
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false,
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[
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// The first triangle (red) is the same one as in the triangle example.
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Vertex {
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position: [-0.5, -0.25, 0.5],
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color: [1.0, 0.0, 0.0],
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},
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Vertex {
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position: [0.0, 0.5, 0.5],
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color: [1.0, 0.0, 0.0],
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},
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Vertex {
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position: [0.25, -0.1, 0.5],
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color: [1.0, 0.0, 0.0],
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},
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// The second triangle (cyan) is the same shape and position as the first,
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// but smaller, and moved behind a bit.
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// It should be completely occluded by the first triangle.
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// (You can lower its z value to put it in front)
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Vertex {
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position: [-0.25, -0.125, 0.6],
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color: [0.0, 1.0, 1.0],
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},
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Vertex {
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position: [0.0, 0.25, 0.6],
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color: [0.0, 1.0, 1.0],
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},
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Vertex {
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position: [0.125, -0.05, 0.6],
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color: [0.0, 1.0, 1.0],
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},
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// The third triangle (green) is the same shape and size as the first,
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// but moved to the left and behind the second.
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// It is partially occluded by the first two.
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Vertex {
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position: [-0.25, -0.25, 0.7],
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color: [0.0, 1.0, 0.0],
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},
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Vertex {
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position: [0.25, 0.5, 0.7],
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color: [0.0, 1.0, 0.0],
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},
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Vertex {
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position: [0.5, -0.1, 0.7],
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color: [0.0, 1.0, 0.0],
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},
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]
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.iter()
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.cloned(),
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)
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.unwrap()
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};
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// Create three buffer slices, one for each triangle.
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let buffer_slice = vertex_buffer.into_buffer_slice();
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let triangle1 = buffer_slice.clone().slice(0..3).unwrap();
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let triangle2 = buffer_slice.clone().slice(3..6).unwrap();
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let triangle3 = buffer_slice.clone().slice(6..9).unwrap();
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// Create a query pool for occlusion queries, with 3 slots.
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let query_pool = Arc::new(QueryPool::new(device.clone(), QueryType::Occlusion, 3).unwrap());
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// Create a buffer on the CPU to hold the results of the three queries.
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// Query results are always represented as either `u32` or `u64`.
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// For occlusion queries, you always need one element per query. You can ask for the number of
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// elements needed at runtime by calling `QueryType::result_size`.
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// If you retrieve query results with `with_availability` enabled, then this array needs to
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// be 6 elements long instead of 3.
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let mut query_results = [0u32; 3];
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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 vec3 position;
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layout(location = 1) in vec3 color;
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layout(location = 0) out vec3 v_color;
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void main() {
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v_color = color;
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gl_Position = vec4(position, 1.0);
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}
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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) in vec3 v_color;
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(v_color, 1.0);
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}
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"
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}
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}
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let vs = vs::Shader::load(device.clone()).unwrap();
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let fs = fs::Shader::load(device.clone()).unwrap();
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let render_pass = Arc::new(
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vulkano::single_pass_renderpass!(
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device.clone(),
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attachments: {
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color: {
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load: Clear,
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store: Store,
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format: swapchain.format(),
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samples: 1,
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},
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depth: {
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load: Clear,
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store: DontCare,
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format: Format::D16Unorm,
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samples: 1,
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}
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},
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pass: {
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color: [color],
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depth_stencil: {depth}
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}
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)
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.unwrap(),
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);
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let pipeline = Arc::new(
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GraphicsPipeline::start()
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.vertex_input_single_buffer()
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.vertex_shader(vs.main_entry_point(), ())
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.triangle_list()
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.viewports_dynamic_scissors_irrelevant(1)
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.fragment_shader(fs.main_entry_point(), ())
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.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
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// Enable depth testing, which is needed for occlusion queries to make sense at all.
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// If you disable depth testing, every pixel is considered to pass the depth test, so
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// every query will return a nonzero result.
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.depth_stencil_simple_depth()
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.build(device.clone())
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.unwrap(),
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);
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let mut dynamic_state = DynamicState {
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line_width: None,
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viewports: None,
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scissors: None,
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compare_mask: None,
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write_mask: None,
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reference: None,
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};
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let mut framebuffers =
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window_size_dependent_setup(&images, render_pass.clone(), &mut dynamic_state);
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let mut recreate_swapchain = false;
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let mut previous_frame_end = Some(sync::now(device.clone()).boxed());
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event_loop.run(move |event, _, control_flow| match event {
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Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => {
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*control_flow = ControlFlow::Exit;
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}
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Event::WindowEvent {
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event: WindowEvent::Resized(_),
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..
