diff --git a/CHANGELOG_VULKANO.md b/CHANGELOG_VULKANO.md index faff42d5..98988367 100644 --- a/CHANGELOG_VULKANO.md +++ b/CHANGELOG_VULKANO.md @@ -31,6 +31,7 @@ - `get_results` has been added to `QueriesRange`, to copy query results to the CPU. - 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). - Better documentation of everything in the `query` module. + - An example demonstrating occlusion queries. - The deprecated `cause` trait function on Vulkano error types is replaced with `source`. - 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. - Fixed bug in descriptor array layers check when the image is a cubemap. diff --git a/examples/src/bin/occlusion-query.rs b/examples/src/bin/occlusion-query.rs new file mode 100644 index 00000000..b11c47c9 --- /dev/null +++ b/examples/src/bin/occlusion-query.rs @@ -0,0 +1,502 @@ +// Copyright (c) 2016 The vulkano developers +// Licensed under the Apache License, Version 2.0 +// or the MIT +// license , +// at your option. All files in the project carrying such +// notice may not be copied, modified, or distributed except +// according to those terms. + +// This is a modification of the triangle example, that demonstrates the basics of occlusion queries. +// Occlusion queries allow you to query whether, and sometimes how many, pixels pass the depth test +// in a range of draw calls. + +use std::sync::Arc; +use vulkano::buffer::{BufferAccess, BufferUsage, CpuAccessibleBuffer}; +use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState, SubpassContents}; +use vulkano::device::{Device, DeviceExtensions, DeviceOwned}; +use vulkano::format::Format; +use vulkano::image::{view::ImageView, AttachmentImage, ImageUsage, SwapchainImage}; +use vulkano::instance::{Instance, PhysicalDevice}; +use vulkano::pipeline::viewport::Viewport; +use vulkano::pipeline::GraphicsPipeline; +use vulkano::query::{QueryControlFlags, QueryPool, QueryResultFlags, QueryType}; +use vulkano::render_pass::{Framebuffer, FramebufferAbstract, RenderPass, Subpass}; +use vulkano::swapchain; +use vulkano::swapchain::{ + AcquireError, ColorSpace, FullscreenExclusive, PresentMode, SurfaceTransform, Swapchain, + SwapchainCreationError, +}; +use vulkano::sync; +use vulkano::sync::{FlushError, GpuFuture}; +use vulkano_win::VkSurfaceBuild; +use winit::event::{Event, WindowEvent}; +use winit::event_loop::{ControlFlow, EventLoop}; +use winit::window::{Window, WindowBuilder}; + +fn main() { + let required_extensions = vulkano_win::required_extensions(); + let instance = Instance::new(None, &required_extensions, None).unwrap(); + let physical = PhysicalDevice::enumerate(&instance).next().unwrap(); + + println!( + "Using device: {} (type: {:?})", + physical.name(), + physical.ty() + ); + + let event_loop = EventLoop::new(); + let surface = WindowBuilder::new() + .build_vk_surface(&event_loop, instance.clone()) + .unwrap(); + + let queue_family = physical + .queue_families() + .find(|&q| q.supports_graphics() && surface.is_supported(q).unwrap_or(false)) + .unwrap(); + + let device_ext = DeviceExtensions { + khr_swapchain: true, + ..DeviceExtensions::none() + }; + let (device, mut queues) = Device::new( + physical, + physical.supported_features(), + &device_ext, + [(queue_family, 0.5)].iter().cloned(), + ) + .unwrap(); + let queue = queues.next().unwrap(); + + let (mut swapchain, images) = { + let caps = surface.capabilities(physical).unwrap(); + let alpha = caps.supported_composite_alpha.iter().next().unwrap(); + let format = caps.supported_formats[0].0; + let dimensions: [u32; 2] = surface.window().inner_size().into(); + Swapchain::new( + device.clone(), + surface.clone(), + caps.min_image_count, + format, + dimensions, + 1, + ImageUsage::color_attachment(), + &queue, + SurfaceTransform::Identity, + alpha, + PresentMode::Fifo, + FullscreenExclusive::Default, + true, + ColorSpace::SrgbNonLinear, + ) + .unwrap() + }; + + let vertex_buffer = { + #[derive(Default, Debug, Clone)] + struct Vertex { + position: [f32; 3], + color: [f32; 3], + } + vulkano::impl_vertex!