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} => {
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recreate_swapchain = true;
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}
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Event::RedrawEventsCleared => {
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previous_frame_end.as_mut().unwrap().cleanup_finished();
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if recreate_swapchain {
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let dimensions: [u32; 2] = surface.window().inner_size().into();
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let (new_swapchain, new_images) =
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match swapchain.recreate_with_dimensions(dimensions) {
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Ok(r) => r,
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Err(SwapchainCreationError::UnsupportedDimensions) => return,
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Err(e) => panic!("Failed to recreate swapchain: {:?}", e),
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};
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swapchain = new_swapchain;
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framebuffers = window_size_dependent_setup(
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&new_images,
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render_pass.clone(),
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&mut dynamic_state,
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);
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recreate_swapchain = false;
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}
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let (image_num, suboptimal, acquire_future) =
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match swapchain::acquire_next_image(swapchain.clone(), None) {
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Ok(r) => r,
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Err(AcquireError::OutOfDate) => {
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recreate_swapchain = true;
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return;
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}
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Err(e) => panic!("Failed to acquire next image: {:?}", e),
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};
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if suboptimal {
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recreate_swapchain = true;
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}
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let clear_values = vec![[0.0, 0.0, 1.0, 1.0].into(), 1.0.into()];
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let mut builder =
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AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family())
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.unwrap();
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// Beginning or resetting a query is unsafe for now.
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unsafe {
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builder
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// A query must be reset before each use, including the first use.
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// This must be done outside a render pass.
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.reset_query_pool(query_pool.clone(), 0..3)
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.unwrap()
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.begin_render_pass(
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framebuffers[image_num].clone(),
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SubpassContents::Inline,
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clear_values,
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)
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.unwrap()
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// Begin query 0, then draw the red triangle.
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// Enabling the `precise` bit would give exact numeric results. This needs
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// the `occlusion_query_precise` feature to be enabled on the device.
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.begin_query(query_pool.clone(), 0, QueryControlFlags { precise: false })
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.unwrap()
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.draw(
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pipeline.clone(),
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&dynamic_state,
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triangle1.clone(),
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(),
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(),
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vec![],
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)
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.unwrap()
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// End query 0.
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.end_query(query_pool.clone(), 0)
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.unwrap()
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// Begin query 1 for the cyan triangle.
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.begin_query(query_pool.clone(), 1, QueryControlFlags { precise: false })
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.unwrap()
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.draw(
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pipeline.clone(),
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&dynamic_state,
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triangle2.clone(),
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(),
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(),
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vec![],
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)
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.unwrap()
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.end_query(query_pool.clone(), 1)
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.unwrap()
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// Finally, query 2 for the green triangle.
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.begin_query(query_pool.clone(), 2, QueryControlFlags { precise: false })
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.unwrap()
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.draw(
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pipeline.clone(),
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&dynamic_state,
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triangle3.clone(),
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(),
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(),
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vec![],
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)
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.unwrap()
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.end_query(query_pool.clone(), 2)
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.unwrap()
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.end_render_pass()
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.unwrap();
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}
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let command_buffer = builder.build().unwrap();
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let future = previous_frame_end
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.take()
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.unwrap()
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.join(acquire_future)
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.then_execute(queue.clone(), command_buffer)
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.unwrap()
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.then_swapchain_present(queue.clone(), swapchain.clone(), image_num)
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.then_signal_fence_and_flush();
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match future {
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Ok(future) => {
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previous_frame_end = Some(future.boxed());
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}
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Err(FlushError::OutOfDate) => {
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recreate_swapchain = true;
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previous_frame_end = Some(sync::now(device.clone()).boxed());
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}
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Err(e) => {
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println!("Failed to flush future: {:?}", e);
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previous_frame_end = Some(sync::now(device.clone()).boxed());
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}
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}
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// Retrieve the query results.
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// This copies the results to a variable on the CPU. You can also use the
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// `copy_query_pool_results` function on a command buffer to write results to a
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// Vulkano buffer. This could then be used to influence draw operations further down
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// the line, either in the same frame or a future frame.
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query_pool
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.queries_range(0..3)
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.unwrap()
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.get_results(
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&mut query_results,
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QueryResultFlags {
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// Block the function call until the results are available.
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// Note: if not all the queries have actually been executed, then this
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// will wait forever for something that never happens!
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wait: true,
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// Blocking and waiting will never give partial results.
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partial: false,
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// Blocking and waiting will ensure the results are always available after
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// the function returns.
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//
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// If you disable waiting, then this can be used to include the
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// availability of each query's results. You need one extra element per
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// query in your `query_results` buffer for this. This element will
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// be filled with a zero/nonzero value indicating availability.