(Vertex, position, color); + + CpuAccessibleBuffer::from_iter( + device.clone(), + BufferUsage::all(), + false, + [ + // The first triangle (red) is the same one as in the triangle example. + Vertex { + position: [-0.5, -0.25, 0.5], + color: [1.0, 0.0, 0.0], + }, + Vertex { + position: [0.0, 0.5, 0.5], + color: [1.0, 0.0, 0.0], + }, + Vertex { + position: [0.25, -0.1, 0.5], + color: [1.0, 0.0, 0.0], + }, + // The second triangle (cyan) is the same shape and position as the first, + // but smaller, and moved behind a bit. + // It should be completely occluded by the first triangle. + // (You can lower its z value to put it in front) + Vertex { + position: [-0.25, -0.125, 0.6], + color: [0.0, 1.0, 1.0], + }, + Vertex { + position: [0.0, 0.25, 0.6], + color: [0.0, 1.0, 1.0], + }, + Vertex { + position: [0.125, -0.05, 0.6], + color: [0.0, 1.0, 1.0], + }, + // The third triangle (green) is the same shape and size as the first, + // but moved to the left and behind the second. + // It is partially occluded by the first two. + Vertex { + position: [-0.25, -0.25, 0.7], + color: [0.0, 1.0, 0.0], + }, + Vertex { + position: [0.25, 0.5, 0.7], + color: [0.0, 1.0, 0.0], + }, + Vertex { + position: [0.5, -0.1, 0.7], + color: [0.0, 1.0, 0.0], + }, + ] + .iter() + .cloned(), + ) + .unwrap() + }; + + // Create three buffer slices, one for each triangle. + let buffer_slice = vertex_buffer.into_buffer_slice(); + let triangle1 = buffer_slice.clone().slice(0..3).unwrap(); + let triangle2 = buffer_slice.clone().slice(3..6).unwrap(); + let triangle3 = buffer_slice.clone().slice(6..9).unwrap(); + + // Create a query pool for occlusion queries, with 3 slots. + let query_pool = Arc::new(QueryPool::new(device.clone(), QueryType::Occlusion, 3).unwrap()); + + // Create a buffer on the CPU to hold the results of the three queries. + // Query results are always represented as either `u32` or `u64`. + // For occlusion queries, you always need one element per query. You can ask for the number of + // elements needed at runtime by calling `QueryType::result_size`. + // If you retrieve query results with `with_availability` enabled, then this array needs to + // be 6 elements long instead of 3. + let mut query_results = [0u32; 3]; + + mod vs { + vulkano_shaders::shader! { + ty: "vertex", + src: " + #version 450 + + layout(location = 0) in vec3 position; + layout(location = 1) in vec3 color; + + layout(location = 0) out vec3 v_color; + + void main() { + v_color = color; + gl_Position = vec4(position, 1.0); + } + " + } + } + + mod fs { + vulkano_shaders::shader! { + ty: "fragment", + src: " + #version 450 + + layout(location = 0) in vec3 v_color; + layout(location = 0) out vec4 f_color; + + void main() { + f_color = vec4(v_color, 1.0); + } + " + } + } + + let vs = vs::Shader::load(device.clone()).unwrap(); + let fs = fs::Shader::load(device.clone()).unwrap(); + + let render_pass = Arc::new( + vulkano::single_pass_renderpass!( + device.clone(), + attachments: { + color: { + load: Clear, + store: Store, + format: swapchain.format(), + samples: 1, + }, + depth: { + load: Clear, + store: DontCare, + format: Format::D16Unorm, + samples: 1, + } + }, + pass: { + color: [color], + depth_stencil: {depth} + } + ) + .unwrap(), + ); + + let pipeline = Arc::new( + GraphicsPipeline::start() + .vertex_input_single_buffer() + .vertex_shader(vs.main_entry_point(), ()) + .triangle_list() + .viewports_dynamic_scissors_irrelevant(1) + .fragment_shader(fs.main_entry_point(), ()) + .render_pass(Subpass::from(render_pass.clone(), 0).unwrap()) + // Enable depth testing, which is needed for occlusion queries to make sense at all. + // If you disable depth testing, every pixel is considered to pass the depth test, so + // every query will return a nonzero result. + .depth_stencil_simple_depth() + .build(device.clone()) + .unwrap(), + ); + + let mut dynamic_state = DynamicState { + line_width: None, + viewports: None, + scissors: None, + compare_mask: None, + write_mask: None, + reference: None, + }; + + let mut framebuffers = + window_size_dependent_setup(&images, render_pass.clone(), &mut dynamic_state); + + let mut recreate_swapchain = false; + let mut previous_frame_end = Some(sync::now(device.clone()).boxed()); + + event_loop.run(move |event, _, control_flow| match event { + Event::WindowEvent { + event: WindowEvent::CloseRequested, + .. + } => { + *control_flow = ControlFlow::Exit; + } + Event::WindowEvent { + event: WindowEvent::Resized(_), + .. + } => { + recreate_swapchain = true; + } + Event::RedrawEventsCleared => { + previous_frame_end.as_mut().unwrap().cleanup_finished(); + + if recreate_swapchain { + let dimensions: [u32; 2] = surface.window().inner_size().into(); + let (new_swapchain, new_images) = + match swapchain.recreate_with_dimensions(dimensions) { + Ok(r) => r, + Err(SwapchainCreationError::UnsupportedDimensions) => return, + Err(e) => panic!("Failed to recreate swapchain: {:?}", e), + }; + + swapchain = new_swapchain; + framebuffers = window_size_dependent_setup( + &new_images, + render_pass.clone(), + &mut dynamic_state, + ); + recreate_swapchain = false; + } + + let (image_num, suboptimal, acquire_future) = + match swapchain::acquire_next_image(swapchain.clone(), None) { + Ok(r) => r, + Err(AcquireError::OutOfDate) => { + recreate_swapchain = true; + return; + } + Err(e) => panic!("Failed to acquire next image: {:?