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with_availability: false,
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},
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)
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.unwrap();
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// If the `precise` bit was not enabled, then you're only guaranteed to get a boolean
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// result here: zero if all pixels were occluded, nonzero if only some were occluded.
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// Enabling `precise` will give the exact number of pixels.
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// Query 0 (red triangle) will always succeed, because the depth buffer starts empty
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// and will never occlude anything.
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assert_ne!(query_results[0], 0);
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// Query 1 (cyan triangle) will fail, because it's drawn completely behind the first.
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assert_eq!(query_results[1], 0);
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// Query 2 (green triangle) will succeed, because it's only partially occluded.
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assert_ne!(query_results[2], 0);
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}
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_ => (),
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});
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}
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fn window_size_dependent_setup(
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images: &[Arc<SwapchainImage<Window>>],
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render_pass: Arc<RenderPass>,
|
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dynamic_state: &mut DynamicState,
|
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) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
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let dimensions = images[0].dimensions();
|
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|
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let viewport = Viewport {
|
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origin: [0.0, 0.0],
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dimensions: [dimensions[0] as f32, dimensions[1] as f32],
|
||||
depth_range: 0.0..1.0,
|
||||
};
|
||||
dynamic_state.viewports = Some(vec![viewport]);
|
||||
|
||||
let depth_attachment = ImageView::new(
|
||||
AttachmentImage::with_usage(
|
||||
render_pass.device().clone(),
|
||||
dimensions,
|
||||
Format::D16Unorm,
|
||||
ImageUsage {
|
||||
depth_stencil_attachment: true,
|
||||
transient_attachment: true,
|
||||
..ImageUsage::none()
|
||||
},
|
||||
)
|
||||
.unwrap(),
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
images
|
||||
.iter()
|
||||
.map(|image| {
|
||||
let view = ImageView::new(image.clone()).unwrap();
|
||||
Arc::new(
|
||||
Framebuffer::start(render_pass.clone())
|
||||
.add(view)
|
||||
.unwrap()
|
||||
.add(depth_attachment.clone())
|
||||
.unwrap()
|
||||
.build()
|
||||
.unwrap(),
|
||||
) as Arc<dyn FramebufferAbstract + Send + Sync>
|
||||
})
|
||||
.collect::<Vec<_>>()
|
||||
}
|
@ -310,7 +310,7 @@ impl<'a> QueriesRange<'a> {
|
||||
debug_assert!(buffer_start % std::mem::size_of::<T>() == 0);
|
||||
|
||||
let count = self.range.end - self.range.start;
|
||||
let per_query_len = self.pool.ty.data_size() + flags.with_availability as usize;
|
||||
let per_query_len = self.pool.ty.result_size() + flags.with_availability as usize;
|
||||
let required_len = per_query_len * count as usize;
|
||||
|
||||
if buffer_len < required_len {
|
||||
@ -440,7 +440,7 @@ impl QueryType {
|
||||
/// If the results are retrieved with [`QueryResultFlags::with_availability`] enabled, then
|
||||
/// an additional element is required per query.
|
||||
#[inline]
|
||||
pub fn data_size(&self) -> usize {
|
||||
pub const fn result_size(&self) -> usize {
|
||||
match self {
|
||||
Self::Occlusion | Self::Timestamp => 1,
|
||||
Self::PipelineStatistics(flags) => flags.count(),
|
||||
@ -526,7 +526,7 @@ impl QueryPipelineStatisticFlags {
|
||||
|
||||
/// Returns the number of flags that are set to `true`.
|
||||
#[inline]
|
||||
pub fn count(&self) -> usize {
|
||||
pub const fn count(&self) -> usize {
|
||||
let &Self {
|
||||
input_assembly_vertices,
|
||||
input_assembly_primitives,
|
||||
@ -555,7 +555,7 @@ impl QueryPipelineStatisticFlags {
|
||||
|
||||
/// Returns `true` if any flags referring to compute operations are set to `true`.
|
||||
#[inline]
|
||||
pub fn is_compute(&self) -> bool {
|
||||
pub const fn is_compute(&self) -> bool {
|
||||
let &Self {
|
||||
compute_shader_invocations,
|
||||
..
|
||||
@ -565,7 +565,7 @@ impl QueryPipelineStatisticFlags {
|
||||
|
||||
/// Returns `true` if any flags referring to graphics operations are set to `true`.
|
||||
#[inline]
|
||||
pub fn is_graphics(&self) -> bool {
|
||||
pub const fn is_graphics(&self) -> bool {
|
||||
let &Self {
|
||||
input_assembly_vertices,
|
||||
input_assembly_primitives,
|
||||
|
Loading…
Reference in New Issue
Block a user