}", e), + }; + + if suboptimal { + recreate_swapchain = true; + } + + let clear_values = vec![[0.0, 0.0, 1.0, 1.0].into(), 1.0.into()]; + + let mut builder = + AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()) + .unwrap(); + + // Beginning or resetting a query is unsafe for now. + unsafe { + builder + // A query must be reset before each use, including the first use. + // This must be done outside a render pass. + .reset_query_pool(query_pool.clone(), 0..3) + .unwrap() + .begin_render_pass( + framebuffers[image_num].clone(), + SubpassContents::Inline, + clear_values, + ) + .unwrap() + // Begin query 0, then draw the red triangle. + // Enabling the `precise` bit would give exact numeric results. This needs + // the `occlusion_query_precise` feature to be enabled on the device. + .begin_query(query_pool.clone(), 0, QueryControlFlags { precise: false }) + .unwrap() + .draw( + pipeline.clone(), + &dynamic_state, + triangle1.clone(), + (), + (), + vec![], + ) + .unwrap() + // End query 0. + .end_query(query_pool.clone(), 0) + .unwrap() + // Begin query 1 for the cyan triangle. + .begin_query(query_pool.clone(), 1, QueryControlFlags { precise: false }) + .unwrap() + .draw( + pipeline.clone(), + &dynamic_state, + triangle2.clone(), + (), + (), + vec![], + ) + .unwrap() + .end_query(query_pool.clone(), 1) + .unwrap() + // Finally, query 2 for the green triangle. + .begin_query(query_pool.clone(), 2, QueryControlFlags { precise: false }) + .unwrap() + .draw( + pipeline.clone(), + &dynamic_state, + triangle3.clone(), + (), + (), + vec![], + ) + .unwrap() + .end_query(query_pool.clone(), 2) + .unwrap() + .end_render_pass() + .unwrap(); + } + + let command_buffer = builder.build().unwrap(); + + let future = previous_frame_end + .take() + .unwrap() + .join(acquire_future) + .then_execute(queue.clone(), command_buffer) + .unwrap() + .then_swapchain_present(queue.clone(), swapchain.clone(), image_num) + .then_signal_fence_and_flush(); + + match future { + Ok(future) => { + previous_frame_end = Some(future.boxed()); + } + Err(FlushError::OutOfDate) => { + recreate_swapchain = true; + previous_frame_end = Some(sync::now(device.clone()).boxed()); + } + Err(e) => { + println!("Failed to flush future: {:?}", e); + previous_frame_end = Some(sync::now(device.clone()).boxed()); + } + } + + // Retrieve the query results. + // This copies the results to a variable on the CPU. You can also use the + // `copy_query_pool_results` function on a command buffer to write results to a + // Vulkano buffer. This could then be used to influence draw operations further down + // the line, either in the same frame or a future frame. + query_pool + .queries_range(0..3) + .unwrap() + .get_results( + &mut query_results, + QueryResultFlags { + // Block the function call until the results are available. + // Note: if not all the queries have actually been executed, then this + // will wait forever for something that never happens! + wait: true, + // Blocking and waiting will never give partial results. + partial: false, + // Blocking and waiting will ensure the results are always available after + // the function returns. + // + // If you disable waiting, then this can be used to include the + // availability of each query's results. You need one extra element per + // query in your `query_results` buffer for this. This element will + // be filled with a zero/nonzero value indicating availability. + with_availability: false, + }, + ) + .unwrap(); + + // If the `precise` bit was not enabled, then you're only guaranteed to get a boolean + // result here: zero if all pixels were occluded, nonzero if only some were occluded. + // Enabling `precise` will give the exact number of pixels. + + // Query 0 (red triangle) will always succeed, because the depth buffer starts empty + // and will never occlude anything. + assert_ne!(query_results[0], 0); + + // Query 1 (cyan triangle) will fail, because it's drawn completely behind the first. + assert_eq!(query_results[1], 0); + + // Query 2 (green triangle) will succeed, because it's only partially occluded. + assert_ne!(query_results[2], 0); + } + _ => (), + }); +} + +fn window_size_dependent_setup( + images: &[Arc>], + render_pass: Arc, + dynamic_state: &mut DynamicState, +) -> Vec> { + let dimensions = images[0].dimensions(); + + let viewport = Viewport { + origin: [0.0, 0.0], + 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 + }) + .collect::>() +} diff --git a/vulkano/src/query.rs b/vulkano/src/query.rs index a2fc3586..f9238930 100644 --- a/vulkano/src/query.rs +++ b/vulkano/src/query.rs @@ -310,7 +310,7 @@ impl<'a> QueriesRange<'a> { debug_assert!(buffer_start % std::mem::size_of::() == 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,